Hello everyone, Mech Mage as a deck is an amazing concept for me, I love aggro decks, I love making people cry, I love magic and robots. Unfortunately I have no legendary's aside from the Naxx ones so I've never really been able to build it, until about a week ago when I found the old StrifeCro variant. It was using Doc Boom but I made a small modification and built the deck, it's been doing well for me, I've jumped from 20 to 15 within the past week (I don't have much spare time). I've decided to post this deck to receive some feedback and possibly make some changes.
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
Mechanical Yeti and Harvest Golem tend to be the weakest minions in the deck, you may be better off with either the Mana Wyrm/Unstable Portal or Mad Scientist/Mirror Entity package instead. I don't think you need Antonidas necessarily, but you do need a way of channeling the Spare parts into value so you may want to try a Gazlowe or Gadgetzaan especially if you don't have a Mana Wyrm.
Also people tend to under estimate stuff like Flamestrike, Polymorph etc.
Arcane Intellect? SERIOUSLY. Flamestrike seems like a good idea
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"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
Mechanical Yeti and Harvest Golem tend to be the weakest minions in the deck, you may be better off with either the Mana Wyrm/Unstable Portal or Mad Scientist/Mirror Entity package instead. I don't think you need Antonidas necessarily, but you do need a way of channeling the Spare parts into value so you may want to try a Gazlowe or Gadgetzaan especially if you don't have a Mana Wyrm.
Also people tend to under estimate stuff like Flamestrike, Polymorph etc.
i agree with the mad scientist/mirror entity. its such a strong thing to include into mech mage honestly i wouldnt play the deck without it. it lets you control the tempo of the game much more. and harvest golems are really weak
just reading of you explaining how much you love aggro and make people cry makes me wanna meet you on ladder with some oil rogue or demonlock deck and make you cry in return also arcane intellect is strong here.. this deck doesnt have any draw as you know.. how do you keep up with anyone who stabilize at one moment if you dont have draw?
I tried Mad Scientist/Mirror Entity, not to my liking, as people normally work around it. I will test removing Yeti for Arcane Intellect though. I just pulled my first competitive legendary though, Sneeds Old Shredder, I'm testing him in place of Enhance and he's working great.
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
just reading of you explaining how much you love aggro and make people cry makes me wanna meet you on ladder with some oil rogue or demonlock deck and make you cry in return also arcane intellect is strong here.. this deck doesnt have any draw as you know.. how do you keep up with anyone who stabilize at one moment if you dont have draw?
I'll happily go up against you, and win most likely
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"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
Arcane Intellect? SERIOUSLY. Flamestrike seems like a good idea
Could you explain why NOT Arcane Intellect and why YES Flamestrike? Just randomly shooting down ideas without providing feedback just seems kinda eh.
And I'm genuinely interested in your reasoning as well.
I felt the deck needed one more late game card, Flamestrike is a pretty good late game card. I've got Sneeds for late game now so I'm more willing to try Intellect. Intellect just seemed like a bad card to me, 3 Mana for 1 card advantage doesn't seem that great.
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"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
I think you should add in boom again for Enhance-o Mechano. This deck really lacks a comeback card after a spell like Flamestrike or Brawl. Once the board is away from you it's really hard to get it back(especially late game when you're running out of steam and your hand is full of useless spare parts). Boom brings 3 minions on the board and is also your finisher along with Archmage Antonidas.
I think you should add in boom again for Enhance-o Mechano. This deck really lacks a comeback card after a spell like Flamestrike or Brawl. Once the board is away from you it's really hard to get it back(especially late game when you're running out of steam and your hand is full of useless spare parts). Boom brings 3 minions on the board and is also your finisher along with Archmage Antonidas.
You didn't read a word I said did you? I DON"T HAVE BOOM OR ANTONIDAS, I'd use them if I had them. I'm using Sneeds Old Shredder as my comback card.
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"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
I would like to add 3 thoughts so far with this thread. Firstly assuming you would beat a person who chooses to run a deck that counters yours is probably unlikely... that said contributing to a thread just saying they want to beat you probably deserves some sort of silliness so I guess the world is back in balance.
Secondly I actually disagree with arcane intellect being the best option or with sneeds being a great asset. These are both midgame to late game cards to keep up pressure. Personally I like to play mech mage as a down and dirty strait out aggro deck looking to win by turn 7 and find it plays more consistently putting my whole strategy around it versus trying to plan late game into my strategy (Many do play mech mage more mid rangy so I am just speaking from my opinion and how I play it and I do realize that but also think its the best way to go with out antonidas or boom).
