Keeping a single dr boom in your deck as a mech mage in my opinion is just a silly risk. being your only 7 attack minion, and considering it wont get played until your opponent has nearly drawn through half his/her deck its a 50/50 chance it gets BGH sniped. Why not use a card in it's place that's 90%-95% as effective as dr.boom but survives twice the amount of time... (kel thuzud or sylvanus or piloted sky golem)
Just because dr doom = dr boom doesn't make him good always... in a meta infested with BGH why take a chance of paying 7 mana for 2 stinking little bomb bots. Either use no 7+ attack minions or learn some discipline so you can play control and have 5 BGH targets in a deck.
Keeping a single dr boom in your deck as a mech mage in my opinion is just a silly risk. being your only 7 attack minion, and considering it wont get played until your opponent has nearly drawn through half his/her deck its a 50/50 chance it gets BGH sniped. Why not use a card in it's place that's 90%-95% as effective as dr.boom but survives twice the amount of time... (kel thuzud or sylvanus or piloted sky golem)
Just because dr doom = dr boom doesn't make him good always... in a meta infested with BGH why take a chance of paying 7 mana for 2 stinking little bomb bots. Either use no 7+ attack minions or learn some discipline so you can play control and have 5 BGH targets in a deck.
mech mage plays on tempo, unlike other slower decks that plays on control, so it's either 2 bgh target or none for them.
KT is too situational to be good, if your opponent clears your board at turn 7, he then laughed at your naked KT at turn 8.
sylvanas is good, but she's more reactive imo.
sky golem is a bit too slow. u paid 6 mana, they can use lower mana minion to clear, and then u get shitty 4 drop 50% of the time, looking through all the 4 drops...
dropping dr. boom on turn 7, if they BGH it, ok, they don't die next turn, game goes on; if they don't have bgh, game is over.
so it's 50% you take the game away, why not?
and if they have bgh, they wasted half of their mana that turn answering dr. boom. and then you have 2 boom bots on board, which can activate cogmaster/tinkertown/blastmage...
not to mention you have another win condition...
and i think that's why people complain about mech mage.
Here is my latest version. I just hit rank 10 with it, and will log my games from now on. The logic is as follows:
Lately, I have faced a lot of fast decks, and not many druids or warriors. Therefore, I decided to cut Mad Scientist and Mirror Entity all together, as my opponents play around the secret too well. Also, if you draw your secret early, you can be screwed. If I face more druids again, I might put it back in.
Mana Wyrms have done a lot of work for me so far. As this deck gets you 8(!) spare parts if you play every card, the Mana Wyrms can easily get buffed into insane levels. At least in this deck, they beat Cogmasters.
Kel'Thuzad has won many games for my opponent, so I put in a Polymorph for him. Big Game Hunter and The Black Knight do not work in that case (without spare parts.) Unfortunately, I have not drawn Polymorph in time for him yet, but it is a very flexible removal card, which lets you push through Sludge Belcher very easily.
i used to run a mana wyrm/unstable portal version, but i found it to be less threatening than cogmaster early game, and a lot less consistent for obvious reasons. cogmaster is like flame imp with basically no draw backs playing mech mage.
harvest golemx2, spider tankx2, tinkertownx2 will make your hand really clunky, and way too many decks plays shredder, if you drop harvest turn 3, they answer with shredder, you will be quite sad, which is why most mech mage decks cut 2x harvest.
polymorph is good, but not TBK good, TBK gets rid of the taunt target, and 'gain' a 4/5 body on the board. whereas polymorph + 2 mana ping is same cost at 6mana, but u put nothing on board, huge tempo lost.
sky golem, i've ran it for some time, and found that people can often times trade up to it easily with lower cost minions. and the random 4 drop it provides is quite bad most of the time. i think 2/4 is the most common 4 drops?
I definitely agree with you on KT being too situational.
In regards to sylvanas/sky golem being slow this is my experience. I used to feel the same way as you about sylvanas/skygolem being slow but somethings made me change that.
A quick background: I got my golden mage playing mech when GvG was new, got bored of it and I switched to my control warrior a month ago because mech mage became too popular and control warrior is the one class that can be teched against mech mage to absolutely smash it up for breakfast
I don't know how mech mage (and more specifically dr.boom) plays against other classes in this current meta so I may be bias as a current user of warrior, - and it's been a while since I played mech mage myself.
