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?
This thread is about pally decks cuz ppl are trying to help OP and his main is pally lol.
Mech mage is weak against like midrange druid, handlock, and sometimes warrior. Priest is actually not that strong against mech mage I've always found it a easy/ok matchup as a mech mage since half the time priest is like sup I do nothing for first 3-4 turns. auchenai+circle turn 4 isn't gonna save u cuz my shredder spawns another minion plus 2 more in my hand to give you pressure lol. Then if you can't stay above like 10 health by turn 7/8 ur screwed lol.
For paladin really u just need to have 1-2 chows, shielded minibot, and/or muster. People have the wrong conception that control pally does well against mech mage but midrange pally does far better. My deck doesn't even have a lay on hands/healbot and I win against mech mage easily lol. The biggest advantage that you need to be aware of is that mech mage DONT RUN AOE most of the time. So as a paladin you just flood the board. if you get a muster and/or manage to combo 2-3 tokens with quarter master on turn 5/7 u just win the game lol.
Well, if they know how to trade, I doubt that you win that easily. Mech mage is more like zoo than like pure aggro. It's an awesome deck, with the addition of probably best removal spells and possibly the most valuable cards which came with gvg (stats-wise). I'm not saying that it's impossible to beat it, you just need to have the right answers, which old paladin decks lacked, or they came a little bit too late.
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've been experimenting with blood knight in control warrior, as there are a lot of annoy a trons and shielded minibots. It can buy you some time against mage, and can heavily swing against paladin. I have also replaced rag with healbot, as issues is surviving until you can play your threats.
Whether fanboys of mage (pretty much all ex hunter/zoo players I imagine.) like it or not, Mech mage is the new cancer and is definitely running rampant, without signs of stopping. Why no signs of stopping? Because the meta does not allow for known mech mage counters to also fare well against the rest of the ladder. endless nerfs don't help hearthstone as this undertaker nerf has proved. Rather blizzard should be focused on making very strong effective game changing counters to particular meta such as BGH and black knight. Where is the counter to 'mech'. There is none. You don't just go create a synergy class without an effective counter like in any CCG. You know what new tech card Blizzard gave us with GvG and it's Mech's? Hemet Nesingwary.With all effective countermeasures existing in a CCG game design, given a particular meta - any card/class can be good. Unfortunately this is not in Hearthstone. This passing January season, once I hit rank 7-8, where people actually know how to play the game - it became a big giant Druid/Pally/Mech mage fest (The odd random rogue) all the way to rank 3-4 (which I could not get passed because of a similar issue.)
Mech mage does not have a weak matchup I the current meta.
There are great counters against mech mage, but they suck in this meta. Those counters ironically happen to be my favorite two decks. Control warrior and Handlock. Handlock running ancient watchers, an ogre brute, and 2 hellfire/2 shadowflame as well as taunts and extra healing will demolish Mech mage as long as u play around fireball burst as a finisher. Control warrior just owns 'aggro' all times of day.
Unfortunately - paladin, fast druid and BGH absolutely OWN control warrior and handlock making me unable to hit legend and get past rank 3-4 without succumbing too those classes. SO I LEARNED TO PLAY PALLY, the least brainless of the 3 - and ran into the same issue as OP. Even teching your pally deck against mech mage - nets you not much better then 50-55%, is this still enough to legend if you play 1000games? yes. But there is no STRONG EFFICIENT counter to mech mage by pally to achieve 60-65% win rate and having to play only 300games to reach legend which is all that most of have the time for.
For this reason, the fact that Mech mages BAD BAD matchups are not viable in this meta, is why they are running rampant. How did this happen? BLIZZARD NERFING UNDERTAKER CAUSED ALL THIS!!! During Hearthstone's 'hunterfest' I played Control warrior all day and ATE hunters for breakfast. Fiery war(win) axe in starting hand? guaranteed win. anti-aggro Handlocks are pretty good against hunter too. Now that hunters have been removed from the meta, aside from the odd rogue there is not much that mech mages counter's can prosper on.
P.s. I know this isn't a direct reply to OP's question, just needed to get this off my chest.
