Mecha Freeze Mage
- Last updated Aug 8, 2018 (Boomsday)
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Wild
- 11 Minions
- 19 Spells
- Deck Type: Theorycraft
- Deck Archetype: Freeze Mage
- Crafting Cost: 8460
- Dust Needed: Loading Collection
- Created: 8/4/2018 (Spiteful Nerf)
- scrfix
- Registered User
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- 3
- 11
- 22
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Battle Tag:
scrfix
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Region:
US
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Total Deck Rating
22
As cool as the idea was behind this, this deck needs a lot of work to win. Try my Mecha'thun OTK Mill Druid here: https://www.hearthpwn.com/decks/1163765-mechathun-otk-mill-druid
That deck has much better results. I have a Pogo Rogue deck that is killing it too. I haven't posted that one yet as I am still making changes.
Boomsday Release Update
With the first version of this deck I couldn't win one match. The matches weren't close. The original version of this deck suffered from a few things.
- Lack of card draw.
- Fatigue damage due to Aluneth and Time Warp.
- Lack of Removal Spells for new Boomsday Aggro decks.
- Life Longevity.
- Lack of Speed.
Removed Celestial Emissary
Removed 1 Galvanizer. We only need one for the combo and we have to draw the entire deck anyway.
Removed Aluneth
Added Bloodmage Thalnos
Added 2nd Arcane Intellect.
Added 2nd Ice Barrier.
Added Research Project.
Note: Even with these changes, I still have only come very close to winning (1 turn away on some games). The deck still needs assistance. If you have ideas, post them below.
Boomsday hasn't been released yet and will not be for another 4 days. I have read a lot of talk about Mecha'thun and how it would be impossible for Mage or anyone else to kill him easily and he will never be competitive.
I disagree with this. It may take a skillful player to play the cards correctly but here is my first thought (once again, pre-release) on how to accomplish this. This doesn't seem to be anymore difficult then some of the other decks I have played (or played against) using Mage.
Forum Discussion: https://www.hearthpwn.com/forums/class-discussion/mage/221656-mecha-freeze-mage
The thought on this is Freeze.
- Get Time Warp
- Reduce Time Warp to 1 Mana with 2 Leyline Manipulator's.
- Keep your opponent from attacking until you reduce Mecha'thun down to 8 or 9 mana using Galvanizer or 1 mana using Luna's Pocket Galaxy.
- Use Aluneth to draw the rest of your hand.
- Play Mecha'thun now either 1, 8 or 9 mana & Time Warp now either 5, 3 or 1 mana.
- Freeze Mecha'thun with Frostbolt and use either Snap Freeze or Shatter.
Game over
Card Replacements:
- Aluneth is not needed for this deck but since there is a lack of draw, it is highly recommended.
- Mana Bind could be replaced with Babbling Book, Ghastly Conjurer or a 2nd Shimmering Tempest.
You draw cards extremely fast with Aluneth. You have to be able to get rid of 3 cards per turn so most all cards except Blizzard, Luna's Pocket Galaxy and Mecha'thun are 4 or less mana allowing you to easily get rid of them at the beginning of your turn.
Below are some highlights to how to accomplish this.
Mech'a C'thun Combinations | ||||
Boomsday | Freeze Mage | Mana Cost | ||
Turn 1 | 1 | Open the Waygate | 1 (Needs 6 Spells) | |
1 | Combo | 2 | Snap Freeze | 2 (Destroy Frozen Minion) |
Combo | 3 | Snap Freeze | 2 (Destroy Frozen Minion) | |
Spell | 4 | Primoridal Glyph | 2 (Gives Spell) | |
Spell | 5 | Primordial Glyph | 2 (Gives Spell) | |
Freeze | 6 | Blizzard | 6 (Deal 2 Damage -Stop Minions) | |
Freeze | 7 | Blizzard | 6 (Deal 2 Damage -Stop Minions) | |
Freeze | 8 | Frost Nova | 3 (Stop Enemy Minions) | |
2 | Freeze | 9 | Frost Nova | 3 (Stop Enemy Minions) |
Combo | 10 | Frost Bolt | 2 (Used to Freeze Mecha C'thun) | |
Combo | 11 | Frost Bolt | 2 (Used to Freeze Mecha C'thun) | |
Card Draw | 12 | Arcane Intellect | 3 (Draw 2 Cards) | |
Elemental | 13 | Arcane Artificer | 1 (Gain Armor equal to Spell Cost) | |
Elemental | 14 | Arcane Artificer | 1 (Gain Armor equal to Spell Cost) | |
Spell | 15 | Shimmering Tempest | 2 (Gives Spell) | |
Armor | 16 | Ice Barrier | 3 (Gain 8 Armor) | |
Spell | 17 | Lesser Ruby Spellstone | 2 (Give Spell -> Up to 3) | |
Spell | 18 | Lesser Ruby Spellstone | 2 (Give Spell -> Up to 3) | |
Card Draw | 19 | Aluneth | 6 (Draw 3 cards end of turn) | |
20 | Luna's Pocket Gallery | 7 (Reduce minions in deck to 1) | ||
Elemental | 21 | Celestial Emissary | 2 (Elemental -> Spell Damage +2) | |
Elemental | 22 | Celestial Emissary | 2 (Elemental -> Spell Damage +2) | |
Spell | 23 | Mana Bind | 3 (Gives Spell) | |
Mech | 24 | Galvanizer | 2 (Reduces Mech Cost by 1) | |
Mech | 25 | Galvanizer | 2 (Reduces Mech Cost by 1) | |
Elemental | 26 | Leyline Manipulator | 4 (Reduces New Spell Cost by 2) | |
Elemental | 27 | Leyline Manipulator | 4 (Reduces New Spell Cost by 2) | |
Elemental | 28 | Steam Surger | 4 (Gives Spell) | |
Elemental | 29 | Steam Surger | 4 (Gives Spell) | |
3 | Combo | 30 | Mecha C'thun | 10 (Destroy Enemy Hero) |
4 | Combo | 31 | Time Warp | 5 (Take an extra turn) |
Win Condition 1
(If you pull Mecha'thun before playing Luna's Pocket Galaxy)
- Stall opponent until you get Time Warp.