24% of my games this season (around 130 as of now) are against Mage. I have a 80% win rate against mage which 24-6 (yet only 58% overall) and I can tell you specific reasons why as a warrior user I love to see dr.boom. Maybe if you guys are playing lots of warriors this advice might help you than. I'm actually helping you as the bad guy here. The people complaining mech mage is OP just don't know how to design a counter deck.
Sylvanas and piloted sky golem have caused me 10 times more grief than dr.boom (as warrior).
Sylvanas: This is when Sylvanas is not played as just 'reactionary' but Sylvanas actually stops the reaction on my end when I'm warrior. This is why sylvanas > Dr.boom imo. Mech mages are good at taking the board the first few turns. Against control you'll almost always have the larger board presence going into midgame and you need to protect that presence. As a mage when you drop down sylvanas it gives your minions extreme protection against the fat legendaries im going to respond to your mechs with. I imagine this will help you against a Druid's taunts also. Sylvanas = loetheb but for minions even! I cant answer your mechs with my sticky fat legendaries now. Often this causes me to have to spend a turn dealing with sylvanas just so I can play my minions - giving your mechs another turns time to finish me off before I can stabilize and wrestle away board control.
Piloted Sky Golem: I used to think this guy was slow myself but here is why I have learned (being warrior vs mech mage) its not. Against mage, as control, chances are the first half of the game I'm on my heels. This means it's me doing the trading and the mage smashing my face. When I kill Sky Golem the summon from its death rattle gets to attack the very following turn before I have means of destroying it. very rarely will I have removal for the golem and its summon (a 4 mana drop) on the same turn to prevent it from getting an attack in. If I do, its still 2 cards on my end I spent. Sky golem is actually ensuring me you have a board presence the next turn and depletes my removals. Keep in mind at this time I'm starting to use strong cards like brawl/sludge belcher and this gives you presence for your final push.
I have six ways of punishing mech mage users for less than 3 mana for playing dr boom. This means I am clearing your 7 mana drop as well as putting minions on the board myself or equipping a weapon - the game winning tempo change, 2 shield slams (easily buffed up with my synergy cards), 2 executes, BGH, whirwind and double brawl ensure efficient removal that leaves me extra mana for swinging the tempo. 50% of warriors these days are smart enough to run double brawl with all the board filling of todays mages, pally's and shaman.you just played dr.boom on a board with 3 other mechs? better pray one of those 1/1 token bombs doesn't win the brawl. Dr. Boom is even vulnerable to a complete desperation yolo brawl and dies 66% of the time. if I throw in a token 2mana armorsmith etc. before using brawl its 75% chance he's dead. Of course if I kill Dr. boom in 1 mana and drop down sylvanas or caine you've probably lost, but even in the worst case scenarios im using 1 or 2 cards for 5-7 mana to remove him.
Again though, I'm probably bias because I can only give insight from a particular matchup - mage vs warrior. I imagine in the mirror match mage vs mage dr.boom probably is pretty good.
But trust me fellow mage users (as an ex mage user also). The trick to beating control is PROTECTING your board presence midgame. Loetheb, Sylvanus and piloted golem helps keep a presence and win you games. Dr boom might be a finisher against aggro but is a HUGE 7 mana investment that can loose you all your tempo you've build up by a simple cheap removal + taunt/weapon/fatty response
Edit: Sorry all I Just noticed how long this is what I typed. my bad for the essay. guess I type fast lol. Hopefully still helps...
i used to run a mana wyrm/unstable portal version, but i found it to be less threatening than cogmaster early game, and a lot less consistent for obvious reasons. cogmaster is like flame imp with basically no draw backs playing mech mage.
harvest golemx2, spider tankx2, tinkertownx2 will make your hand really clunky, and way too many decks plays shredder, if you drop harvest turn 3, they answer with shredder, you will be quite sad, which is why most mech mage decks cut 2x harvest.
polymorph is good, but not TBK good, TBK gets rid of the taunt target, and 'gain' a 4/5 body on the board. whereas polymorph + 2 mana ping is same cost at 6mana, but u put nothing on board, huge tempo lost.
sky golem, i've ran it for some time, and found that people can often times trade up to it easily with lower cost minions. and the random 4 drop it provides is quite bad most of the time. i think 2/4 is the most common 4 drops?