Finally I understand why you say you do not like playing the mirror entity set up because people play around it and though I agree with you 100% people always play around it I still think its valuable. This is coming from a person that usually plays control and I can tell you 100% I will drop a low value minion to eat up that mirror entity if I can but many cases it is either forcing me to make a far sub par play to make sure I dont hand you the win or in some cases I do not even have a choice but to give you something decent. So I suggest rethink adding this to your deck because its true value isnt in the value of the minion it gives you but the fact it can give you an extra turn at face because it makes control oriented players have to make sub optimal plays.
you can't think of arcane intellect as 3-mana for 1 card advantage. The only scenario where you will keep it in a starting hand for a mech mage deck is if you have mana wyrm AND coin AND.....yeah there's tons of better starting combinations than arcane intellect for mech mages lol.
What you need to see is the scenario where you draw two cards on turns 8+ when you topdecking like a desperate person a lot of the time, and this gives you more answers with an excess of leftover mana ull have since ur deck curves lower than most mech mages to pull off stronger turns.
I personally favor the mana wyrm + unstable portal over mad scientist+mirror entity combo. You get better mileage off spare parts, and portal often gives you some ridiculous minions (more fun), and mana wyrm lets you have more starting options. That being said, you need to drop at least one cogmaster since there are now sufficient slots occupied at the 1-mana slot, so this frees up a slot for sth lategame like piloted sky golem, one of the best GvG epics AND a mech :).
Mad scientist/mirror gives you more tempo and forces your opponent to not drop their huge minions and make suboptimal plays to struggle for stabilizing against ur push for damage. But the biggest weaknesses of this set of cards is mirror ending up in ur hand which means you have to waste a whole 3 mana playing it and it's a dead draw in the first ~5-6 turns and ur scientist immediately loses a ton of value when one mirror ends up in ur hand. Also if you get two scientists in ur hand, it's not as smooth to play both at once since u only have 1 secret type so one scientist can lose value. And Obv once both mirrors are used up any scientist that showed up later are just low value 2/2s with basically minimal impact on the match. And that's my spiel on why mad scientist/mirror can mess up the cohesion/flow of ur gameplan (PLUS if u copy a zombie chow or an explosive sheep over u just decreased ur chance of winning by like 20-50% lol)
I also think there's something to be said for thinking outside of the Wyrm/Portal, Scientist/Mirror packages and just asking yourself what other minions and spells would be useful in your deck. Personally I get a lot of mileage out of Flame Strike, Polymorph, The Black Knight, Bomb Lobber, Water Elemental, Violete Teacher, Pyroblast, Leeroy Jenkins etc. just because every body is expecting a standard list.
That's not really mech mage anymore lol that's more of a tempo/midrange mage style, aka run a whole bunch of cards that prob work well for mage if ppl actually bothered to test them then use the mage core cards to carry you the game while ppl are puzzling and suboptimally dealing with ur specialized choices. Unless you are only like running like 1-2 things out of the entire list u just mentioned it's not even the same deck and can't be discussed in the same context lol. (also most of these cards are just a lot slower and no mech synergy, which would leave you with blastmage/tinkertown stuck in ur hand which really screws up the mech mage gameplan lol)
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Hello everyone, Mech Mage as a deck is an amazing concept for me, I love aggro decks, I love making people cry, I love magic and robots. Unfortunately I have no legendary's aside from the Naxx ones so I've never really been able to build it, until about a week ago when I found the old StrifeCro variant. It was using Doc Boom but I made a small modification and built the deck, it's been doing well for me, I've jumped from 20 to 15 within the past week (I don't have much spare time). I've decided to post this deck to receive some feedback and possibly make some changes.
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
Mechanical Yeti and Harvest Golem tend to be the weakest minions in the deck, you may be better off with either the Mana Wyrm/Unstable Portal or Mad Scientist/Mirror Entity package instead. I don't think you need Antonidas necessarily, but you do need a way of channeling the Spare parts into value so you may want to try a Gazlowe or Gadgetzaan especially if you don't have a Mana Wyrm.
Also people tend to under estimate stuff like Flamestrike, Polymorph etc.
you can get rid 1 of yeti/ TTT since you dont have antonidas for something else
or 1 cogmaster..
arcane intellect
Arcane Intellect? SERIOUSLY. Flamestrike seems like a good idea
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
i agree with the mad scientist/mirror entity. its such a strong thing to include into mech mage honestly i wouldnt play the deck without it. it lets you control the tempo of the game much more. and harvest golems are really weak
just reading of you explaining how much you love aggro and make people cry makes me wanna meet you on ladder with some oil rogue or demonlock deck and make you cry in return
also arcane intellect is strong here.. this deck doesnt have any draw as you know.. how do you keep up with anyone who stabilize at one moment if you dont have draw?
Time is money, friend.
There are two azure drakes in that deck for draw. Regardless, I agree, adding one arcane intellect will go a long way here.
Mech mage....ResidentSleeper
Hearthstone is a game of "copy and pasting"
I tried Mad Scientist/Mirror Entity, not to my liking, as people normally work around it. I will test removing Yeti for Arcane Intellect though. I just pulled my first competitive legendary though, Sneeds Old Shredder, I'm testing him in place of Enhance and he's working great.
