[LEGEND] QuietPenguin's MechMage! Legend with 7...
- Last updated Feb 26, 2015 (Undertaker Nerf)
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Wild
- 24 Minions
- 6 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 6280
- Dust Needed: Loading Collection
- Created: 1/30/2015 (Undertaker Nerf)
- QuietPenguin
- Registered User
-
- 5
- 7
- 19
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Battle Tag:
QuietPenguin
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Region:
US
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Total Deck Rating
299
This is the deck I used to get to Legend for the first time!
I managed to win 75% of my games, going 33-11, including an epic win streak of 11 games, from the start of rank 2 all the way to legend!
I recorded the last game where I got to legend for those who are interested (and those who want proof of legend!):
Card Explanations:
I also made a video deck tech for those who would rather listen than read :)
Clockwork Gnome x2
Clockwork Gnome serves as an acceptable one-drop against all classes that can't kill it for free with their hero power (that is every class except Druid, Mage and Rogue). It's also the cheapest mech in the game, making it easy to have a mech for Cogmaster, Tinkertown Technician and Goblin Blastmage.
Lastly, it provides you with a spare part when it dies, which can be used to make an efficient trade or in conjunction with Archmage Antonidas.
Cogmaster x2
Now that Undertaker has been nerfed, Cogmaster is one of the best one-drop minions in the game (second only to Flame Imp in my opinion). Cogmaster is responsible for the deck's most broken starts, and coining out two of them on turn 1 is basically game over.
Frostbolt x2
Frostbolt is an essential card in the meta right now, helping you to keep the board under control in the early game, and providing essential reach late game.
It's important to remember that freezing a minion or the enemy hero can be very beneficial (particularly against weapon classes!).
Unstable Portal x2
In the 44 games I played with this deck on the way to legend, I played Unstable Portal 20 times.
This is what I got:
King Crush (insane)
Lorewalker Cho (was against Rogue so it was sick)
Frost Elemental (OP at 3 mana)
Antique Healbot (got me out of burn range in the mirror)
Sen'jin Shieldmasta (kept me from dying to combo against Druid)
Patient Assassin (killed a Mechanical Yeti in the mirror)
War Golem (very solid at 4 mana, gave me the game)
Goblin Blastmage (a card I'm already playing? Yes please!)
Mechanical Yeti (a card I'm already playing? Yes please!)
Spider Tank (a card I'm already playing? Yes please!)
Dalaran Mage (allowed Frostbolt to kill a 4/4)
Metaltooth Leaper (basically a Fireball)
Leper Gnome (could've been worse)
Goblin Sapper (was actually a decent threat early game against Druid)
Shieldbearer (literally needed a taunt to not die!)
Bolvar Fordragon (was a solid but unexciting minion that game)
Nerubian Egg (great with some of the spare parts)
Stonesplinter Trogg (meh)
Ship's Cannon (meh)
Young Dragonhawk (awful)
Overall, the card was very very solid, giving me utter crap only once, while winning me the game multiple times. Don't keep it in your opening hand though, you'd rather mulligan for cards that are guaranteed to affect the board early on.
Judge this card for yourself, but I loved it (the random element also made the grind more fun!).
Annoy-o-Tron x2
This guy consistently over-performed for me. He protects your smaller minions such as Mechwarper, Clockwork Gnome and Cogmaster, makes it difficult for your opponent to made efficient trades, is a sticky mech for Cogmaster, Tinkertown Technician and Goblin Blastmage, and protects your face from evil Hunters and Druid Combos.
Mechwarper x2
This guy is BROKEN. In the final game with this deck I had like five minions out by the end of turn four thanks to this card. If it gets nerfed somehow I wouldn't be surprised.
Snowchugger x2
Doesn't look like much, and often he's just a 2/3 for 2, but sometimes he is so much more, freezing a giant minion for a turn, or stopping a weapon class from ever getting an attack in. If he wasn't a mech he wouldn't be good enough for the deck, but he is so deal with it :P
Spider Tank x2
You can either play Spider Tank or Harvest Golem. I prefer Spider Tank because you get most of the stats (3/4 compared to 4/4 total) straight up, which matters in a number of cases, such as needing to kill a Mechwarper or other 3-health minion, and hits for more damage each attack. I found the Damaged Golem to be too fragile to be of much worth.