Yup, that was too many 3-drops. I removed one Spider Tank in latest version. But, with that many spare parts, I am not ready to let go of my Mana Wyrms yet. In the mirror, they are absolutely stronger, and they need to be silenced to be debuffed, unlike Cogmaster, which lose his buff when all mechs are gone.
I definitely agree with you on KT being too situational.
In regards to sylvanas/sky golem being slow this is my experience. I used to feel the same way as you about sylvanas/skygolem being slow but somethings made me change that.
A quick background: I got my golden mage playing mech when GvG was new, got bored of it and I switched to my control warrior a month ago because mech mage became too popular and control warrior is the one class that can be teched against mech mage to absolutely smash it up for breakfast
I don't know how mech mage (and more specifically dr.boom) plays against other classes in this current meta so I may be bias as a current user of warrior, - and it's been a while since I played mech mage myself.
24% of my games this season (around 130 as of now) are against Mage. I have a 80% win rate against mage which 24-6 (yet only 58% overall) and I can tell you specific reasons why as a warrior user I love to see dr.boom. Maybe if you guys are playing lots of warriors this advice might help you than. I'm actually helping you as the bad guy here. The people complaining mech mage is OP just don't know how to design a counter deck.
Sylvanas and piloted sky golem have caused me 10 times more grief than dr.boom (as warrior).
Sylvanas: This is when Sylvanas is not played as just 'reactionary' but Sylvanas actually stops the reaction on my end when I'm warrior. This is why sylvanas > Dr.boom imo. Mech mages are good at taking the board the first few turns. Against control you'll almost always have the larger board presence going into midgame and you need to protect that presence. As a mage when you drop down sylvanas it gives your minions extreme protection against the fat legendaries im going to respond to your mechs with. I imagine this will help you against a Druid's taunts also. Sylvanas = loetheb but for minions even! I cant answer your mechs with my sticky fat legendaries now. Often this causes me to have to spend a turn dealing with sylvanas just so I can play my minions - giving your mechs another turns time to finish me off before I can stabilize and wrestle away board control.
Piloted Sky Golem: I used to think this guy was slow myself but here is why I have learned (being warrior vs mech mage) its not. Against mage, as control, chances are the first half of the game I'm on my heels. This means it's me doing the trading and the mage smashing my face. When I kill Sky Golem the summon from its death rattle gets to attack the very following turn before I have means of destroying it. very rarely will I have removal for the golem and its summon (a 4 mana drop) on the same turn to prevent it from getting an attack in. If I do, its still 2 cards on my end I spent. Sky golem is actually ensuring me you have a board presence the next turn and depletes my removals. Keep in mind at this time I'm starting to use strong cards like brawl/sludge belcher and this gives you presence for your final push.
I have six ways of punishing mech mage users for less than 3 mana for playing dr boom. This means I am clearing your 7 mana drop as well as putting minions on the board myself or equipping a weapon - the game winning tempo change, 2 shield slams (easily buffed up with my synergy cards), 2 executes, BGH, whirwind and double brawl ensure efficient removal that leaves me extra mana for swinging the tempo. 50% of warriors these days are smart enough to run double brawl with all the board filling of todays mages, pally's and shaman.you just played dr.boom on a board with 3 other mechs? better pray one of those 1/1 token bombs doesn't win the brawl. Dr. Boom is even vulnerable to a complete desperation yolo brawl and dies 66% of the time. if I throw in a token 2mana armorsmith etc. before using brawl its 75% chance he's dead. Of course if I kill Dr. boom in 1 mana and drop down sylvanas or caine you've probably lost, but even in the worst case scenarios im using 1 or 2 cards for 5-7 mana to remove him.
Again though, I'm probably bias because I can only give insight from a particular matchup - mage vs warrior. I imagine in the mirror match mage vs mage dr.boom probably is pretty good.