Also - Thankyou to mohammed for suggesting to me the coghammer/faerie dragon combo. very clever and original. I like it. Thanks to another user in here also (cant find the post anymore) for suggesting blood knight on control warrior as a counter. Very clever also.
played about 7 games in a row last night vs mage with my midranged paladin. 6 of them were mech mages, the other was a control mage.
I went 5 - 1 vs the mech mages and 0-1 vs control mage. My one loss to mech mage came to a perfect coin hand with Mechwarper --> double Clockwork Gnome --> double Snowchugger that then yielded double Goblin Blastmage. Really, nothing that a paladin had to offer was going to beat that and have a reasonable amount of life left.
The other match ups i just went Shielded Minibot into Muster for Battle and there was nothing they could do. Mech mage is not a hard beast to slay. They dont always have the nut draw(the instance that i described is very rare to have that line play out). They dont have any board wipes, they have limited card draw, and they are not as aggressive as hunter.
You just have to trade and play around double fireball.
If youre a control warrior the only card you have to worry about is Snowchugger. Brawl is a superstar in this match up, as is Armorsmith.
If youre a hand lock you only have to worry about double Fireball. You have more than enough AoE to deal with all of their threats and make them empty their hand.
If youre a priest you just lol and steal all their creatures and kill everything. your shadow words hit 90% of their minions.
If youre a druid you just kill Mechwarper then slap taunts down and watch how you 2 for 1 your opponent because their minions arent big.
I think you guys are just tilting because you lost to the nut draw a few times, and are now just making a slew of misplays.
The biggest pain in Pal's rear end is the lack of a sensible 3 dmg removal. No Lightning Bolt, Frostbolt, Fiery War Axe, Darkbomb, Backstab + Hero Power etc. Hammer of Wrath is laughable at 4 mana. Coghammer has 2 dmg with not-that-useful bonus especially against Mage. Pal has no way to remove the Mechwarper fast enough and then relies on combos to clear the enormous board Mage gets at round 3 tops.
Mulligan for Knife JugglerShielded Minibot and Muster for Battle. any combo of those 3 more often than not stops mech mage in their tracks. The only semi answer they have to that is Goblin Blastmage, but you should have enough board presence to kill all their mechs to not allow him to play it on curve. If you can keep up with their board until about turn 7, the game will snow ball into your favor.
The whining about Mech Mage is just too much. I get that it's a popular deck and it's annoying to see it constantly on ladder, but comparing Mechwarper to pre-nerf Undertaker is a huuuuge overstatement. Yes Mechwarper is borderline broken and it can lead to some pretty crazy starts if the Mage gets lucky, but Undertaker was a whole 'nother level of imbalanced with its consistency.
Zombie Chow is a very good card against mech mage if you can keep it alive for more than one turn.
It's less about keeping it alive and more about trading 2:1 or better. If you can get rid of two minions with it, you're doing fine.
If it gets removed in turn two, it's still only a 1 mana drop, so if your opponent is spending more than 1 mana to get rid of it, then it's in your favour. They'd have to ping and trade, or play Frostbolt or Flamecannon (if they're even running them) in order to deal with it - preventing them from playing any minions the following turn. It's a win all-round versus a Mech Mage.
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.
0% in ranked for me - but I only encountered a single Priest in ranked play last season, so honestly it doesn't worry me that much. Priest is the only class with a negative matchup percentage for me, I almost always lose, even in casual.
The dream with Zombie Chow is obviously to trade it 2-for-1, but even if it only trades 1-for-1, it fucks with aggro decks' tempo so hard that it's still insane value in that scenario.
The deck has been around for too long, but it got overshadowed by Undertaker Hunter, due to the popularity of the build. Right now, with Hunter almost out of the picture MechMage is king of the hill in aggro (and probably the entire game right now). So what this means for Paladin lovers?
Mechmage is a bad matchup for us. Worse than Hunters were. The fact that Mechmage is out there makes the counterdeck popular as well, this would be Rogue with added Sabotage for stealthed Antonidas dealing. Meaning that right now the ladder is filled with Mechmages and Rogues. Personally I can't think of worse matchups for Paladins.
Any ideas on how to use midrange or control in ladder right now? I went for Earthern Ring Farseer for the 3drop and life back, but I can't say it's working.
