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Legendary Mage Mech Wild Deck

Last updated on Jun 28, 2016 at 12:00 by Sottle 23 comments

Table of Contents

The following guide outlines an Aggro Mech deck. It aims to quickly overwhelm the opponent with cheap, synergistic minions, similar to a Warlock Zoo deck. It is fairly cheap to craft and is a very quick and efficient deck to climb the ladder with. This version of the deck removes the Mad Scientist package, and instead plays additional early game options as well as Gorillabot A-3 to allow you to maintain resources in your hand. This weakens your matchups against midrange decks like Druid slightly, but increases your potency against outright Aggro and Control.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Legendary Mage Mech Wild Deck

Our deck costs 4,280 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

2.1. Mana Curve

0
6
10
3
8
1
0
2

3. Strategy

Mech Mage is an aggressive deck that aims to rush your opponent with fast starts and the powerful Mech synergy cards that Mage was granted in Goblins vs Gnomes such as Snowchugger and Goblin Blastmage. Combined with Mage's efficient removal that can also double up as burst damage, you can easily overwhelm your opponent before they are able to gain a foothold in the game.

Your early turns will rely heavily on a strong mulligan to get you to powerful openings like Cogmaster, Mechwarper, and Snowchugger. By using The Coin you have access to extremely powerful starts on turn 1, such as Mechwarper + Clockwork Gnome or Cogmaster + Clockwork Gnome, that put a huge amount of power into play very quickly. If you are able to follow up a start like this with an Annoy-o-Tron to protect your important minions, then it becomes very easy to spiral the game out of your opponent's control.

This version of the deck adds Mana Wyrm and Unstable Portal to create even more potential for explosive starts. Mana Wyrm in your opening hand can create various powerful combinations, and allow you to preserve your Mechwarper for a slightly later turn where you can gain value from it immediately. This increased early game stability can be very beneficial against other aggressive decks where you will have to fight for the board early.

To follow up these early turns, you will simply look to continue developing your own board, while spending cards like Frostbolt and Fireball to remove your opponent's minions efficiently. 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, cards such as Goblin Blastmage and Piloted Shredder become very important. Goblin Blastmage is a huge tempo card, and if played on turn 4, it can be a massive swing in your favour. Since the deck plays such a high quantity of Mechs and is likely to have a fast start, you will almost always have a Mech on board on turn 4 to activate your Blastmage's ability. Piloted Shredder is also a solid midrange minion that can put a lot of pressure on your opponent. 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.

Gorillabot A-3 comes into the deck to allow you to maintain pressure for longer, by picking up more high quality minions in your hand. The expected value of a Discover card is extremely high, which means you will very often be able to pick up a premium card in your hand. Before Gorillabot was introduced to the deck, Mech Mage could suffer from running out of steam in the mid-game turns, and the card draw options to try and alleviate this were usually too slow to justify inclusion. Gorillabot is a different proposition, since it benefits from your Mechwarper and functions as an activator for Tinkertown Technician and Goblin Blastmage, meaning you can add a card draw effect to your deck without too much of a Tempo loss.

Although generally you will be looking to pick up the strongest proactive play for your deck, there are situations where choosing a tech card from Gorillabot may be more beneficial. For example, Blingtron 3000 can be an excellent choice if your opponent has a high value weapon equipped that you can destroy while equipping a weapon of your own. Annoy-o-Tron can also be situationally excellent to protect key minions from removal, or to set up a race situation against other aggressive decks by putting a wall in play that they have to deal with and aggressively pushing damage to your opponent with your other minions. Most of the time however, you are looking to pick up additional high quality Mechs like Piloted Shredder or Piloted Sky Golem in order to maintain pressure on your opponent.

Should the game reach the later turns, Dr. Boom comes into its own as a fantastic utility card. Dr. Boom is a powerful card that is strong in almost every position. Should you be ahead in the game, Dr. Boom can be played on the board to seal your victory. In even games Dr. Boom can be used to push the board in your favour, and in games where you are playing from behind, Dr. Boom can be used as a board clear tool to bring you back into the game.

Archmage Antonidas is included in the deck since the cards in the deck generate a lot of Spare Parts for you, these can be transformed into Fireballs in the late game with the Archmage's ability, creating huge burst potential. This is an extremely important addition as many decks can begin to stabilise against you around turn 7 or 8, and Archmage can be used to generate enough burst to finish the game, making board control irrelevant. Keep an eye out for the Finicky Cloakfield Spare Part that can be used to Stealth your Archmage Antonidas and protect it from removal.

3.1. Synergies & Combinations

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

Archmage Antonidas can be used with the numerous Spare Parts generated by the deck, as well as with Unstable Portal, in order to generate additional Fireballs.

3.2. Mulligans & Matchup Specific Strategies

Your Mulligan will involve looking for the fastest possible start. The key card to facilitate this is Mechwarper, but Mana Wyrm, Cogmaster, Clockwork Gnome, and Annoy-o-Tron are all also important. It is important not only to try and get as many of these cards as possible, but to pay attention to your potential Mana curve, and the effect Mechwarper has if you have it. In an ideal world, you want your opening hand to have a strong play on each turn that uses all of your Mana.

Against Aggro you should favour keeping a Frostbolt alongside your early minions in order to fight back against the fast starts of your opponent. You should also give higher priority to Annoy-o-Tron since it deals very favourably with small Aggro minions. Conversely, Cogmaster is less important in the these matchups, since the 2 Health trades poorly against opposing 2/1s.

When facing Control, you can consider keeping Goblin Blastmage in order to play it on curve, but only if the rest of your hand is very good. If facing a weapon class like Warrior or Rogue, then Snowchugger is extremely powerful to lock them out of the game early and shut down their removal options. Annoy-o-Tron also serves a similar role to protect your Mechwarper from weapons. Combining both Snowchugger and Annoy-o-Tron will likely just seal the game for you against these classes. Dr. Boom will be a key card in Control matchups, since they will often start to regain the momentum of the game around turn 7, and Boom goes a long way to prevent them from stabilising.

4. ChangeLog

  • 28 Jun. 2016: This deck has been reviewed and deemed appropriate for the current Wild meta.
  • 15 Mar. 2016: This deck has been reviewed and deemed appropriate for the Season 24 meta.
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