- Play both Leyline Manipulator's reducing Time Warp to 1.
- Play Galvanizer with Mecha'thun in hand to reduce to 9 mana.
- Play Mecha'thun and Time Warp
- Freeze Mecha'thun with Frostbolt and Destroy him with Snap Freeze
Win Condition 2
(If you play Luna's Pocket Galaxy while Mecha'thun is in deck)
- Stall Opponent with Freeze Cards.
- Play Luna's Pocket Galaxy.
- Use Aluneth to Draw through cards
- Play Freeze and Destroy Mecha'thun
In a perfect game there should be no cards in your deck and last 4 cards in your hand should be:
- Time Warp (Reduced to 1 Mana Cost)
- Mecha'thun (Reduced to 8 or 9 Mana Cost)
- Frostbolt (2 Mana)
- Snap Freeze (2 Mana)
How to get Time Warp
Play any of the following combinations to get 6 spells that did not start in your deck.
- 2 Primordial Glyph's (If you get another primordial, choose it)
- Play Lesser Ruby Spellstone (Preferably upgraded to 2 spells)
- You must play two elementals while this is in your hand to upgrade.
- These elementals would be Arcane Artificer, Celestial Emissary, Steam Surger or Shimmering Tempest.
- Only use Leyline Manipulator if you have already played Luna's Pocket Galaxy with Mecha'thun still in your deck. Otherwise they are needed to reduce Time Warp to 1 mana.
- Play Mana Bind (Who knows, a 0 mana Cataclysm would work beautifully)
(This potentially means keeping 2 cards in your hand until you have Time Warp) - Shimmering Tempest
How to reduce Mecha'thun to 9 mana
- Have Mecha'thun in your hand.
- Play Galvanizer (This potentially means keeping 4 cards in your hand if you haven't received Time Warp and don't have Mecha'thun)
(2 Leyline Manipulator's and 2 Galvanizers)
Cons
You could potentially have 8 cards to hold in your hand if you drew badly and end up with the following:
- No Mecha'thun in your hand
- No Arcane Artificer's
- No Time Warp
- You draw 2 Leyline Manipulator's, 2 Galvanizers, 2 Lesser Ruby Spellstones, and 2 Steam Surgers.
-> Even in this situation you could play 1 Galvanizer, then next turn, 1 or 2 Steam Surgers.
Potential Cards that could wreck this deck:
- Gnomeferatu
- King Togwaggle
- Azalina Soulthief
- Counterspell
- Demonic Project (Supplied by JWBrain)
- Wild Dirty Rat
- Wild Deathlord
- Wild Potion of Polymorph (Supplied by JWBrain)
- Wild Howlfiend, Treachery, Defile combination. (Supplied by JWBrain)
If you think of anymore then let me know and I will add them here.
Updated the deck but it still needs help to keep up. I am thinking about taking Galaxy out of the mix and just going for the combo without it. It is took slow and with the new aggro decks out there It is really difficult to spend 7 mana on 1 card that you more than likely will have pulled Mecha'thun before you can play it. If anyone has ideas, let me know.
Thanks,
Wayne
I would presume so since it would be an attached weapon. It wouldn't be a card in your hand.
If anyone is interested in putting in their two cents on the decks overall expected performance here:
https://www.hearthpwn.com/forums/class-discussion/mage/221656-mecha-freeze-mage
Wayne
I like the analysis and the creativity for this deck. Very well done. Now I pray to open Mecha'thun and Luna's pocket galaxy :D
Thanks. Me too .. Lol
Yes. Thank you. I will add those. That Howlfiend, Treachery, Defile combination just wrecks combo decks. Demonic Project would definitely wreck this deck if it hit the wrong card (Mecha'thun)
Another wild counter would be Potion of Polymorph.
Also, Treachery combos (either Howlfiend or Fel Reaver). And in Boomsday, Demonic Project.
Wow, this is going to be so tough to pull off, especially in a meta where its going to be fast. Maybe not like a typical aggro we've seen in the past - but the tempo will feature some big boys coming at you while you search frantically for your Aluneth or your going to get alot of goblin bomb paper cuts to an inevitable death. I'm trying to think of a way where you can do this without the quest, because if you can - you can get some vital cards your going to need to stop these big mechs that are coming our way, with cards like Voodoo Doll and Polymorph. Upvote for sure for the awesome write up on this deck and inspiring deck building! I'll have to think about it some more and come back to this, it's definitely worth it if you can pull it off properly in games not just against control.
Thanks. I was trying to figure it out without quest but couldn't come up with one for mage without it unless we go into wild. I am hoping the freezes stop aggro but definitely polymorph or other spells would be helpful. They can be rng'ed from primordial if need be.
I am always up for a challenge so difficult it may be but hey.. Lol
Very Nice :)