Tinkertown Technician x1
I only played one Tinkertown Technician because he is somewhat situational, but having one was great. a 4/4 for 3 with a spare part is a great deal.
Fireball x2
Kills:
Sludge Belcher.
Druid of the Claw.
Other big minions.
Opponents.
Make sure you know how many Fireballs you've got left in your deck, and try not to waste them if you don't have to. Plan out your turns and try to save this to go face - it's how I won most of my games.
Goblin Blastmage x2
This card is disgusting. Normally the first few turns are spent jockeying for board position, and then this guy comes down and suddenly one side of the board is completely clear. Guess which side?
It's also a key card in the Paladin matchup, as the main way they beat you is with an early Muster for Battle, which this card counters quite nicely.
Mechanical Yeti x2
I generally preferred Mechanical Yeti to Piloted Shredder because it has 5 health, allowing it to survive against cards like Truesilver Champion, Swipe, Circle of Healing + Auchenai Soulpriest and Piloted Shredder (who is everywhere right now!).
The spare part is really nice, too.
Piloted Shredder x2
One advantage that Piloted Shredder has over Mechanical Yeti is it's stickiness. This allows you to overextend a bit more than usual as you'll be able to recover from an AoE faster, and hit just as hard if they don't have it.
Leeroy Jenkins x1
Worth every single piece of dust you'll spend crafting him. So many times I was wishing for a Fireball off the top to win the game, that I decided to add in Leeroy to serve as an additional Fireball at the beginning of rank 2. Did I mention that I went 11-0 from rank 2 to legend?
Leeroy Jenkins won like 4 of those games at least. Craft him now, no exceptions.
Loatheb x1
a 5/5 for 5 is super solid, and you'll play him on turn 5 happily just for the body. Then there are the games where his ability locks out a Hunter from being able to Kill Command + Hero Power to kill you, and you'll feel like a god.
He's also great in the later stages of the game against control decks and Druid Combo, but don't save him if you have no other play.
Piloted Sky Golem x1
Hits harder than Cairne Bloodhoof ever will, and can trade with a [card[Druid of the Claw[/card] or eat a Sludge Belcher. He's even sticky!
Archmage Antonidas x1
Your ace in the hole against the more controlling decks such as Paladin, Warrior and Priest. If you have him in hand, try and save your spare parts to use with him, but if you don't, feel free to use spare parts if a profitable situation arises.
Dr. Boom x1
Originally I was skeptical about having Dr. Boom in the deck, but he won enough games to earn his keep, and was never a dead card.
He forces them to have the Big Game Hunter. If they have it, the game continues. If not, they lose. You can see why people want him nerfed.
Mulligans:
You want to mulligan for early game minions such as:
Clockwork Gnome (against classes that aren't Druid, Mage or Rogue)
Cogmaster
Mechwarper
Annoy-o-Tron
Snowchugger
Frostbolt (against aggressive decks)
Spider Tank (if you already have a 2 drop)
Goblin Blastmage (against Paladin)
Matchup Videos!:
Vs Druid:
Vs Hunter:
Vs MechMage:
Vs Paladin:
Vs Rogue:
Vs Priest:
Vs Shaman:
Vs Warlock (Zoo):
Vs Warlock (Handlock):
Vs Warrior:
Fan-submitted content!:
RealityCheck slaying a hunter:
sudajalem having fun with Unstable Portal:
Miodaitnir trying out Blingtron 3000:
eg7586's blinged out MechMage!:
Got some content you'd like to see here regarding this deck? Just share it in the comments below and let me know!
