[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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People seem to be having trouble with Handlock although Imp Zoo seems to be much more prevalent lately. So, I updated my handlock tips above thanks to an article I read by Xixo who was also running a tempo deck with out any hard removal, owls or big game hunter and took it to Legend on 3 servers. So I think he knows what he is talking about, haha. I've followed his advice lately and have found more success.
Hi and thank you. Could you please link the Xixo article, would love to read it? Personally, I'm seeing more handlock than zoo. Plus, handlock is just more frustrating imo; games are longer, you get close to lethal and they heal up and taunt and smash you. :(
Deck's really damn strong, went from Rank 9 (1 Star) to Rank 6 (2 Stars) in less than 2 hours with a 9-3 record (Lost against 2x Mages via RNG & Imp Zoo Lock). Totally destroyed 4-0 on Druids, 2-0 on Warriors, 2-0 on Pally & 1-0 on Hunter. I should mention i never tried pushing past rank 10. This deck is making wonders and when i say wonders is total REKT. At least 8/9 of the matches i won i barely got down to 28~30 health, it was a total destruction. They had NO chance. I should mention i'm still on a spree and will try to keep climbing. Updates will be posted.
http://postimg.org/image/42k29rcxr/ (PROVE)
Thanks!
Glad the deck is working for you:). Keep climbing bro!
Deck is awesome, i use cogmaster for more early aggression to make up for not having Antonidas. I don't really feel the need for sorcerer's apprentice and subbed in 1 Jeeves and a Azure Drake. It's going well so far, thanks for the deck!
Yeah a hard matchup is handlock, not sure what to do
The substitions you made are cool but definitely make it more aggro. Without Antonidas to generate fireballs that is one less tool against Handlock. Your best chance to rush him down and hope he doesn't have molten giants in his hand :).
I have to say this deck is AWESOME! I have been stuck at rank 17 for the last three days. I just made this deck and steam rolled all the way up to rank 13 in an hour and half. The one match up that i found to be the hardest is the Handlock. But other than that, every other match up is pretty fair.
Thank you very much for posting this awesome deck and guide :)
eally nice deck!
It have the strong early game and midgame power spike bcs of Goblin blastmage, board control at it's finest
Just started my stream. Tune in if you're interested in watching me play. :)
http://www.twitch.tv/therealhavoc
If i'm not playing mech mage then my bro streams there too and plays druid at the legend level.
I've gone from 20 to 15 easily.
Stuck in rank15 for a day. I'll be adding Echo of Medivh & Flamestrike which cards would you advise me to eliminate?
In my opinion it´s really hard to rank up with this deck from rank 14 - 9.
Druid and Priest are really easy matchups but most of the time you will see face hunter or zoo with "no brain plays" only go on face and this deck is to slow to handle that. Maybe an argus could help but i dont think so.
To be honest, I feel this deck has an advantage over facehunter. With all face hunters 1 health minions, blast mage ruins his day, keeping him frozen with your chugga chugga and frostbolts and most of your minions are 3 health or more so aren't eliminated by the 2 explosive traps he runs. This deck also runs 2 annoy-o-trons which can save you late in the game and give you tempo early in the game. That being said some times face hunter will roll you just like they will any class that can't get tempo on them. But this deck gives you all the tools to gain tempo and deal with his early minions. Plus all the spare parts you generate you can usually find a taunt part to help as well. Like I said in the deck description hunter is probably one of the best matchups for this deck.
If you are having a problem with zoo i would consider dropping a yeti for a flamestrike or blizzard.
Just blew through these ranks today on stream. Try the new changes and see if they help.
Can someone explain why snipe would target the second minion I played instead of the first? I put down a clockwork then played a blast mage. He killed a Mad Scientist. it dies. secret goes up then releases on the same turn AFTER I already put my blastmage down. Its snipe and it kills my blastmage. HOW in the world does that work? It feels like I got cheated. How can snipe shoot a minion thats already been played before the secret was even played? I have NEVER seen an interaction that works like that before.
It really feels like I was fucking cheated. Its fucking bullshit.
I would watchout. Im sure there are hunters that are cheating by taking advantage of this bug.
Without Archmage you lose a lot of endgame capability so you have to win a lot of games by turn 7-8 which does happen but isn't always the case.
10 games in and I've pulled my archmage once so even though technically it is an important part of the deck it might not always have an influence IRL.
What if i replace Dr. Boom & Loatheb with Gazlowe & Toshley?
I think those are fine replacements. I really like both cards although I don't have them so haven't had a chance to experiment with them.
I think this deck has such good temp that by the time Dr. Boom is played the game is already won. Therefore I think I will replace Dr. Boom and possibly Loatheb for 1 or 2x Azure Drake for more card draw and spell damage for the Antonidas finish. And then replace Arcane Intellect with Echo.
Drakes also give you a 5 damage flame cannon for clearing the sludge belcher or shield maidens.
Dr. Boom is the only target for BGH and is run in every single deck right now.
Makes sense. Give it a try. I have noticed that Dr. Boom is getting countered a lot lately, cause as has been mentioned most decks play him.