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[Havoc] 1st Time Legend Apprentice Mech Mage

  • Last updated Feb 1, 2016 (Explorers)
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Wild

  • 24 Minions
  • 6 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4320
  • Dust Needed: Loading Collection
  • Created: 12/30/2014 (GvG Launch)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    412

View 4 other Decks by TheRealHavoc
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My most recent legend deck, hope you enjoy :)

http://www.hearthpwn.com/decks/424779-havoc-me-go-face-yep-s22-legend-aggro-shaman

Hope you like this deck. But, if you're looking for another option on your grind to legend, check out my latest favorite http://www.hearthpwn.com/decks/189794-havoc-legend-shade-rogue!

Like it says in the title.  This is my first time to legend.  The highest I have been in the 3 seasons I've played is rank 2.  So, I thought I might share the deck I used to get legend for those others out there trying to get there for the first time.

Hope this deck treats you like it did me :).

Deck Reasoning

I basically played this deck from rank 14 through to legend with some changes along the way.  I feel like this deck is a "jack of all trades but master of none."  Which is why I think it was so consistent on the ladder all the way up.  It can handle any class out there.  You will notice that there are a couple cards which I chose to only have 1 copy of (other than legendaries), such as Flamecannon, and Arcane Intellect.  These cards all have their place but having 2 of them in your starting hand can a lot of times leads to a loss, while not drawing them isn't the end of the world which is why I chose to only include 1 of each.

I chose to include Sorcerer's Apprentice for the following reasons. Remember all the spare parts are spells, casting them for free is nice especially if you're able to play this card with Archmage Antonidas.  This card is also great for early tempo when you you need a 1 mana Flamecannon or Frostbolt.  This card also makes arcane intellect a lot more playable.  There are a lot of spells in this deck so with the addition of spare parts that makes this card worth it imo.

Having both Dr. Boom and Archmage gave me a much better win rate against control decks such and control warrior.  Without another big finisher like Dr. Boom, I found control matchups a lot tougher if I didn't curve out perfectly and finish them around turn 7.  Dr. Boom really helped vs Warrior and Priest.

Some Class Tips:

Hunter and Zoo: Hunter actually became one of my favourite matchups with this season.  With annoy-o-tron, mana wyrm, and all the early removal like flamecannon and frostbolt this matchup went very smoothly for me.  Also, a nicely timed blast mage put the icing on the cake.  The imp version of zoo I found a little tougher if you don't get a nice blast mage, if you're having trouble with that matchup up, might be worth throwing in a flamestrike, I found that to help, maybe in the place of the yeti.

Handlock: "Try to get a really aggressive start... (think Mech Warper)

The biggest mistake I see people make is playing around too much. You can often deal with one taunted Molten Giant, but you can't just not attack face to play around double Molten-Sunfury-Shadowflame or similar things. You have to race them and only trade if you get a really efficient one."-Xixo-

Priest: This deck runs a lot of 4 health minions to help with the priest matchup. Mech synergy really helps in this matchup.  playing a turn 2 mechwarper followed by turn 3 yeti, shredder, or tinkerer (goes to 4/4 with a mech on board) gives you a nice start. Flame cannon helps against injured blademasters and cultist's. Try to save your spare parts for Antonidas and it should give you the fuel to win. Watchup out when playing late game annoy-o-trons and mechwarpers cause they are perfect steal targets for the priest.

If you have trouble with any particular matchup, leave a comment and I'll do my best to help.

Edit:

A quick and dirty mulligan guide:

If you have a mechwarper in your opening hand mulligan for mechs 3 mana and below

If you have a manawyrm in your opening hand mulligan for apprentice frostbolt and flamecannon and portal if you choose to use one.

If you have neither a mana wyrm or a mechwarper keep any 2 mana and below and mulligan for more of them.

If you have both a mana wyrm and a mechwarper just keep them and muligan anything over 3 mana.

Cheers!

 And don't forget to give the deck a "+1" if you have success or enjoy the deck :).

Legend Proof

http://i.imgur.com/SKZT86l.png

P.S. I plan on starting to stream this deck and some other variations soon!!

You can find me at http://www.twitch.tv/therealhavoc

Recent Changes:

Played this deck pretty much for the first time this season today on my stream.  I had been working on a new rogue deck and trying to make it work and had ranked down to 14.  Played this deck for 2 hours and climbed to 9 so I would say that it is still working as intended :).  Thanks to everyone for all the feedback and interest in this deck and as a result of some good constructive comments I have made some changes that I feel help make this deck stronger this season.

- 1 Apprentice

-1 Mech Yeti

+2 Azure Drake

Helps the deck with more card draw and having the spell power is awesome when having to remove some big taunts. Ex. Vs Control Warrior had Azure Drake on board he played Sludge Beltcher, I play apprentice and flamecannon...Boom, removed sludge for 1 mana.  This deck still has all the early tempo to beat hunters and zoo but now is more viable against ramp druid, handlock and warrior with these changes.

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