[StrifeCro's] Mech Mage
- Last updated Dec 24, 2014 (GvG Launch)
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Wild
- 26 Minions
- 4 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2800
- Dust Needed: Loading Collection
- Created: 12/14/2014 (GvG Launch)
- Megatron8
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Total Deck Rating
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1 Minute Guide - StrifeCro's Mech Mage added,All credit for the Video goes to Tales of Lumin, Thank You!
http://www.hearthpwn.com/decks/134111-miraclemechmage-v-1-2
Here is a beginner's guide on the deck and gameplay. Thanks Megatron8 for the decklist! :)
I just fought a legendary mage who played this deck. He lost, but there's a proof this deck works on high ranks.
That doesn't prove anything. That only means that guy played that deck against you at that particular time.
In fact, this deck is very, very bad on ladder.
I felt like the 2x Harvest Golems lacked momentum that I strived for in this deck, and like many in the comments I found myself card starved on around Turn 7. This is how I solved this mechanic (note that I do not have Dr. Boom in my deck)
+ 1 Jeeves / -1 Dr. Boom (I felt as this was the best alternative for card pacing)
-1 Harvest Golem / +1 Echo of Medivh
Exploring Echo of Medivh - haven't yet found it to be a dead card.
Just play Fel Reaver instead of the Drakes.
T4 Fel Reaver extremely strong play, why the hate.
You need the card draw,
I guess it's a matter of personal preference. I'd rather draw into a Fel Reaver and potentially cast it T4 than a Drake in the hopes its cantrip gives me a fireball.
My modifications:
-2 yetis for +2 Jeeves (Helps a lot for card income in over turn 7)
-1 Dr Doom for +1 Ragnaros (Personnal choice)
-1 Azuke Drake for +1 Kel'thuzad (Since there is 2 Jeeves, drake's draw card ability is diminish, Kel'thuzad helps a lot for late game trades, to keep board control and to go for the kill).
I took out a Cogmaster and added Mimiron's Head
I think it helps the deck a bit
Also I'm testing by taking out the Yeti's and adding a Jeeves and Enhance-o. What do you guys think of the idea?
Just did that. Swap the yetis for Jeeves, thats the way to go. Nevertheless i havent try with Enhance-o and 1 Jeeves. It worries me that 1 Jeeves dies or if you try going 1 Enhance-o / 1 jeeves, you never get the jeeves in time. Although you may get the Enhance-o, but in that scenario you will need have some minions out there in the board for max effectivity. Im sticking with double Jeeves.
I also use Mimiron's Head - sooo much fun!
This deck is great. Swap the yetis for Jeeves and there you will have your card draw "power force" you may need. And at turn 7 or 8 or whenever you have very few cards, play Jeeves. Cheers!
This deck doesn't work. It lacks card draw and you are out of fuel every time.
This deck is great. Swap the yetis for Jeeves and there you will have your card draw "power force" you may need. Cheers!
I saw a short unrelated video where Strifecro mentioned removing the Clockwork Gnomes. What would he have replaced them with?
As usual, these "pro" decks only work in the meta above R10 so be warned, this isn't going to get you to R10 as easily as Zoo or Huntard.
that's wrong, i used a 'pro' deck to go from rank 20 to rank 8 in the span of one day warrior tempo/aggro one of Rayned dekcs
Just because 1-2 decks work doesn't make the general rule wrong.