Mecha’Thun Mage OTK

Class: Mage - Format: raven - Type: combo - Season: season-57 - Style: fun

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Deck Import

Mulligans

General Mulligans

Any cheap AoE stall/removal and some kind of cycle is a good start for any trouble. Try to get mix of them, you never know what you'll need on first 3 turns. This applies to basically every deck expect Aggro. You REALLY need those removals for Aggro.

Aggro Mulligans

Against Aggro, just hope you get your early game is as stable as possible. One wrong move and he'll destroy you before you even start. On the other hand, if your opponent is greedy, he might pull his hand on the board. Cleaning it will improve your game drastically ( however, that works mostly above rank 10-15. Better players aren't stupid to just spend their hand immediately - unless they're Heal Zoolock with Voodoo Doctor, Flame Imp and 2 Happy ghouls board. Try to clean it and enjoy the satisfaction ). Good luck

PS : If you start second, Cone of Cold is also a good keeper. If you don't have a way to cheat out a Cone of Cold, you'd better be of swapping it for something else.

The deck is pretty straightforward and very similair to Exodia Mage ( with or without quest, doesn’t matter ). Keep yourself alive while you cycle through combo pieces and stall with freeze while cheating in some armor. 

The main combo of the deck is : Mecha'thunFrostbolt and Snap Freeze.

You play Mecha'thun while your deck and board is empty and the only cards in your hand are Frostbolt and Snap Freeze ( cuz duh, the effect will fizzle if you have anything else in hand and don’t have empty board/deck – don’t be that guy that just drops things randomly without looking ).  While you cycle your deck, you want to shrink Mecha'thun from 10 mana to 6 mana ( do it when you can dump your excess Mana, when you have nothing else to do or you know you’re near the combo ). That is easily done by playing Galvanizer 4 times. 2 regular summons and 2 bounces from Youthful Brewmaster. That way, your combo is 10 mana precise and turns playable on turn 10 ( or more probably 15+ turn ).

Also, don’t forget to get that board cleared before the combo, you NEED to remove those minions. Trade smartly, or if you can’t, freeze the board with Frost NovaBlizzard or in some cases Cone of Cold ( just in case they want to headbutt Doomsayer ) and drop a Doomsayer ( while you pray your opponent doesn’t have a silence/transform/bounce in hand ).

You can swap the combo with Voodoo Doll and any 1-mana removal, but since Frostbolt is played anyway in the deck as a core ( as well as a removal/stall ) – it’s REALLY unnecessary. There are also other options to this, but there’s little to no point to them.

There’s nothing else to say. Cycle, stall, survive and be flexible with Primordial Glyph. RNG saves lives ( or smacks you in the face with Glacial Mysteries a dozen of times, srsly who thought of that shit?  ).

As always, aggro is a hard matchup – your early game is non-existent. Survive till you get stable in mid and start controlling in late.

Midrange decks are smaller problems, but be alert on turns 5-8. Something WILL punch you, and it will punch you hard. Also watch out for any kind of tempo swing ( any deck in particular ), like Kathrena WinterwispLevel Up!Greater Emerald SpellstoneMountain GiantHooked ReaverCarnivorous Cube, Quests, etc… You need to know what’s coming and be prepared for any kind of trouble. Knowing your opponents deck MAY turn the game.

Control decks aren’t much of a problem, unless they mill or Demon Project ( or something else ) your combo pieces, then you’re screwed. In case they do get a combo piece from you, concede. It’s not like you can do much without them.

Combo decks are the smallest problem. The only problem is WHO will pull it sooner. Again, knowing your opponents deck will help you predict future moves. Everything else is RNG, good luck.

Hope you enjoyed it.

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