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
I'll happily go up against you, and win most likely
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
I felt the deck needed one more late game card, Flamestrike is a pretty good late game card. I've got Sneeds for late game now so I'm more willing to try Intellect. Intellect just seemed like a bad card to me, 3 Mana for 1 card advantage doesn't seem that great.
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
I think you should add in boom again for Enhance-o Mechano. This deck really lacks a comeback card after a spell like Flamestrike or Brawl. Once the board is away from you it's really hard to get it back(especially late game when you're running out of steam and your hand is full of useless spare parts). Boom brings 3 minions on the board and is also your finisher along with Archmage Antonidas.
You didn't read a word I said did you? I DON"T HAVE BOOM OR ANTONIDAS, I'd use them if I had them. I'm using Sneeds Old Shredder as my comback card.
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
Hello,
I would like to add 3 thoughts so far with this thread. Firstly assuming you would beat a person who chooses to run a deck that counters yours is probably unlikely... that said contributing to a thread just saying they want to beat you probably deserves some sort of silliness so I guess the world is back in balance.
Secondly I actually disagree with arcane intellect being the best option or with sneeds being a great asset. These are both midgame to late game cards to keep up pressure. Personally I like to play mech mage as a down and dirty strait out aggro deck looking to win by turn 7 and find it plays more consistently putting my whole strategy around it versus trying to plan late game into my strategy (Many do play mech mage more mid rangy so I am just speaking from my opinion and how I play it and I do realize that but also think its the best way to go with out antonidas or boom).
Finally I understand why you say you do not like playing the mirror entity set up because people play around it and though I agree with you 100% people always play around it I still think its valuable. This is coming from a person that usually plays control and I can tell you 100% I will drop a low value minion to eat up that mirror entity if I can but many cases it is either forcing me to make a far sub par play to make sure I dont hand you the win or in some cases I do not even have a choice but to give you something decent. So I suggest rethink adding this to your deck because its true value isnt in the value of the minion it gives you but the fact it can give you an extra turn at face because it makes control oriented players have to make sub optimal plays.
you can't think of arcane intellect as 3-mana for 1 card advantage. The only scenario where you will keep it in a starting hand for a mech mage deck is if you have mana wyrm AND coin AND.....yeah there's tons of better starting combinations than arcane intellect for mech mages lol.
What you need to see is the scenario where you draw two cards on turns 8+ when you topdecking like a desperate person a lot of the time, and this gives you more answers with an excess of leftover mana ull have since ur deck curves lower than most mech mages to pull off stronger turns.
I personally favor the mana wyrm + unstable portal over mad scientist+mirror entity combo. You get better mileage off spare parts, and portal often gives you some ridiculous minions (more fun), and mana wyrm lets you have more starting options. That being said, you need to drop at least one cogmaster since there are now sufficient slots occupied at the 1-mana slot, so this frees up a slot for sth lategame like piloted sky golem, one of the best GvG epics AND a mech :).
Mad scientist/mirror gives you more tempo and forces your opponent to not drop their huge minions and make suboptimal plays to struggle for stabilizing against ur push for damage. But the biggest weaknesses of this set of cards is mirror ending up in ur hand which means you have to waste a whole 3 mana playing it and it's a dead draw in the first ~5-6 turns and ur scientist immediately loses a ton of value when one mirror ends up in ur hand. Also if you get two scientists in ur hand, it's not as smooth to play both at once since u only have 1 secret type so one scientist can lose value. And Obv once both mirrors are used up any scientist that showed up later are just low value 2/2s with basically minimal impact on the match. And that's my spiel on why mad scientist/mirror can mess up the cohesion/flow of ur gameplan (PLUS if u copy a zombie chow or an explosive sheep over u just decreased ur chance of winning by like 20-50% lol)
If you really love mech mage I would find the dust to craft Antonides. Makes a huge difference.
I also think there's something to be said for thinking outside of the Wyrm/Portal, Scientist/Mirror packages and just asking yourself what other minions and spells would be useful in your deck. Personally I get a lot of mileage out of Flame Strike, Polymorph, The Black Knight, Bomb Lobber, Water Elemental, Violete Teacher, Pyroblast, Leeroy Jenkins etc. just because every body is expecting a standard list.
That's not really mech mage anymore lol that's more of a tempo/midrange mage style, aka run a whole bunch of cards that prob work well for mage if ppl actually bothered to test them then use the mage core cards to carry you the game while ppl are puzzling and suboptimally dealing with ur specialized choices. Unless you are only like running like 1-2 things out of the entire list u just mentioned it's not even the same deck and can't be discussed in the same context lol. (also most of these cards are just a lot slower and no mech synergy, which would leave you with blastmage/tinkertown stuck in ur hand which really screws up the mech mage gameplan lol)