+1
Favorite this Deck

Counterspell Super Aggro Mech Mage

  • Last updated May 5, 2015 (Blackrock Launch)
  • Edit
  • |

Wild

  • 25 Minions
  • 5 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5900
  • Dust Needed: Loading Collection
  • Created: 5/4/2015 (Blackrock Launch)
View Similar Decks View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    9

View 6 other Decks by 0SootSamus
BBCode:
Export to

This is a variation of the classic mech mage deck which I have had a lot of success with.  The play style of the deck is similar to traditional mech mage, except for a few key differences.  The deck is meant to be played more aggressively than standard mech mage decks.  A general rule of thumb is to go face whenever possible and limit trades to situations where you are about to lose board control.  If you manage to get into a good curve, you should be in position for lethal by turn 7 or 8.

The inclusion of more mechs than standard mech mage decks provides more synergy overall.  Here is a breakdown of four key cards:

Ironbeak Owl:  This is your shield breaker.  Assuming the opponent drops a sludge belcher on tun 5, this will let you break through it and hit face.  A possible sub could be The Black Knight, although it is a bit too slow and a 4/5 body won't make a big difference if you already have board presence.  

Counterspell - Use this in situations where you expect either a full board clear or a some other tempo swinging play.  For example, on turn 6 before an opponent flame strike or turn 7 before your opponent plays lay on hands.  This card is situational and meant to be used to protect your board and set up lethal.  This is why it is not run in conjunction with Mad Scientist.

Leeroy Jenkins:  Provides additional burst damage to set up lethal.  Save your fireballs in case the opponent drops a taunt.  The dream scenario would play this on turn 6 and then use a finicky cloak field to stealth for one additional turn.  

Frost Nova:  Play this when you have equal board presence with the opponent to allow for one extra turn of damage. Works well in conjunction with Counterspell