I've played paladin to legend two seasons in a row now, and I can tell you that having a counter-deck is always a good thing for the game. In contrast, I have a few decks that really destroy mech mage, so if I see a lot of those...I switch gears. It's really not the "new hunter", because it's not overpowered. It's strong, but not broken. Hunter was overpowered with the right early draws. If you meant it's the "new hunter" based purely on popularity, well, fine. If you meant overall deck strength, no way.
As I told earlier in this thread, I started the whole thread as a way to find possible solutions to a popular deck and by no means overpowered. I don't think it's broken, but I do think that a Paladin needs to go a lot out of its way to tech against mechmage. I've also been hitting legend in the last 2 seasons with Paladin but I don't really play to get to legend with any deck. I just want to play what I like and have a good chance.
If the question was how to battle mechmage in general, I'd switch to Control Rogue and ride the stream. But I'd like to make a good deck that survives the popularity of mechmage with the Paladin.
The biggest pain in Pal's rear end is the lack of a sensible 3 dmg removal. No Lightning Bolt, Frostbolt, Fiery War Axe, Darkbomb, Backstab + Hero Power etc. Hammer of Wrath is laughable at 4 mana. Coghammer has 2 dmg with not-that-useful bonus especially against Mage. Pal has no way to remove the Mechwarper fast enough and then relies on combos to clear the enormous board Mage gets at round 3 tops.
With all due respect, telling someone to mulligan for something is like telling "you lost in roulette cause you tossed the ball the wrong way". And having to go with a combo in the beginning of the game compared to having a single card that surely and clearly deals with the problem is completely different. You replied too fast to my post while I was still editing it :P
to be fair, the mech mage has to mulligan for Mechwarper + follow up minions, its only fair that you mulligan for the answer, right?
Asking for the paladin to be designed like other classes isnt the answer. There really isnt an answer needed. Paladins have plenty of ways to deal with Mechwarper, but its not always a 1 to 1 answer. Its more about managing the board and the flow of cards. Can the paladin lose to the nut draw? yes. but all classes can. Mech mage isnt OP. They almost need to have a good opening hand vs all matchups because they have no late game.
imho they are a well balanced temp/aggro class. People are just upset because there are so many of them around. If control warrior was cheap and everyone played it, people would be calling for nerfs. People are calling for nerfs to Muster for Battle. If people lose to a card they dont know how to play against, they call for nerfs or answers that are OP.
if you keep losing to the nut draw, then just take a chill pill and log off. rng is rng because of the fact that it can go in streaks. accept that its not your night and move on.
FYI dkng666, im not telling you how to play HS in the latter part of this post, it was just a general statement to everyone.
Well, I mean there you have it. You wanting to play a certain class doesn't align with the current meta. What else is there to say?
Kezan mystic has been working for me since I see alot of Kolento's mirror entity variety mechmage, so that's a start. 1 wild pyro is nice for a turn 4 wipe w/ equalityk pretty much on par with priest's turn 4 auchenai+circle. I like running 2 equalities whereas some people only like 1 lately, so I use the first one fairly liberally. muster into t4 equality is a pretty fair tempo stopper, and i'm usually able too outheal/gain board back effectively after this
The thread was started to search for potential tweaks on another popular deck (the Muster Midrange) in order to battle a bad matchup that is the Mechmage, which happens to rise in popularity lately. I have no idea where any of the people saying that 'there is too much hate for the mage in this thread' found anything that stated this.
Nobody asked to change any card, and nobody asked to change a hero's design. I guess the same way a Mechmage has a good matchup against Paladin due to class design, a Paladin has a good matchup against Control Warrior.
Bottomline, and because it will get out of hand if people smell of salty hate, I tried the two pyromancer,2 Farseer routes and my W/L ratio rised significantly against them.
Personally, I don't hate mech mages, I actually like the deck's concept. It's quite strong and reliable, but it isn't brainless or unbeatable. It's quite good and it takes some time to learn to play it against some control decks.
The thread was started to search for potential tweaks on another popular deck (the Muster Midrange) in order to battle a bad matchup that is the Mechmage, which happens to rise in popularity lately. I have no idea where any of the people saying that 'there is too much hate for the mage in this thread' found anything that stated this.
Nobody asked to change any card, and nobody asked to change a hero's design. I guess the same way a Mechmage has a good matchup against Paladin due to class design, a Paladin has a good matchup against Control Warrior.
