Just thought about it, and it might seem crazy, but I would consider removing doomguard completely or at the least, a 1-of finisher) its a non-mech that gets hit with fel cannon, and while it can 2 for 1, discarding 2 cards is huge. Everything in that deck has a very good effect, even if it doesent say anything on the card. All of the mechs are good in their own right (besides maybe fel cannon) and can activate things like cogmaster and tinker, cogmaster is a 3/2 for 1 that can be dropped as a 1/2 for 1 and become a 3/2 when another mech comes (probably turn 2/3, as with your hp its easy to find them) and all those spells are solid. tbh, taking out 2 minions but losing 3 cards is not worth it to me. Also might drop soulfire for a mortal coil. Once again, the discard is not really worth it imo.
To replace it, I might go mechnaical yeti, spare parts are decently useful, and a 4/5 body for 4 is good, I have had success with it in my own mech deck (then again, I play mech mage.) possibly the better option might be micro machine. Pair it up with annoy o tron and your opponent probably wont be able to hit it until it does something. Also nice with one of the spare parts (the one that gives stealth until next turn.)
Antique might not be the best idea, dropping it gives your opponent a turn to react to the board, and while it does get you the 8 health, the great thing about mechs is that they can always force an immediate answer (micro, anima, tinker) giving him a chance to react can make you lose control.
started playing around a month ago, and decided to build cheap mech mage, and now im here looking for advice on it, got me from rank 20 to rank 17 in around 20 games, so its ok I guess.
Muklas champ, on turn 7 it does what stormwind does, but you still have the option to play it turn 5 and hero power turn 6 unless your opponent has an answer
havent tried it, but it looks pretty good if you dont have many 3 drops, you can compare this to hero powering turn 2 as paladin, but you are guaranteed to play on curve next turn.
imo this deck is relatively early game, so siphon soul is too late to do much, also dont like harvest golem, I would rather have a 4/4 and a spare part from tinkertown tech then a 4/6 across 2 bodies that are on the board at 2 diff times
I would probably drop one dreadsteed, but keep the other. Yes, your dreadsteed can be silenced, but thats a silence wasted on a 1/1, instead on something like shredder.
Another card I dont really like is spider tank, What good is a 3/4 when I can get a 4/4 and a spare part with Tinkertown Technician? Revisions you should make
-1 dreadsteed
-2 spider tank
+2 tinkertown technician
+1 some mech (possibly that 1/2 for 2 that gains +1 attack at the end of each turn.)
1
0
sorry, innervate is not a mage card, I played Loatheb
0
ouch, you silenced your Void Terror 2 molten giants eaten for nothing
2
Just thought about it, and it might seem crazy, but I would consider removing doomguard completely or at the least, a 1-of finisher) its a non-mech that gets hit with fel cannon, and while it can 2 for 1, discarding 2 cards is huge. Everything in that deck has a very good effect, even if it doesent say anything on the card. All of the mechs are good in their own right (besides maybe fel cannon) and can activate things like cogmaster and tinker, cogmaster is a 3/2 for 1 that can be dropped as a 1/2 for 1 and become a 3/2 when another mech comes (probably turn 2/3, as with your hp its easy to find them) and all those spells are solid. tbh, taking out 2 minions but losing 3 cards is not worth it to me. Also might drop soulfire for a mortal coil. Once again, the discard is not really worth it imo.
To replace it, I might go mechnaical yeti, spare parts are decently useful, and a 4/5 body for 4 is good, I have had success with it in my own mech deck (then again, I play mech mage.) possibly the better option might be micro machine. Pair it up with annoy o tron and your opponent probably wont be able to hit it until it does something. Also nice with one of the spare parts (the one that gives stealth until next turn.)
Antique might not be the best idea, dropping it gives your opponent a turn to react to the board, and while it does get you the 8 health, the great thing about mechs is that they can always force an immediate answer (micro, anima, tinker) giving him a chance to react can make you lose control.
suggested changes
-1/2 Doomguard
-1/2 soulfire
-1 antique
and add any of the following
mechanical yeti
micro machine
imploision
mortal coil
Micro is top priority out of these 4.
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started playing around a month ago, and decided to build cheap mech mage, and now im here looking for advice on it, got me from rank 20 to rank 17 in around 20 games, so its ok I guess.
0
Ancient of war, a 5/10 for 7 is good, a 10/5 for 7 forces your opponent to deal with it, having the versatility to choose which is amazing
Reno jackson or antique healbot?
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Aldor, make a non-threat out of any minion
Excavated Evil or Hellfire
0
Muklas champ, on turn 7 it does what stormwind does, but you still have the option to play it turn 5 and hero power turn 6 unless your opponent has an answer
Stonetusk Boar or Elven Archer
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Flame Lance made the Doomguard die. Horribly
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havent tried it, but it looks pretty good if you dont have many 3 drops, you can compare this to hero powering turn 2 as paladin, but you are guaranteed to play on curve next turn.
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I have to give up on playing 7 good cards just so I could have few duplicates and play this thing, brilliant.
inb4 I end up being completely wrong in every aspect.
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This is big game for my Big Game Hunter
0
imo this deck is relatively early game, so siphon soul is too late to do much, also dont like harvest golem, I would rather have a 4/4 and a spare part from tinkertown tech then a 4/6 across 2 bodies that are on the board at 2 diff times
imo
-1 siphon soul
-1 harvest golem
+2 tinkertown tech
2
This is very similar to my own mech warlock idea
http://www.hearthpwn.com/decks/365871-mech-warlock-idea
I would probably drop one dreadsteed, but keep the other. Yes, your dreadsteed can be silenced, but thats a silence wasted on a 1/1, instead on something like shredder.
Another card I dont really like is spider tank, What good is a 3/4 when I can get a 4/4 and a spare part with Tinkertown Technician? Revisions you should make
-1 dreadsteed
-2 spider tank
+2 tinkertown technician
+1 some mech (possibly that 1/2 for 2 that gains +1 attack at the end of each turn.)
0
Darkbomb