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Cheap Mech Mage Wild Deck

Last updated on Nov 09, 2016 at 02:54 by Pesty 1 comment

Table of Contents

This Mage deck:

  • has been designed for players who have levelled most classes to Level 10, cleared the AI, and are looking to start climbing in Ranked mode;
  • costs 1,000 Arcane Dust or less;
  • is built entirely of Basic, Common and Rare cards.

While this deck will not immediately make you competitive at the highest levels of Ranked mode, it is strong, and replicates many key strategies of high level Mage decks while using cheaper cards. If played well, it can certainly hold its own against decks of higher cost.

In addition to listing the deck, we will also discuss the cards that are included and how they are best used, as well as explaining the reasoning behind cards that are not included. Finally we will explain how you can improve the deck through various resources you may have available.

Note that to succeed with this deck (as with all decks), you need to make the correct decisions while playing. For this reason, we advise you to also read these two articles: Card Advantage and Why Am I Losing?.

1. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. He is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

2. Cheap Mech Mage Wild Deck

Our deck costs 960 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

2.1. Mana Curve

0
6
9
6
7
0
0
2

3. Strategy

This Mage deck is based around the popular Mech Mage archetype, and aims to develop a strong early board using powerful Mech synergies such as Mechwarper and Goblin Blastmage. The early aggression combined with Mage’s powerful damage spells can easily overwhelm an opponent before they are able to gain a foothold in the game.

Mage has access to the most powerful basic spells in the game, and when combined with the many cheap Mech cards available, you are able to build a formidable deck for a very low cost. However, due to the restrictive budget, this deck features more early-game aggression to compensate for the lack of big threats in the deck.

Your early turns rely heavily on a strong mulligan to allow you to explode onto the board as soon as possible. During this time you have access to a wide range of combinations to solidify a strong board position and should be using them to fight for the board as efficiently as possible. While most of your early minions should be used to fight for board control, having a Mechwarper stay on the board for a turn can put you in a dominant position for the rest of the game and should be used carefully. While using The Coin to play two 1-drops is a very powerful start, by saving it you can access even stronger plays such as Mechwarper follow by another 2 Mana Mech. When going first, Annoy-o-Tron can be used to stall a turn and protect your board to allow you to make similar plays.

To supplement your early board pressure, the deck also has powerful damage spells such as Fireball and Frostbolt. Although the aggressive nature of this deck makes it tempting to hold these spells to finish your opponent, often using them to clear a minion will create more damage for you over the course of the game since it clears the path for your own minions to attack multiple times. You should always assess the state of the board and how your opponent will respond if you leave one of their minions alive.

Entering the mid-game, Goblin Blastmage and Piloted Shredder help cement your early board pressure into a force to be reckoned with. Goblin Blastmage is a huge tempo card that is able to capitalise on any Mechs you have managed to keep on the board, providing immediate damage to help remove any minions your opponent may have played and having aggressive stats that will end the game quickly if unanswered. Piloted Shredder also has aggressively distributed stats but requires even more resources to be removed from the board. Ideally, you want to pressure your opponent enough with these minions that they are forced to use their premium removal spells to alleviate some of the damage.

The deck contains Arcane Intellect and Gorillabot A-3 to help refill your hand and ensure you do not run out of steam before you are able to defeat your opponent. In most matchups it is best to save Arcane Intellect until you have no other play as it will greatly hurt the momentum the deck relies on to win. Gorillabot should be a low priority as it has weak stats, but should be played before you run out of Mechs to ensure you benefit from the Discover effect. Saving Gorillabot will also allow you to have a better view on the game to allow you to make a better decision when choosing a card to Discover. In general you should be looking for the strongest proactive play for the deck, against Aggro and Midrange decks you should be looking for the strongest card you can fit into your Mana Curve, whereas against Control decks you will be looking for a powerful minion to close out the game such as Piloted Sky Golem or Sneed's Old Shredder.

3.1. Synergies & Combinations

Mechwarper can create some extremely powerful early plays. Some of the combinations to look out for are turn 1 Mechwarper + Clockwork Gnome using The Coin and turn 3 Mechwarper + Annoy-o-Tron.

Mana Wyrm is able to gain Attack from many of the Spare Parts naturally generated by the deck.

3.2. Card Omissions

Here we will talk about some of the cards that are not included to help you understand and identify weaker cards, hopefully improving your deck building skills.

There is a wide range of Mechs to be considered for the deck, but many of them do not fit strategy of the deck or are simply worse than some of the alternatives:

  • Micro Machine can win the game in a few turns if left alone and may seem very appealing however having 2 Health makes it not viable for early-game board control and easy to remove.
  • Harvest Golem is a good minion that is held back by a low Attack value, making it worse than the alternatives of Spider Tank and Tinkertown Technician.
  • Arcane Nullifier X-21 can be seen like an appealing card, but the low Attack value results in the card being too low impact when played.
  • Mechanical Yeti can be a good card in the deck, but is unfortunately slightly overshadowed by Piloted Shredder and Goblin Blastmage.
  • Jeeves can be a strong card if you can get a strong Mechwarper turn where you can play out most of your hand, however the deck is unable to do it consistently often resulting in Jeeves being a dead card.
  • Much like Jeeves, Enhance-o Mechano can cause a strong board to snowball heavily, but as this cannot be done consistently Enhance-o-Mechano becomes too situational and offers too little value as a standalone minion to be justified in the deck.
  • While healing may seem good to have, the low stats of Antique Healbot do not fit the game plan of the deck and if you require healing then you have probably already lost the game.

3.3. Card Swaps

Obviously, as a Cheap deck, this list has a lot of room for improvement. As you progress with the game and gain access to more cards and Arcane Dust, here are some additions that you may consider.

Arcane Intellect is the weakest card in this budget deck and both copies can be temporarily replaced by Azure Drake if you have it available. Once you have access to a larger collection, these cards will eventually be replaced by Dr. Boom and Archmage Antonidas, or Ragnaros the Firelord as an alternative.

Both copies Flamestrike can be replaced with Unstable Portal to add more consistency to the early-game and while Flamestrike is an extremely powerful spell, it is unable to gain the desired value in an aggressive deck.

Flamecannon can be replaced with Loatheb to provide the deck with a powerful tool to help lockdown the board and to help protect strong board positions developed in the mid-game.

For other strong cards to consider, look at our full budget Mage decks, or our Crafting Guide.

4. ChangeLog

  • 09 Nov. 2016: Deck added.
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