Bottomline, and because it will get out of hand if people smell of salty hate, I tried the two pyromancer,2 Farseer routes and my W/L ratio rised significantly against them.
I'm glad the two pyromancer and farseer worked for you :) and yea, I agree that people did go off on a tangent for a bit (i guess that's what happens when people are passionate about things).
i agree. Its a well balanced tempo/aggro class. I dont think you need to tech your deck to play well against it, as i dont think its worth weakening your deck vs other classes. Paladin is by no means weak to mech mage. You really only lose to the nut draw. This is intended.
Mid ranged paladin is well positioned because of the fact that it has so many "fair" match ups. This is all a skilled player can ask for. I have yet to reach legend as i play fairly casually, and when i play its a night time when im tired, and i occasionally am affected by tilt syndrome. However, paladin is my go to class when all else seems to fail.
Not all classes need same spells. Sure, we have like 6 2 mana deal 3 damage spells, but not every class needs that though. We don't want to make all the classes same.
Blood Knight seems so good right now against mech mage. Takes the shield off an Annoy-o-Tron and gives you a 6/6 on as early as turn 2 with the coin. That 6/6 is probably good for at least 2-for-1 if they don't have a fireball which they likely won't have that early.
Blood Knight seems so good right now against mech mage. Takes the shield off an Annoy-o-Tron and gives you a 6/6 on as early as turn 2 with the coin. That 6/6 is probably good for at least 2-for-1 if they don't have a fireball which they likely won't have that early.
Nice idea, and in a little worse case it trades good with 2/3 mage minions.
Also it is pretty good in mirror matchup, and can work with minibot or coghamer.
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This thread is about pally decks cuz ppl are trying to help OP and his main is pally lol.
Mech mage is weak against like midrange druid, handlock, and sometimes warrior. Priest is actually not that strong against mech mage I've always found it a easy/ok matchup as a mech mage since half the time priest is like sup I do nothing for first 3-4 turns. auchenai+circle turn 4 isn't gonna save u cuz my shredder spawns another minion plus 2 more in my hand to give you pressure lol. Then if you can't stay above like 10 health by turn 7/8 ur screwed lol.
For paladin really u just need to have 1-2 chows, shielded minibot, and/or muster. People have the wrong conception that control pally does well against mech mage but midrange pally does far better. My deck doesn't even have a lay on hands/healbot and I win against mech mage easily lol. The biggest advantage that you need to be aware of is that mech mage DONT RUN AOE most of the time. So as a paladin you just flood the board. if you get a muster and/or manage to combo 2-3 tokens with quarter master on turn 5/7 u just win the game lol.
Well, if they know how to trade, I doubt that you win that easily. Mech mage is more like zoo than like pure aggro. It's an awesome deck, with the addition of probably best removal spells and possibly the most valuable cards which came with gvg (stats-wise). I'm not saying that it's impossible to beat it, you just need to have the right answers, which old paladin decks lacked, or they came a little bit too late.
I've been experimenting with blood knight in control warrior, as there are a lot of annoy a trons and shielded minibots. It can buy you some time against mage, and can heavily swing against paladin. I have also replaced rag with healbot, as issues is surviving until you can play your threats.
Whether fanboys of mage (pretty much all ex hunter/zoo players I imagine.) like it or not, Mech mage is the new cancer and is definitely running rampant, without signs of stopping. Why no signs of stopping? Because the meta does not allow for known mech mage counters to also fare well against the rest of the ladder. endless nerfs don't help hearthstone as this undertaker nerf has proved. Rather blizzard should be focused on making very strong effective game changing counters to particular meta such as BGH and black knight. Where is the counter to 'mech'. There is none. You don't just go create a synergy class without an effective counter like in any CCG. You know what new tech card Blizzard gave us with GvG and it's Mech's? Hemet Nesingwary . With all effective countermeasures existing in a CCG game design, given a particular meta - any card/class can be good. Unfortunately this is not in Hearthstone. This passing January season, once I hit rank 7-8, where people actually know how to play the game - it became a big giant Druid/Pally/Mech mage fest (The odd random rogue) all the way to rank 3-4 (which I could not get passed because of a similar issue.)
Mech mage does not have a weak matchup I the current meta.
