I would like some feedback on this deck please. I get that people hate freeze mage but here is my idea on making mecha'thun viable and a single turn kill. I play a lot of casual and not a lot of ranked but would this work in ranked?
I've never played Quest Mage, but I have extensive experience with Questless Exodia (2xSimulacrum, Layline Manipulator), and on that basis I'd say you don't have nearly enough freeze to survive vs aggro.
Can't comment on how many turns you need to complete the combo and how consistent it would be. Questless Exodia is typically very good at outpacing Shudderwock, Quest Warrior and most Druids, has a decent shot against midrange decks (Kingsbane Rogue, Egg Hunter, EvenLock etc), and is terrible against aggro (Even Shaman, Odd Paladin, Odd Rogue etc)
Thank you for the feedback. I'm not sure how good this will be but my main goal is to utilize mecha'thun and I think this is good for mage. I keep reading you cannot use him for mage and he'll never be good for mage. Well, here is a deck that makes it work. I think a lot of the decks will either be modified or new decks will arise with this new expansion sso it will be interesting nonetheless.
Not going to work. Even the standard otk mage isn't even that good. But hey, if it's fun for you, then go ahead ;)
What is the reasoning behind not going to work?
I get otk mage (presuming exodia) is not that good but that shouldn't be the sole decision in this not working. Is there another reason? People still use exodia and it sucks to lose against. This could be the same. Are there better cards that could be included?
Well, good luck with your meme. I think Celestial Emissary won't do much. The only damage dealing spells in your deck are Blizzard x2, Frostbolt x2, and possibly a Flame Geyser. Cut the Emissary and just put in Sorcerer's Apprentice which will give you value on all your spells and help you keep your hand size low with Alluneth and help you get rid of your hand faster in the end game.
I would definitely cut Mana Bind for another Ice Barrier. The reason being is that there may still be some spells in the standard ( not entirely sure) that are deemed 'uncastable' if the situation doesn't allow for it. For example, I think Shatter has to have a target to cast on or it is stuck in your hand forever. That isn't helpful to your C'thun!
Well, good luck with your meme. I think Celestial Emissary won't do much. The only damage dealing spells in your deck are Blizzard x2, Frostbolt x2, and possibly a Flame Geyser. Cut the Emissary and just put in Sorcerer's Apprentice which will give you value on all your spells and help you keep your hand size low with Alluneth and help you get rid of your hand faster in the end game.
I would definitely cut Mana Bind for another Ice Barrier. The reason being is that there may still be some spells in the standard ( not entirely sure) that are deemed 'uncastable' if the situation doesn't allow for it. For example, I think Shatter has to have a target to cast on or it is stuck in your hand forever. That isn't helpful to your C'thun!
Thank you for the advice. I originally had two ice shields but took one out so I wouldn't get stuck with the opponent not attacking because ice shield and now Aluneth. They simply don't attack and I fatigue.
I only mentioned shatter for the people that don't have snap freeze. If you take a look at the deck I use both snap freezes because you can get rid of one.
I can see the point with Mana bind. I can take that out and then put a different spelling such as polymorph but then it would rely more on the other guys to get spells that didn't start in your deck.
Lack of removal spells is definitely an issue in this deck.
Celestial emissary synergizes with lesser Ruby spellstone and surger as well as provides two additional damage for any spells Rng'ed as well as blizzard. What would you suggest in place of those?
Since the rotation of ice block OTK mage is not that good, but this deck seems super fun to play, love it
I agree. My son wanted me to switch this deck to Wild and include ice block. I could probably make a wild version but my goal was to find a viable way to make Mecha'thun playable with Mage in Standard.
I would like some feedback on this deck please. I get that people hate freeze mage but here is my idea on making mecha'thun viable and a single turn kill. I play a lot of casual and not a lot of ranked but would this work in ranked?
Do you think it will work? Why or why not please?
https://www.hearthpwn.com/decks/1156946-mecha-freeze-mage
Thanks,
Wayne
I cannot edit. I submitted a guide as well to explain the idea behind the deck.
I've never played Quest Mage, but I have extensive experience with Questless Exodia (2xSimulacrum, Layline Manipulator), and on that basis I'd say you don't have nearly enough freeze to survive vs aggro.
Can't comment on how many turns you need to complete the combo and how consistent it would be. Questless Exodia is typically very good at outpacing Shudderwock, Quest Warrior and most Druids, has a decent shot against midrange decks (Kingsbane Rogue, Egg Hunter, EvenLock etc), and is terrible against aggro (Even Shaman, Odd Paladin, Odd Rogue etc)
Not bad. You can add Toxicologist for Aluneth to prevent suicide.
Thank you for the feedback. I'm not sure how good this will be but my main goal is to utilize mecha'thun and I think this is good for mage. I keep reading you cannot use him for mage and he'll never be good for mage. Well, here is a deck that makes it work. I think a lot of the decks will either be modified or new decks will arise with this new expansion sso it will be interesting nonetheless.
That is an awesome idea. I need to figure out what to take out.
However if I throw him in there then you could potentially be holding 9 cards if you drew the worst possible draw (welcome to my life)... Lol
Not going to work. Even the standard otk mage isn't even that good. But hey, if it's fun for you, then go ahead ;)
What is the reasoning behind not going to work?
I get otk mage (presuming exodia) is not that good but that shouldn't be the sole decision in this not working. Is there another reason? People still use exodia and it sucks to lose against. This could be the same. Are there better cards that could be included?
Well, good luck with your meme. I think Celestial Emissary won't do much. The only damage dealing spells in your deck are Blizzard x2, Frostbolt x2, and possibly a Flame Geyser. Cut the Emissary and just put in Sorcerer's Apprentice which will give you value on all your spells and help you keep your hand size low with Alluneth and help you get rid of your hand faster in the end game.
I would definitely cut Mana Bind for another Ice Barrier. The reason being is that there may still be some spells in the standard ( not entirely sure) that are deemed 'uncastable' if the situation doesn't allow for it. For example, I think Shatter has to have a target to cast on or it is stuck in your hand forever. That isn't helpful to your C'thun!
Thank you for the advice. I originally had two ice shields but took one out so I wouldn't get stuck with the opponent not attacking because ice shield and now Aluneth. They simply don't attack and I fatigue.
I only mentioned shatter for the people that don't have snap freeze. If you take a look at the deck I use both snap freezes because you can get rid of one.
I can see the point with Mana bind. I can take that out and then put a different spelling such as polymorph but then it would rely more on the other guys to get spells that didn't start in your deck.
Lack of removal spells is definitely an issue in this deck.
Celestial emissary synergizes with lesser Ruby spellstone and surger as well as provides two additional damage for any spells Rng'ed as well as blizzard. What would you suggest in place of those?
I agree. My son wanted me to switch this deck to Wild and include ice block. I could probably make a wild version but my goal was to find a viable way to make Mecha'thun playable with Mage in Standard.
I will probably change out Mana Bind as suggested but I am not sure what to change it out with. Another Tempest perhaps? Polymorph?
I added cards that could be used in place of mana bind.