I havent got any problem with mech mage its easy with my handlock, midrange mage. I know these arent paladin decks but 2x Belcher 2x Earthen Ring Farseer and at least 1 Healbot and its easy win(i havent got any AoE in my mage deck, and have only 2 frostbolt).
Thing is that the good Kodo, comes waaaaaay later than those threats. The best strategy is to fit early drops so you keep up with his board and Consecrate to reset. The tough turn to overcome is the third, because if it ends up to Spider Tank being down and then Blastmage entering the scene, you pretty much end up needing equality/Consecration (and you still lose a turn).
Kodo is too slow. If Kolento's variation stays popular, Kezan Mystic would be good against their secrets (provided they run Mad Scientist and all).
Thing is that the good Kodo, comes waaaaaay later than those threats. The best strategy is to fit early drops so you keep up with his board and Consecrate to reset. The tough turn to overcome is the third, because if it ends up to Spider Tank being down and then Blastmage entering the scene, you pretty much end up needing equality/Consecration (and you still lose a turn).
Kodo is too slow. If Kolento's variation stays popular, Kezan Mystic would be good against their secrets (provided they run Mad Scientist and all).
I have thought about some combos that would work well against the early game minions of mech mage.
Faerie Dragon turn 2, with coghammer turn 3 (so faerie dragon gets divine shield and taunt), which forces minion trading. It can trade against mechwarper, snowchugger, piloted shredder. Reason I chose faerie dragon is so that the mage cant ping the divine shield off it or cast spells on it.
Lil' Exorcist turn 3. Good against a board with clockwork gnomes and piloted shredders (if they have mechwarper out, they will play piloted shredder earlier), lil' exorcist would counter that.
Arcane nullifier is a good turn 4 taunt too.
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Hon. BSc. Medical Physics University of Toronto Class of 2017
Helps much more than any other 6-drop against mech mage or generally aggro decks, because it clear all those little guys. And as soon as they run out of steam you won a game.
Against control use it as a good surprise finisher burst. Or in combo with equality.
I think that also something like this might do well on the ladder. I don't have Dr. Boom so I replaced it with Sylvanas. I also don't have Tirion but I'm planning to get one asap.
Thing is that the good Kodo, comes waaaaaay later than those threats. The best strategy is to fit early drops so you keep up with his board and Consecrate to reset. The tough turn to overcome is the third, because if it ends up to Spider Tank being down and then Blastmage entering the scene, you pretty much end up needing equality/Consecration (and you still lose a turn).
Kodo is too slow. If Kolento's variation stays popular, Kezan Mystic would be good against their secrets (provided they run Mad Scientist and all).
I have thought about some combos that would work well against the early game minions of mech mage.
Faerie Dragon turn 2, with coghammer turn 3 (so faerie dragon gets divine shield and taunt), which forces minion trading. It can trade against mechwarper, snowchugger, piloted shredder. Reason I chose faerie dragon is so that the mage cant ping the divine shield off it or cast spells on it.
Lil' Exorcist turn 3. Good against a board with clockwork gnomes and piloted shredders (if they have mechwarper out, they will play piloted shredder earlier), lil' exorcist would counter that.
Arcane nullifier is a good turn 4 taunt too.
Lil Exorcist did not work in deathrattle hunter/zoo meta. It will not work against mech mage deck with 2 deathrattle minions either.
Faerie Dragon with coghammer is cool idea, but you must have those 2 cards in starting hand and then hope Faerie will not be traded with Mad Scientist, Clockwork Gnome or other low drop before you combo it.
Thing is that the good Kodo, comes waaaaaay later than those threats. The best strategy is to fit early drops so you keep up with his board and Consecrate to reset. The tough turn to overcome is the third, because if it ends up to Spider Tank being down and then Blastmage entering the scene, you pretty much end up needing equality/Consecration (and you still lose a turn).
Kodo is too slow. If Kolento's variation stays popular, Kezan Mystic would be good against their secrets (provided they run Mad Scientist and all).