There are great counters against mech mage, but they suck in this meta. Those counters ironically happen to be my favorite two decks. Control warrior and Handlock. Handlock running ancient watchers, an ogre brute, and 2 hellfire/2 shadowflame as well as taunts and extra healing will demolish Mech mage as long as u play around fireball burst as a finisher. Control warrior just owns 'aggro' all times of day.
Unfortunately - paladin, fast druid and BGH absolutely OWN control warrior and handlock making me unable to hit legend and get past rank 3-4 without succumbing too those classes. SO I LEARNED TO PLAY PALLY, the least brainless of the 3 - and ran into the same issue as OP. Even teching your pally deck against mech mage - nets you not much better then 50-55%, is this still enough to legend if you play 1000games? yes. But there is no STRONG EFFICIENT counter to mech mage by pally to achieve 60-65% win rate and having to play only 300games to reach legend which is all that most of have the time for.
For this reason, the fact that Mech mages BAD BAD matchups are not viable in this meta, is why they are running rampant. How did this happen? BLIZZARD NERFING UNDERTAKER CAUSED ALL THIS!!! During Hearthstone's 'hunterfest' I played Control warrior all day and ATE hunters for breakfast. Fiery war(win) axe in starting hand? guaranteed win. anti-aggro Handlocks are pretty good against hunter too. Now that hunters have been removed from the meta, aside from the odd rogue there is not much that mech mages counter's can prosper on.
P.s. I know this isn't a direct reply to OP's question, just needed to get this off my chest.
Also - Thankyou to mohammed for suggesting to me the coghammer/faerie dragon combo. very clever and original. I like it.
Thanks to another user in here also (cant find the post anymore) for suggesting blood knight on control warrior as a counter. Very clever also.
played about 7 games in a row last night vs mage with my midranged paladin. 6 of them were mech mages, the other was a control mage.
I went 5 - 1 vs the mech mages and 0-1 vs control mage. My one loss to mech mage came to a perfect coin hand with Mechwarper --> double Clockwork Gnome --> double Snowchugger that then yielded double Goblin Blastmage. Really, nothing that a paladin had to offer was going to beat that and have a reasonable amount of life left.
The other match ups i just went Shielded Minibot into Muster for Battle and there was nothing they could do. Mech mage is not a hard beast to slay. They dont always have the nut draw(the instance that i described is very rare to have that line play out). They dont have any board wipes, they have limited card draw, and they are not as aggressive as hunter.
You just have to trade and play around double fireball.
If youre a control warrior the only card you have to worry about is Snowchugger. Brawl is a superstar in this match up, as is Armorsmith.
If youre a hand lock you only have to worry about double Fireball. You have more than enough AoE to deal with all of their threats and make them empty their hand.
If youre a priest you just lol and steal all their creatures and kill everything. your shadow words hit 90% of their minions.
If youre a druid you just kill Mechwarper then slap taunts down and watch how you 2 for 1 your opponent because their minions arent big.
I think you guys are just tilting because you lost to the nut draw a few times, and are now just making a slew of misplays.
Because it is on paladin sub-forum. Go make other topic on general forum.
Same deck can't counter another same deck, by definition. If played perfectly both win 50% times.
Mulligan for Knife Juggler Shielded Minibot and Muster for Battle. any combo of those 3 more often than not stops mech mage in their tracks. The only semi answer they have to that is Goblin Blastmage, but you should have enough board presence to kill all their mechs to not allow him to play it on curve. If you can keep up with their board until about turn 7, the game will snow ball into your favor.
The whining about Mech Mage is just too much. I get that it's a popular deck and it's annoying to see it constantly on ladder, but comparing Mechwarper to pre-nerf Undertaker is a huuuuge overstatement. Yes Mechwarper is borderline broken and it can lead to some pretty crazy starts if the Mage gets lucky, but Undertaker was a whole 'nother level of imbalanced with its consistency.
The dream with Zombie Chow is obviously to trade it 2-for-1, but even if it only trades 1-for-1, it fucks with aggro decks' tempo so hard that it's still insane value in that scenario.
I've played paladin to legend two seasons in a row now, and I can tell you that having a counter-deck is always a good thing for the game. In contrast, I have a few decks that really destroy mech mage, so if I see a lot of those...I switch gears. It's really not the "new hunter", because it's not overpowered. It's strong, but not broken. Hunter was overpowered with the right early draws. If you meant it's the "new hunter" based purely on popularity, well, fine. If you meant overall deck strength, no way.
