[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)
- TheRealHavoc
- Registered User
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- 6
- 10
- 18
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
412
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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Hope you do buddy! I'm rooting for you:). The meta seems to be favoring mech mage right now, so this is the time to do it!
I would definitely keep the clockwork gnome for the mech synergy and the early 1 drops to get tempo. It still works well with blastmage, tinkers and mech warper.
Since building the deck, I've gone about 15-1 in my games and am steadily working up in the rankings. Will probably try to push through to legend if possible during February.
Toughest matchup for me is Paladin, and not having as many board clear spells as I would like for lots of little dudes that constantly get buffed.
I don't have Dr. Boom yet, but have had good success replacing him with Pyroblast to help close out long games.
Awesome! 15-1 is great!! Pyroblast is not a bad sub for Dr. Boom until you get him.
how to replace antonidas?, i don have it, and wont craft because i usually dont play mage and need top tier legendaries first
It's a great deck and I've been using for over a month. But I've been losing more than winning in the past week...dropped from rank 6 to 10...sigh...
If I didn't get a good start, the board was easily overwhelmed by opponent cards and it's just too late when Dr. Boom or Archmage Antonidas was drawn. I probably should watch more tutorial videos and read more tips.
hey man, lost 2 games now for a rag and a tirion... how are you supposed to deal with these big minions? maye a polymorph somewhere? thank you, great deck!
I've been experimenting with 1 poly to deal with tirion and slyvanas. I would sub 1 annoy-o-tron.
No
I don't know why you got a negative vote? Sub kel in for arch and you can get golems just stacking all over the place.
That's awesome Sushis, nice to hear. I was streaming with it in legend yesterday and it was doing well in those ranks as well.
Toshley is a great addition to the deck, maybe drop an annoy-o-tron
^ This is exactly what I did. I also subbed piloted sky golem, jeeves, and mech yeti instead of arcane aura, one snow, and one spider tank, and I'll have to tell you that is a much better deck. Jeeves often draws me 3-6 cards AND is a mech for tinker proc. Yeti gives parts instead of just being a 3/4 weakling like two spider tanks. I also subbed the azures for one enhaco (which has one me games and is a mech) and to keep loatheb in my deck. Was debating changing loathe out for kel, but I just don't see kel being a value with antonidas already there for late game burst compared to the spell debuff for your opponent.
Hey! So ive been using your deck with some modifications (black knight and gadgetzan for arcane intellect and antonidas-I don't have him) and have had great success going to rank 5 with it. At the moment, I'm running into a fair amount of paladin, and I'm just not handling these matchups particularly well. Shielded mini-bot, muster for battle seem to match or exceed the early game of this deck, and there aren't great answers for Sylvanas and Tirion. I'm thinking of throwing in a mind control tech but I feel like it doesn't fit well in this tempo deck. Any advice or recommendations are greatly appreciated.
Thanks!
Paladin can be a tough matchup if you don't get a nice blast mage to clear his 1/1s. Sometimes it is a better decision to ping his 1/1s even at the expensive of playing a stronger minion if it is getting close to turn 5. You don't want him to get a good quarter master turn. Just like in most matchups you have to get tempo and take the board control so that he is playing catch up to you. If not it will be a tough match up. It may even be worth it to keep a blast mage in your opening hand if you already have a couple early mechs to play.
sub for portal?
perhaps an annoy-o-tron, or the arcane intellect
@therealhavoc, what do you think about mage decks using Echo of Medivh a lot more recently? Any way it could be incorporated into this one?
@flavius, Echo is definitely a great card and there are a lot of good decks running it. I haven't really experimented with it yet, although I would like too. There are a few people who have commented here that that they did sub it in. Read through the comments and take a look at some of the options. I will try to play with it a bit and get back too you.
Due to great success with this deck I made this deck into a golden deck :) Thanks man! :D