I have thought about some combos that would work well against the early game minions of mech mage.
Faerie Dragon turn 2, with coghammer turn 3 (so faerie dragon gets divine shield and taunt), which forces minion trading. It can trade against mechwarper, snowchugger, piloted shredder. Reason I chose faerie dragon is so that the mage cant ping the divine shield off it or cast spells on it.
Lil' Exorcist turn 3. Good against a board with clockwork gnomes and piloted shredders (if they have mechwarper out, they will play piloted shredder earlier), lil' exorcist would counter that.
Arcane nullifier is a good turn 4 taunt too.
Lil Exorcist did not work in deathrattle hunter/zoo meta. It will not work against mech mage deck with 2 deathrattle minions either.
Faerie Dragon with coghammer is cool idea, but you must have those 2 cards in starting hand and then hope Faerie will not be traded with Mad Scientist, Clockwork Gnome or other low drop before you combo it.
I disagree on Lil' Exorcist. During the deathrattle hunter meta, I was playing her in some of my decks and she would trade with at minimum two of the opponent's minions on the board.
Faerie Dragon with Coghammer is a nice play as well, and worst case scenario you end up trading 1 v 1. But that's the point... you want the opponent to focus on your board, so you can survive a turn longer to draw into your board clears (at least that is the case with the OP).
I've updated my theorycrafted deck to include Zombie Chow because that's really a very strong turn 1 drop and can trade with most 1-2 mana mechs.
I've had no problem at all with Mech Mages and have a very favourable W/L ratio. I find that once you beat down the initial rush, they really struggle to maintain any kind of momentum. My early-game go to minions are Zombie Chow and Shielded Minibot. I have Truesilver Champion to deal with turn 3/4 threats if needed.
True, with paladin I have 54% winrate against mech mage. They are really annoying in first five turns, but once you stop first wave, you pretty much won a game.
Priest is still worst matchup for my paladin with 41% winrate. That being said, somehow I had 91.7% winrate against warrior in ranked last season. Stats are strange thing.
I run something similar to Painkiller789. Lil'Excorcist and the Faerie are all nice ideas that don't really work against this type of deck. Faerie gets entirely stopped from good trading even by AnnoyoTron and for the Excorcist to get some good bonus, you need to be lucky.
I am also unsure about Zombie Chow. Snow Chugger, Warper, Annoytron stops it from trading, and the only target is still Clockwork Gnome and the mad-scientist.
I run something similar to Painkiller789. Lil'Excorcist and the Faerie are all nice ideas that don't really work against this type of deck. Faerie gets entirely stopped from good trading even by AnnoyoTron and for the Excorcist to get some good bonus, you need to be lucky.
I am also unsure about Zombie Chow. Snow Chugger, Warper, Annoytron stops it from trading, and the only target is still Clockwork Gnome and the mad-scientist.
Faerie Dragon with Coghammer is a nice play as well, and worst case scenario you end up trading 1 v 1. But that's the point... you want the opponent to focus on your board, so you can survive a turn longer to draw into your board clears (at least that is the case with the OP).
Nope, it is almost best case scenario 1 for 1.
Mad scientist that draws a secret traded for your 2 drop is not a great thing, or 1-drop that give spare part for your 2-drop. You can't call it good trade.
Worst case scenario is that you get it late game in control matchup against handlock, warrior or in mirror. Where it is same as dead card.
Faerie Dragon with Coghammer is a nice play as well, and worst case scenario you end up trading 1 v 1. But that's the point... you want the opponent to focus on your board, so you can survive a turn longer to draw into your board clears (at least that is the case with the OP).
Nope, it is almost best case scenario 1 for 1.
Mad scientist that draws a secret traded for your 2 drop is not a great thing, or 1-drop that give spare part for your 2-drop. You can't call it good trade.
Worst case scenario is that you get it late game in control matchup against handlock, warrior or in mirror. Where it is same as dead card.
I don't quite understand your logic lynx...the worst case situation is it trades against a 1 mana drop. The best case situation is it trades against a 2 mana drop, and lives.
