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My Magic Will Tear You Apart! (The Mage Thread) My Magic Will Tear You Apart! (The Mage Thread)

11-05-2015 , 11:11 PM
Would probably still run mirror entities. I play it often enough out of hand from drawing it before drawing MS's that I don't think MS is 100% mandatory.
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11-05-2015 , 11:18 PM
Quote:
Originally Posted by Priptonite
If I don't have Mad Scientists should I be running any secrets in Mech Mage?
Absolutely not
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11-05-2015 , 11:21 PM
I don't run secrets in Mech Mage anyways.
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11-06-2015 , 12:40 AM
Hmm ok. Currently I'm running Mirror Entities. Other than that my only non-creatures are:

2x Arcane Missles
2x Arcane Intellect
2x Frostbolt
2x Fireball
1x Flamestrike

That seem pretty standard?
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11-06-2015 , 12:53 AM
I'd have to see the entire deck. I don't run any AI either. One is fine to run if you want to though. Also don't need to run Flamestrike in Mech Mage. That deck contests boards extremely well with minion combat, you shouldn't need AOE in the deck.
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11-06-2015 , 12:58 AM
Yeah I don't see AI in many lists but I feel like I run out of steam so easily. Maybe that's poor play on my part though. I'm running 2x Azure Drake to help with draw also.
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11-06-2015 , 01:02 AM
Do you have Antonidas and Fel Reavers?
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11-06-2015 , 01:43 AM
Nope. Basically all the mech commons + Blastmages + Boom

edit: Have Alexstrasza also but don't think she's really a fit in mech
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11-06-2015 , 02:34 AM
You do run out of steam in mech mage in some games, but if it's happening a lot then you are most likely trading too often. In general, you want to be the aggressor, because it's a really fast deck. Flamestrike isn't necessary not only because you don't need AOE, but also that you should be aiming to win games around turns 6-10 (warriors can be a grind).

Another way to avoid running out of steam is to work on your mulligan strategy. In mech mage it isn't as clear as to what is and isn't a good keep as a lot of other decks, because you have a lot of early game minions. You don't just want to keep any cards of a certain mana cost. Think about what you expect in the early game from your opponent based on their class, try to remember the stats of those plays (like you expect 2/2 divine shield t2 from Paladin), and adjust your mulligan accordingly. You need to find a hand that will win you the board against that class. So, like, Annoy-o-tron wil tend to help with this against a Hunter, and do nothing against a midrange Druid. Frostbolt in the mulligan is something I'm still working on. It *seems* useful against everything, but you need a hand to support keeping one most of the time, because it doesn't improve your own board but can help you maintain one. So, you generally only want it when you have minions to play early on as well, otherwise pitch it and try to find a minion. Etc. You'll figure this out the more games you play as long as it's on your mind.
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11-06-2015 , 02:42 AM
Thanks vix, I would guess that I'm trading too often so I'll try to be more aware of that.
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11-06-2015 , 03:04 AM
Don't be afraid to use your burn spells to take down their minions instead of trading too. Fireballs are more efficient for trading into the 4/6 druid taunt than 2 spider tanks, etc. I see mech mages who just burn fireballs to the face on turn 4 from what I guess is either a lack of stuff to do on that turn or just an overzealous race to win.

I'd work on getting Fel Reavers or maybe Sky Piloted Golems if you plan on serious climbing. Tannon Grace who was living at the Archon House got legend with a deck containing one of each of those and Boom without Antonidas. Think R13 was the highest I got when I didn't have any legendaries or Fel Reavers with mech mage. Probably could've gotten higher, but I switched to scumbag hunter and got R5.
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11-06-2015 , 03:44 AM
I run Toshley and Blingtron instead of PSG (and 2nd Reaver). I really, really like Blingtron in MM. It's better than a 3rd fireball in your deck. I'm surprised it isn't universally run. Toshley otoh is probably less justifiable, but I like the 5/7 stat distribution and the Archmage synergy. Second Fel Reaver is probably better though.
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11-06-2015 , 11:02 AM
You could probably replace fel reavers with clockwork knights but they are def much worse. Hitting face 1x with fel reaver usually wins the game.

