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Low Budget Shaman Fel Reaver Mech Wild Deck

Last updated on Nov 08, 2015 at 16:28 by Sottle 5 comments

Table of Contents

The following guide contains instructions on playing Mech Shaman. This particular build is focused around being extremely aggressive and is very punishing to various Midrange decks such as Druid and Mech Mage. If the meta is appropriate for this deck, it can be an incredibly powerful force, but due to the volatility of Fel Reaver it can also be a liability if decks such as Freeze Mage and Paladin are common.

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. Low Budget Shaman Fel Reaver Mech Wild Deck

Our deck costs 2,220 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Mech Shaman is an aggressive deck that aims to overwhelm the opponent with a never ending string of strong minions and powerful synergy cards. The unique benefits that Shaman gains from the Mech synergy package are cards like Powermace and Whirling Zap-o-matic which are both capable of creating huge amounts of pressure, especially in conjunction with each other.

The early game turns with this deck will simply consist of you trying to get off to as fast a start as possible. There are two particular openings that are hugely oppressive. The first of these, is turn 1 Mechwarper using The Coin, or turn 1 Cogmaster into turn 2 Mechwarper. This start gives your opponent a massive problem to deal with, as if they cannot remove your Mechwarper, they risk falling too far behind on tempo to your follow-up Mechs. The second strong start is an early Whirling Zap-o-matic in conjunction with cards like Rockbiter Weapon and Annoy-o-Tron. This start simply has the potential to create too much damage early for your opponent to deal with. If you are able to protect this opening even further with removal spells, you may find that a single Whirling Zap-o-matic can carry you to victory.

To follow up these early turns, you will simply look to continue developing your own board, while spending cards like Rockbiter Weapon 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.

Another strong mid-game card in this deck is Powermace. The potential for Powermace to remove two of your opponent's minions while buffing one of your own can be a massive momentum swing in your favour. A particularly great target for a Powermace buff in this deck is Annoy-o-Tron, since it creates a large Divine Shielded Taunt that can not only create a lot of pressure on its own, but also protect all of your other minions from dying.

In the mid-game, you have three key cards to enable you to maintain your pressure in different ways. Doomhammer will enable you to create repetitive damage over the course of the mid-game turns, and create a lot of pressure on your opponent's life total. Alternatively, you can use Doomhammer as a clearing tool if your own life is high enough in order to clear the path for your minions. Fire Elemental is one of the best Tempo cards in the game, as it is able to come into play and destroy an opposing minion while putting an extremely scary minion onto the board.

Lastly Fel Reaver is one of the most important cards in the deck. Fel Reaver is one of the most misunderstood cards in Hearthstone, with many people viewing the cards you discard as too big of a drawback to see past. However, in a deck as aggressive as this one, getting a 5 Mana 8/8 onto the board is often enough to win the game on its own, making the rest of the cards in your deck irrelevant. Also, in this, as with many Aggro decks, you will almost never draw more than 15-20 cards over the course of a game, with this in mind, you can freely discard 10 or more cards with Fel Reaver, and it actually has no negative impact on the game whatsoever. There are matchup concerns to keep in mind however. Against Paladin, playing a Fel Reaver can be scary due to the presence of cards like Aldor Peacekeeper which can effectively neutralise your Fel Reaver and leave it as a persistent liability on the board for you.

When you are looking to make the final push for damage, the deck plays a large amount of options to create burst damage from the hand. Rockbiter Weapon allows you to do 10 damage with an equipped Doomhammer, while cards like Crackle and Lava Burst can be combined to create a huge amount of damage. It is not uncommon with this deck to burst your opponent down from 20+ health in a single turn if you have minions on board.

3.1. Synergies & Combinations

Mechwarper can create some extremely powerful openings. It enables you to rush out follow up minions like Spider Tank and Piloted Shredder earlier than usual.

Whirling Zap-o-matic can be buffed with Rockbiter Weapon in order to create huge amounts of damage.

Doomhammer + Rockbiter Weapon is 10 points of damage in a single turn, or 16 is you use both Rockbiter Weapons.

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 Cogmaster, Whirling Zap-o-matic, 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. Whirling Zap-o-matic is a slightly unique case. Although it is a strong keep, if you do not have a strong way to protect it, or a way to buff it early for huge damage, it may be better to throw it back and draw it later after you have exhausted removal from your opponent.

Against Aggro you should favour keeping a Rockbiter Weapon or Earth Shock 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.

Against Control you should just push for the fastest possible start. Annoy-o-Tron can be given higher priority since it can protect more important targets from early removal such as Fiery War Axe from Warrior. The timing of your Fel Reavers is extremely key in these matchups since they are your only huge threats, and you will often need them to stick to the board in order to rack up enough damage. Try to eliminate your opponent's key removal options before dropping a Fel Reaver.

3.3. Card Swaps

Fel Reaver can be cut from the deck in favour of Fireguard Destroyer if you are not a fan of the card.

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