Why would you play a faerie dragon on a board with a clockwork gnome anyways? Is the 2/1 really that threatening for you to play faerie dragon against it?
You have drops meant to deal with 2/1's. Those drops are zombie chow and shielded minibot. Faerie dragon is meant to be played against a 4/3 drop or when there is no clockwork gnome on the board, but instead there is a mechwarper. Or during turn 5 (where you can combo it with coghammer)
I'm assuming that a player can judge when to make certain plays. I'm not saying to drop it without thinking, I'm saying if you think, you can use faerie dragon to your advantage.
Faerie Dragon with Coghammer is a nice play as well, and worst case scenario you end up trading 1 v 1. But that's the point... you want the opponent to focus on your board, so you can survive a turn longer to draw into your board clears (at least that is the case with the OP).
Nope, it is almost best case scenario 1 for 1.
Mad scientist that draws a secret traded for your 2 drop is not a great thing, or 1-drop that give spare part for your 2-drop. You can't call it good trade.
Worst case scenario is that you get it late game in control matchup against handlock, warrior or in mirror. Where it is same as dead card.
I don't quite understand your logic lynx...the worst case situation is it trades against a 1 mana drop. The best case situation is it trades against a 2 mana drop, and lives.
Why would you play a faerie dragon on a board with a clockwork gnome anyways? Is the 2/1 really that threatening for you to play something against it?
I'm assuming that a player can judge when to make certain plays. I'm not saying to drop it without thinking, I'm saying if you think, you can use faerie dragon to your advantage.
I'm just saying you must think about other (control) matchups where this card is bad. Just ask yourself what you drop for it.
Ability to not get pinged by mech mage is not worth it. Man i love when mech mage loose turn to ping my minion anyway.
For example Wild Pyromancer is much better 2-mana card in paladin, and even he is not used so much.
What Lynx is saying is that on one hand we are presenting the Faerie Dragon as a lowbie drop to battle board presence early (even mentioned that it would be ideal to follow with a Coghammer...assuming for some reason that it lives to tell the tale), and on the other hand we are talking about keeping it in your hand for when you are about to trade with a Shredder or a wrapper. So effectively it's not always a 2 drop and potentially if a Mad scientist or a Clockwork is down, it's a dead card.
In other words, if you are to wait for one more turn to play it in order to make a good trade, why not run a 3 cost 3/3 that can potentially do something better like Farseer, MCT, BloodKnight etc. Or even a Scarlet Purifier that can trade with a Spider tank and kill a Clockwork in the process.
I still haven't tried this one, but I believe it can get you at least to rank 16. I dropped BGH and Jugglers. BGH is an important card in the meta, but with double Aldor and Pyro/Equality combo, I don't think it's necessary. Swapped Jugglers for Pyros, added some extra heals and I didn't put Coghammer in. Simply because you already got like 4 weapons (Coghammer is a great one though, but this deck doesn't have many suitable targets for it). I may try it out, also I think that Taz'Dingo can be replaced with Arcane Nullifier since it can't be targeted by spells (like fireball).
Also, this deck really lacks some early card draw. I put Acolyte in but might replace it with the Cult Master. Lay on Hands is nice but it's too slow.
Why is this thread all about paladin decks that counter mech mage? How about all decks that counter it? Probably the best counter is to play it yourself, but i'm pretty sure none of us want to do that... so what are other people having success with? I've been doing alright with handlock again this season, but haven't played it against enough mech mages to tell yet. Control warrior is pretty much an automatic loss. I'm thinking a control priest with a lot of early game and double shadow madness / cabal shadow priest, pyro / holy smite and mind control tech could be interesting?
Why is this thread all about paladin decks that counter mech mage? How about all decks that counter it? Probably the best counter is to play it yourself, but i'm pretty sure none of us want to do that... so what are other people having success with? I've been doing alright with handlock again this season, but haven't played it against enough mech mages to tell yet. Control warrior is pretty much an automatic loss. I'm thinking a control priest with a lot of early game and double shadow madness / cabal shadow priest, pyro / holy smite and mind control tech could be interesting?