What Deck am I currently playing?:
I'm currently playing a Paladin brew! It's a control deck that incorporates Molten Giants, you can check it out here:
http://www.hearthpwn.com/decks/201447-quietpenguins-the-molten-man-includes-full-writeup
If you like the deck please take a second to give it a vote, it took me a while to write this so I'd really appreciate it!
I'm also going to be creating a bunch more YouTube content, including at least 1 new Hearthstone-related video every day for the month of February! You can check out my channel at:
https://www.youtube.com/channel/UCeOpkZzTiaYUfvVXdVVBBxw/feed
Thanks guys, enjoy the deck!
I'm glad you're enjoying the deck!
I don't think the deck needs any card draw because every card in the deck is solid and consistent (ie not situational). That being said, Jeeves is a really cool card so I can't blame you for wanting to add him :) I'd probably take out the late game cards like Dr. Boom for him, because you want to be able to empty your hand as quickly as possible, and you won't need bombs if you're drawing multiple cards per turn.
If you're enjoying the deck please take a second to upvote the deck :) I'd really appreciate it!
Congratz!
How was your MU against Paladin and Druid?
Thanks! Both matchups were easily in my favor :)
Against Paladin, keep in mind that their best early game cards are Shielded Minibot and Muster for Battle. This means your Clockwork Gnome and Cogmaster lose value, so there's no point keeping them in your opening hand. Against Muster, Goblin Blastmage is your best friend! Don't keep two of them though unless you've got the coin and an Annoy-o-Tron to make sure you can activate the mage.
Beyond that, just apply as much pressure as you can while keeping in mind what plays he can make, such as Truesilver Champion. If he draws multiple heals (Antique Healbot, Guardian of Kings or Lay on Hands) then it's going to be a tough battle. Otherwise it's easily in your favor!
Oh, and definitely don't waste your Fireballs here, you're gonna need em!
Against Druid, Cogmaster Has value but Clockwork Gnome does not, so chuck it back. I used to keep one four drop in my opener in this matchup, but I found hard mulliganing for early game to work better - even chuck Frostbolt (If MechDruid becomes more popular then you'll have to keep it but for now it's a fine mulligan).
Do your best to control the board and stay above the magical 14 (so he can't combo you with Force of Nature + Savage Roar), and keep in mind how much removal he's used (ie how many Swipe and Wrath has he played this game?). Try and play around Swipe wherever possible by trading off 1-health minions or never letting them get to 1-health in the first place.
If you've got a solid board position, using a Fireball to clear a large taunt is perfectly fine in this matchup, as large taunts are their primary way of getting back the board once you've taken it - do not let them!
Against both these classes it's important to mulligan away any Unstable Portals you get. Although it's a two drop, it does nothing to impact the board and you'll fall behind too quickly to catch back up. If it's your only play after you've mulliganed then it can't be helped, but the mulligan is upto you!
I hope this helps :) Good luck!
Thanks for the answer.
I've given up on getting to Legend this month and i was wondering how you were performing with Mech Mage because to tell you the truth it has never been going ok each time i had a Mage Daily and gave it a try.
Very inconsistent, if your early mechs get wrecked you loose value from Tinkertown and Blastmage. Antonidas is a million mana away from saving you getting the board back you've lost at mid game.
Without draw mechanics you run out of steam too soon but i will give it another chance once the ladder resets and see how it goes.
No worries!!
That's how my usual games with MechMage were going until I built this version. I was having the same inconsistencies as you were and the lack of card draw was really getting to me (I like drawing cards more than winning :D ).
The idea behind this build is basically every card except the one drops are a fine draw on their own, which does a lot to make up for the lack of card draw (this is a standard deck building technique from Magic). You have so many beefy minions like Mechanical Yeti that you'll always have board presence, and a solid density of late games bombs + Fireballs to finish them off.
Sure you lose some games, but that's Hearthstone :) At least you'll be winning your fair share :)
Haha thanks! :)
I know what you mean, but there are definitely way more deck building decisions than with hunter. How many 1-drops? Azure Drake? You can build it more midrange, you could replace the portals if you don't like them. Lots more options than with a hunter deck I feel :)