Quote:
Originally Posted by Priptonite
Hmm ok. Currently I'm running Mirror Entities. Other than that my only non-creatures are:

2x Arcane Missles
2x Arcane Intellect
2x Frostbolt
2x Fireball
1x Flamestrike

That seem pretty standard?
I run
2x mana wyrm
2x unstable portal
1x arcane missiles

mana wyrm synergizes with portal and arcane missiles and gives you additional 2x 1 drops. Unstable portal can also win you the game with a big drop played on turn 3/4.
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11-06-2015 , 05:19 PM
I was wondering about Man Wyrms. I have them, just wasn't sure they'd play well in a deck with relatively few spells.
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11-06-2015 , 05:49 PM
They're in the standard mech mage deck. The spare parts from Tinkertown, Clockwork Gnome, and Mechanical Yeti can buff them.
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11-06-2015 , 06:47 PM
Against a lot of current meta decks, you really want to have a turn 1 play, even if you don't immediately have a spell to buff them. Mana Wyrms are essential in Mech Mage while Paladin is so prevalent imo.
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11-06-2015 , 07:18 PM
Yup, even as a 1/3 it contests Hunter and Paladin minions quite well. You get one buff on it and you've got a strong 2 drop too. I'd definitely run it. Gets you on the board as well, which is how MM wins.
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11-06-2015 , 08:19 PM
Yeah, also get the coin to trigger it. I'll throw them in
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11-07-2015 , 10:36 AM
Quote:
Originally Posted by Nonfiction
You could probably replace fel reavers with clockwork knights but they are def much worse. Hitting face 1x with fel reaver usually wins the game.



I run
2x mana wyrm
2x unstable portal
1x arcane missiles

mana wyrm synergizes with portal and arcane missiles and gives you additional 2x 1 drops. Unstable portal can also win you the game with a big drop played on turn 3/4.
Yup. Not much more to say, really.
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11-09-2015 , 02:59 PM
Wait you guys are playing mana wyrm and all those spells in mech mage ?
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11-09-2015 , 04:41 PM
Yes? Standard fel mech mage is something like

2x clockwork gnomes
2x cogmaster
2x mana wyrm
0-2x arcane missiles
1-2x unstable portal
2x frost bolt
2x mechwarper
2x annoy o tron
2x snowchugger
2x spider tank
1-2x tinkertown tech
2x fireball
2x goblin blastmage
2x piloted shredder
2x fel reaver
1x dr boom
0-1x archmage tony

I guess you could drop the mana wyrm/unstable package for mad scientists and secrets but the 2 drop slot is pretty crowded and mana wyrm/esportal is really strong. I've even seem some hybrid mech/tempo decks with flamewakers.

Last edited by Nonfiction; 11-09-2015 at 04:46 PM.
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11-09-2015 , 05:09 PM
This is the list I used from rank 3 to legend last month...

1x Clockwork Gnome
2x Cogmaster
2x Mana Wyrm
1x Arcane Missiles
2x Frostbolt
2x Unstable Portal
2x Mechwarper
2x Annoy-o-Tron
2x Snowchugger
2x Spider Tank
1x Tinkertown Technician
2x Fireball
2x Goblin Blastmage
2x Piloted Shredder
1x Fel Reaver
1x Blingtron
1x Toshley
1x Dr. Boom
1x Archmage Antonidas
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11-09-2015 , 08:40 PM
well this changes everything! I've been running Duplicate/Mad Scientist/Azure Drake with some success but never ran mana wyrm in anything other than tempo mage
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11-09-2015 , 09:13 PM
Yeah like a month or 2 ago, Firebat and some other people started running these lists that dropped scientists/secrets. There was a time when they were really dominant on ladder (maybe still really good) but they weren't really that popular for some reason.
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11-09-2015 , 09:40 PM
I wonder if 2x Clockwork Gnome and 1x Cogmaster is better. It can trigger Blastmage, and get played for free with Mechwarper, and there's Archmage. But it dies to a ping. It's a better later drop than Cogmaster, slightly. Cogmaster pushes more early damage and can't be pinged to death. Hmm. Thoughts?
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