I think Trump was running some kind of a priest deck to counter many aggro decks on the ladder. I'm not sure, I haven't been playing for a while but I believe handlock has more chances against mech mage than against hunter. Hunter's damage was just crazy.
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Good point! Would you share your MAge list?
Guys what do you think about old paladin friend Stampeding Kodo?
He easy removes Snowchugger, Clockwork Gnome, Annoy-o-Tron, Mad Scientist or Mechwarper. Which is third of mech mage deck.
And there is good old aldor synergy for other matchups.
Thing is that the good Kodo, comes waaaaaay later than those threats. The best strategy is to fit early drops so you keep up with his board and Consecrate to reset. The tough turn to overcome is the third, because if it ends up to Spider Tank being down and then Blastmage entering the scene, you pretty much end up needing equality/Consecration (and you still lose a turn).
Kodo is too slow. If Kolento's variation stays popular, Kezan Mystic would be good against their secrets (provided they run Mad Scientist and all).
I have thought about some combos that would work well against the early game minions of mech mage.
Faerie Dragon turn 2, with coghammer turn 3 (so faerie dragon gets divine shield and taunt), which forces minion trading.
It can trade against mechwarper, snowchugger, piloted shredder. Reason I chose faerie dragon is so that the mage cant ping the divine shield off it or cast spells on it.
Lil' Exorcist turn 3. Good against a board with clockwork gnomes and piloted shredders (if they have mechwarper out, they will play piloted shredder earlier), lil' exorcist would counter that.
Arcane nullifier is a good turn 4 taunt too.
Hon. BSc. Medical Physics
University of Toronto
Class of 2017
Another card i like now in paladin is Avenging Wrath.
Helps much more than any other 6-drop against mech mage or generally aggro decks, because it clear all those little guys. And as soon as they run out of steam you won a game.
Against control use it as a good surprise finisher burst. Or in combo with equality.
Or something similar to this would probably do well against mech mage.
Seal of light is a good option too.
Reasoning for certain cards:
Synergy:
1) Faerie Dragon with Coghammer
2) Lil' Exorcist vs. the opponent's Clockwork Gnome or Piloted Shredder
3) 1 Knife Juggler with 1 Muster for Battle and 1 Quartermaster for the other Muster for Battle
4) Arcane Nullifier X-21 for mid game untargetable taunt minion.
Hon. BSc. Medical Physics
University of Toronto
Class of 2017
I think that also something like this might do well on the ladder. I don't have Dr. Boom so I replaced it with Sylvanas. I also don't have Tirion but I'm planning to get one asap.
Lil Exorcist did not work in deathrattle hunter/zoo meta. It will not work against mech mage deck with 2 deathrattle minions either.
Faerie Dragon with coghammer is cool idea, but you must have those 2 cards in starting hand and then hope Faerie will not be traded with Mad Scientist, Clockwork Gnome or other low drop before you combo it.
I disagree on Lil' Exorcist. During the deathrattle hunter meta, I was playing her in some of my decks and she would trade with at minimum two of the opponent's minions on the board.
Faerie Dragon with Coghammer is a nice play as well, and worst case scenario you end up trading 1 v 1. But that's the point... you want the opponent to focus on your board, so you can survive a turn longer to draw into your board clears (at least that is the case with the OP).
I've updated my theorycrafted deck to include Zombie Chow because that's really a very strong turn 1 drop and can trade with most 1-2 mana mechs.
Hon. BSc. Medical Physics
University of Toronto
Class of 2017
True, with paladin I have 54% winrate against mech mage. They are really annoying in first five turns, but once you stop first wave, you pretty much won a game.
Priest is still worst matchup for my paladin with 41% winrate. That being said, somehow I had 91.7% winrate against warrior in ranked last season. Stats are strange thing.
I run something similar to Painkiller789. Lil'Excorcist and the Faerie are all nice ideas that don't really work against this type of deck. Faerie gets entirely stopped from good trading even by AnnoyoTron and for the Excorcist to get some good bonus, you need to be lucky.