But trust me fellow mage users (as an ex mage user also). The trick to beating control is PROTECTING your board presence midgame. Loetheb, Sylvanus and piloted golem helps keep a presence and win you games. Dr boom might be a finisher against aggro but is a HUGE 7 mana investment that can loose you all your tempo you've build up by a simple cheap removal + taunt/weapon/fatty response
Edit: Sorry all I Just noticed how long this is what I typed. my bad for the essay. guess I type fast lol. Hopefully still helps...
you've got a very good point, sky/syl are good against warrior. but teching against warrior when paladin/druid/rogue/mage are a lot more common just doesn't make much sense. i'm ok with losing to warrior when TBK/Loatheb/dr. boom can ensure my better matchup against druid/rogue/mage. paladin is just really depends on draws.
Well, I couldn't resist to spend the dust I had for Tirion and I crafted Toshley. For the moment he does his job very well, especially in the mirror. He can also trade with most the 5 and 6 drop and gives one more spare part.
The only negative point is that he isn't a mech for the synergy. Also you can't play yeti + blastmage on turn 8.
lol i'm glad toshley is working well for you, although crafting him instead of tirion is very YOLO SWAG. toshley often trades at least 1 for 2 if not more. and he gives 2 spare parts to abuse antonidas. yes he isn't a mech does suck, but i rarely have the "no mech to activate blastmage" situation. i think because only running 1x tinkertown 1x mad scientist help.
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Keeping a single dr boom in your deck as a mech mage in my opinion is just a silly risk. being your only 7 attack minion, and considering it wont get played until your opponent has nearly drawn through half his/her deck its a 50/50 chance it gets BGH sniped. Why not use a card in it's place that's 90%-95% as effective as dr.boom but survives twice the amount of time... (kel thuzud or sylvanus or piloted sky golem)
Just because dr doom = dr boom doesn't make him good always... in a meta infested with BGH why take a chance of paying 7 mana for 2 stinking little bomb bots. Either use no 7+ attack minions or learn some discipline so you can play control and have 5 BGH targets in a deck.
mech mage plays on tempo, unlike other slower decks that plays on control, so it's either 2 bgh target or none for them.
KT is too situational to be good, if your opponent clears your board at turn 7, he then laughed at your naked KT at turn 8.
sylvanas is good, but she's more reactive imo.
sky golem is a bit too slow. u paid 6 mana, they can use lower mana minion to clear, and then u get shitty 4 drop 50% of the time, looking through all the 4 drops...
dropping dr. boom on turn 7, if they BGH it, ok, they don't die next turn, game goes on; if they don't have bgh, game is over.
so it's 50% you take the game away, why not?
and if they have bgh, they wasted half of their mana that turn answering dr. boom. and then you have 2 boom bots on board, which can activate cogmaster/tinkertown/blastmage...
not to mention you have another win condition...
and i think that's why people complain about mech mage.
i used to run a mana wyrm/unstable portal version, but i found it to be less threatening than cogmaster early game, and a lot less consistent for obvious reasons. cogmaster is like flame imp with basically no draw backs playing mech mage.
harvest golemx2, spider tankx2, tinkertownx2 will make your hand really clunky, and way too many decks plays shredder, if you drop harvest turn 3, they answer with shredder, you will be quite sad, which is why most mech mage decks cut 2x harvest.
polymorph is good, but not TBK good, TBK gets rid of the taunt target, and 'gain' a 4/5 body on the board. whereas polymorph + 2 mana ping is same cost at 6mana, but u put nothing on board, huge tempo lost.
sky golem, i've ran it for some time, and found that people can often times trade up to it easily with lower cost minions. and the random 4 drop it provides is quite bad most of the time. i think 2/4 is the most common 4 drops?
I definitely agree with you on KT being too situational.
In regards to sylvanas/sky golem being slow this is my experience. I used to feel the same way as you about sylvanas/skygolem being slow but somethings made me change that.
A quick background: I got my golden mage playing mech when GvG was new, got bored of it and I switched to my control warrior a month ago because mech mage became too popular and control warrior is the one class that can be teched against mech mage to absolutely smash it up for breakfast
I don't know how mech mage (and more specifically dr.boom) plays against other classes in this current meta so I may be bias as a current user of warrior, - and it's been a while since I played mech mage myself.
24% of my games this season (around 130 as of now) are against Mage. I have a 80% win rate against mage which 24-6 (yet only 58% overall) and I can tell you specific reasons why as a warrior user I love to see dr.boom. Maybe if you guys are playing lots of warriors this advice might help you than. I'm actually helping you as the bad guy here. The people complaining mech mage is OP just don't know how to design a counter deck.
