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Season 20 Mage Mech Aggro/Rush GvG Wild Deck

Last updated on Jun 03, 2015 at 11:46 by Sottle 116 comments

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

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.

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. S20 Mage Mech Aggro/Rush GvG Wild Deck

Our deck costs 4,220 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

2.1. Mana Curve

0
4
10
6
6
2
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.

Another hugely powerful Tempo play in the early-game is Mad Scientist. The effect of Mad Scientist to not only draw you a card, but play it for you for free is extremely important to this deck, and can create havok for classes that do not have many small minions to play against a Mirror Entity such as Druid.

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 Azure Drake become very important. Goblin Blastmage is a huge tempo card, and if played on turn 4, it can 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. Azure Drake is also a key card. Since the deck plays such a low curve and tries to play multiple cards in the early turns, you will often find yourself low on resources in the mid-game period. Azure Drake is a strong play to simultaneously develop a large body on the board, while drawing an additional card to enable you to maintain pressure in the later turns. Since Azure Drake is such a threatening card in Mage, your opponent will also often spend resources to remove it, fearing the Spell Damage effect.

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.

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, Clockwork Gnome, Mad Scientist 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

  • 03 Jun. 2015: Removed 2 x Piloted Sky Golem, 2 x Mechanical Yeti, 1 x Azure Drake. Added 2 x Mad Scientist, 2 x Mirror Entity, and 1 x Archmage Antonidas. These changes focus the deck on being more aggressive in the early game, and further separates this deck from the Midrange Mech Mage also found on the site.
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