I am also unsure about Zombie Chow. Snow Chugger, Warper, Annoytron stops it from trading, and the only target is still Clockwork Gnome and the mad-scientist.
Your deck is similar, but not quite like Painkiller789. He runs 2 Zombie Chow and 2 Antique Healbot.
Zombie Chow is a very good card against mech mage if you can keep it alive for more than one turn.
Hon. BSc. Medical Physics
University of Toronto
Class of 2017
Nope, it is almost best case scenario 1 for 1.
Mad scientist that draws a secret traded for your 2 drop is not a great thing, or 1-drop that give spare part for your 2-drop. You can't call it good trade.
Worst case scenario is that you get it late game in control matchup against handlock, warrior or in mirror. Where it is same as dead card.
I don't quite understand your logic lynx...the worst case situation is it trades against a 1 mana drop. The best case situation is it trades against a 2 mana drop, and lives.
Why would you play a faerie dragon on a board with a clockwork gnome anyways? Is the 2/1 really that threatening for you to play faerie dragon against it?
You have drops meant to deal with 2/1's. Those drops are zombie chow and shielded minibot. Faerie dragon is meant to be played against a 4/3 drop or when there is no clockwork gnome on the board, but instead there is a mechwarper. Or during turn 5 (where you can combo it with coghammer)
I'm assuming that a player can judge when to make certain plays.
I'm not saying to drop it without thinking, I'm saying if you think, you can use faerie dragon to your advantage.
Hon. BSc. Medical Physics
University of Toronto
Class of 2017
I'm just saying you must think about other (control) matchups where this card is bad. Just ask yourself what you drop for it.
Ability to not get pinged by mech mage is not worth it. Man i love when mech mage loose turn to ping my minion anyway.
For example Wild Pyromancer is much better 2-mana card in paladin, and even he is not used so much.
What Lynx is saying is that on one hand we are presenting the Faerie Dragon as a lowbie drop to battle board presence early (even mentioned that it would be ideal to follow with a Coghammer...assuming for some reason that it lives to tell the tale), and on the other hand we are talking about keeping it in your hand for when you are about to trade with a Shredder or a wrapper. So effectively it's not always a 2 drop and potentially if a Mad scientist or a Clockwork is down, it's a dead card.
In other words, if you are to wait for one more turn to play it in order to make a good trade, why not run a 3 cost 3/3 that can potentially do something better like Farseer, MCT, BloodKnight etc. Or even a Scarlet Purifier that can trade with a Spider tank and kill a Clockwork in the process.
I still haven't tried this one, but I believe it can get you at least to rank 16. I dropped BGH and Jugglers. BGH is an important card in the meta, but with double Aldor and Pyro/Equality combo, I don't think it's necessary. Swapped Jugglers for Pyros, added some extra heals and I didn't put Coghammer in. Simply because you already got like 4 weapons (Coghammer is a great one though, but this deck doesn't have many suitable targets for it). I may try it out, also I think that Taz'Dingo can be replaced with Arcane Nullifier since it can't be targeted by spells (like fireball).
Also, this deck really lacks some early card draw. I put Acolyte in but might replace it with the Cult Master. Lay on Hands is nice but it's too slow.
Stop the tempo...cased closed.
Rank 20: 38 out of 40 Seasons...I suck!
Why is this thread all about paladin decks that counter mech mage? How about all decks that counter it? Probably the best counter is to play it yourself, but i'm pretty sure none of us want to do that... so what are other people having success with? I've been doing alright with handlock again this season, but haven't played it against enough mech mages to tell yet. Control warrior is pretty much an automatic loss. I'm thinking a control priest with a lot of early game and double shadow madness / cabal shadow priest, pyro / holy smite and mind control tech could be interesting?
I think Trump was running some kind of a priest deck to counter many aggro decks on the ladder. I'm not sure, I haven't been playing for a while but I believe handlock has more chances against mech mage than against hunter. Hunter's damage was just crazy.