Sylvanas and piloted sky golem have caused me 10 times more grief than dr.boom (as warrior).
Sylvanas: This is when Sylvanas is not played as just 'reactionary' but Sylvanas actually stops the reaction on my end when I'm warrior. This is why sylvanas > Dr.boom imo. Mech mages are good at taking the board the first few turns. Against control you'll almost always have the larger board presence going into midgame and you need to protect that presence. As a mage when you drop down sylvanas it gives your minions extreme protection against the fat legendaries im going to respond to your mechs with. I imagine this will help you against a Druid's taunts also. Sylvanas = loetheb but for minions even! I cant answer your mechs with my sticky fat legendaries now. Often this causes me to have to spend a turn dealing with sylvanas just so I can play my minions - giving your mechs another turns time to finish me off before I can stabilize and wrestle away board control.
Piloted Sky Golem: I used to think this guy was slow myself but here is why I have learned (being warrior vs mech mage) its not. Against mage, as control, chances are the first half of the game I'm on my heels. This means it's me doing the trading and the mage smashing my face. When I kill Sky Golem the summon from its death rattle gets to attack the very following turn before I have means of destroying it. very rarely will I have removal for the golem and its summon (a 4 mana drop) on the same turn to prevent it from getting an attack in. If I do, its still 2 cards on my end I spent. Sky golem is actually ensuring me you have a board presence the next turn and depletes my removals. Keep in mind at this time I'm starting to use strong cards like brawl/sludge belcher and this gives you presence for your final push.
I have six ways of punishing mech mage users for less than 3 mana for playing dr boom. This means I am clearing your 7 mana drop as well as putting minions on the board myself or equipping a weapon - the game winning tempo change, 2 shield slams (easily buffed up with my synergy cards), 2 executes, BGH, whirwind and double brawl ensure efficient removal that leaves me extra mana for swinging the tempo. 50% of warriors these days are smart enough to run double brawl with all the board filling of todays mages, pally's and shaman.you just played dr.boom on a board with 3 other mechs? better pray one of those 1/1 token bombs doesn't win the brawl. Dr. Boom is even vulnerable to a complete desperation yolo brawl and dies 66% of the time. if I throw in a token 2mana armorsmith etc. before using brawl its 75% chance he's dead. Of course if I kill Dr. boom in 1 mana and drop down sylvanas or caine you've probably lost, but even in the worst case scenarios im using 1 or 2 cards for 5-7 mana to remove him.
Again though, I'm probably bias because I can only give insight from a particular matchup - mage vs warrior. I imagine in the mirror match mage vs mage dr.boom probably is pretty good.
But trust me fellow mage users (as an ex mage user also). The trick to beating control is PROTECTING your board presence midgame. Loetheb, Sylvanus and piloted golem helps keep a presence and win you games. Dr boom might be a finisher against aggro but is a HUGE 7 mana investment that can loose you all your tempo you've build up by a simple cheap removal + taunt/weapon/fatty response
Edit: Sorry all I Just noticed how long this is what I typed. my bad for the essay. guess I type fast lol. Hopefully still helps...
Yup, that was too many 3-drops. I removed one Spider Tank in latest version. But, with that many spare parts, I am not ready to let go of my Mana Wyrms yet. In the mirror, they are absolutely stronger, and they need to be silenced to be debuffed, unlike Cogmaster, which lose his buff when all mechs are gone.
Editor of the Heartpwn Legendary Crafting Guide:
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you've got a very good point, sky/syl are good against warrior. but teching against warrior when paladin/druid/rogue/mage are a lot more common just doesn't make much sense. i'm ok with losing to warrior when TBK/Loatheb/dr. boom can ensure my better matchup against druid/rogue/mage. paladin is just really depends on draws.
lol i'm glad toshley is working well for you, although crafting him instead of tirion is very YOLO SWAG. toshley often trades at least 1 for 2 if not more. and he gives 2 spare parts to abuse antonidas. yes he isn't a mech does suck, but i rarely have the "no mech to activate blastmage" situation. i think because only running 1x tinkertown 1x mad scientist help.