As I told earlier in this thread, I started the whole thread as a way to find possible solutions to a popular deck and by no means overpowered. I don't think it's broken, but I do think that a Paladin needs to go a lot out of its way to tech against mechmage. I've also been hitting legend in the last 2 seasons with Paladin but I don't really play to get to legend with any deck. I just want to play what I like and have a good chance.
If the question was how to battle mechmage in general, I'd switch to Control Rogue and ride the stream. But I'd like to make a good deck that survives the popularity of mechmage with the Paladin.
to be fair, the mech mage has to mulligan for Mechwarper + follow up minions, its only fair that you mulligan for the answer, right?
Asking for the paladin to be designed like other classes isnt the answer. There really isnt an answer needed. Paladins have plenty of ways to deal with Mechwarper, but its not always a 1 to 1 answer. Its more about managing the board and the flow of cards. Can the paladin lose to the nut draw? yes. but all classes can. Mech mage isnt OP. They almost need to have a good opening hand vs all matchups because they have no late game.
imho they are a well balanced temp/aggro class. People are just upset because there are so many of them around. If control warrior was cheap and everyone played it, people would be calling for nerfs. People are calling for nerfs to Muster for Battle. If people lose to a card they dont know how to play against, they call for nerfs or answers that are OP.
if you keep losing to the nut draw, then just take a chill pill and log off. rng is rng because of the fact that it can go in streaks. accept that its not your night and move on.
FYI dkng666, im not telling you how to play HS in the latter part of this post, it was just a general statement to everyone.
Well, I mean there you have it. You wanting to play a certain class doesn't align with the current meta. What else is there to say?
Kezan mystic has been working for me since I see alot of Kolento's mirror entity variety mechmage, so that's a start. 1 wild pyro is nice for a turn 4 wipe w/ equalityk pretty much on par with priest's turn 4 auchenai+circle. I like running 2 equalities whereas some people only like 1 lately, so I use the first one fairly liberally. muster into t4 equality is a pretty fair tempo stopper, and i'm usually able too outheal/gain board back effectively after this
Ok. Let's make something clear.
The thread was started to search for potential tweaks on another popular deck (the Muster Midrange) in order to battle a bad matchup that is the Mechmage, which happens to rise in popularity lately. I have no idea where any of the people saying that 'there is too much hate for the mage in this thread' found anything that stated this.
Nobody asked to change any card, and nobody asked to change a hero's design. I guess the same way a Mechmage has a good matchup against Paladin due to class design, a Paladin has a good matchup against Control Warrior.
Bottomline, and because it will get out of hand if people smell of salty hate, I tried the two pyromancer,2 Farseer routes and my W/L ratio rised significantly against them.
Personally, I don't hate mech mages, I actually like the deck's concept. It's quite strong and reliable, but it isn't brainless or unbeatable. It's quite good and it takes some time to learn to play it against some control decks.
I'm glad the two pyromancer and farseer worked for you :)
and yea, I agree that people did go off on a tangent for a bit (i guess that's what happens when people are passionate about things).
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i agree. Its a well balanced tempo/aggro class. I dont think you need to tech your deck to play well against it, as i dont think its worth weakening your deck vs other classes. Paladin is by no means weak to mech mage. You really only lose to the nut draw. This is intended.
Mid ranged paladin is well positioned because of the fact that it has so many "fair" match ups. This is all a skilled player can ask for. I have yet to reach legend as i play fairly casually, and when i play its a night time when im tired, and i occasionally am affected by tilt syndrome. However, paladin is my go to class when all else seems to fail.
Not all classes need same spells. Sure, we have like 6 2 mana deal 3 damage spells, but not every class needs that though. We don't want to make all the classes same.
Blood Knight seems so good right now against mech mage. Takes the shield off an Annoy-o-Tron and gives you a 6/6 on as early as turn 2 with the coin. That 6/6 is probably good for at least 2-for-1 if they don't have a fireball which they likely won't have that early.
Nice idea, and in a little worse case it trades good with 2/3 mage minions.
Also it is pretty good in mirror matchup, and can work with minibot or coghamer.