Fel Reaver Mech Shaman Wild Un'Goro Deck
Table of Contents
- 1. About the Author
- +2. Fel Reaver Mech Shaman Wild Un'Goro Deck
- +3. Strategy
- 4. ChangeLog
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 Pesty, a professional Hearthstone player playing since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.
2. Fel Reaver Mech Shaman Wild Un'Goro Deck
Our deck costs 5,420 and it is made up of the following cards.
|Shaman Cards||Neutral Cards|
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2.1. Mana Curve
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.
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.
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
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 Crackle 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. Dr. Boom is a key card against Control because being able to play it on curve will prevent them from stabilising at a point in the game where they usually start to take control. However, with this said, you should not keep Dr. Boom unless the rest of your hand is extremely good.
3.3. Card Swaps
4. ChangeLog+ show all entries - show only 10 entries
- 02 Apr. 2017: The deck has been reviewed and deemed appropriate for the Journey to Un'Goro expansion.
- 22 Dec. 2016: Decklist updated for Mean Streets of Gadgetzan.
- 15 Mar. 2016: This deck has been reviewed and deemed appropriate for the Season 24 meta.
- 08 Nov. 2015: Removed 1 x Ragnaros the Firelord, 1 x Flametongue Totem, 1 x Mechanical Yeti for 1 x Tuskarr Totemic, 2 x Totem Golem.
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