Mechanized Alternatives: Mech Shaman Deck
Mech Mages are running rampant in Ranked play right now. Their ability to seize control of the board early on with cheap Mech minions, and finish the game with a few well placed s make them one of the most consistent and popular decks to play. But the time has come for the other classes of Hearthstone to make Mech synergy work. One deck in particular that has recently made it’s way into the spotlight is a Mech Shaman deck that had some
legendary results for Team Archon’s Firebat and PurpleDrank
is one of the scariest cards in a Mech Mage deck and it is just as gut-wrenching to play against here. A 2/3 for 2 Mana is a respectable amount of stats, but it’s really in here to allow rapid deployment of the higher end of the Mech curve. This low-attack Mech gets some longer legs in this deck as well thanks to damage-boosting Shaman cards like and .
A lot of the other staple minions of Mech Mage can be found here as well. is a great turn 1 play when you have 2-drop Mech in hand. does its job beautifully here, and I would argue does it better since the little Mech can go to 3 Attack when placed next to a Flametongue Totem, or go to 4 with a Rockbiter. is wonderful if a Mech is already in play, but there’s only one of him for that same reason. s and s bring the bargain stats. And s bring the Deathrattle value.
Mages have and . Two spells that can help finish the game, or remove the opponent’s minions to help get Mech minions through. Shamans have and . Both of these cards serve the same purpose. If you follow my rantings on The Angry Chicken podcast, then you know about my severe lack of love for Crackle as far as card design is concerned. But my distaste for huge random damage range can’t argue with the fact that this card has the chance to outright kill a minion with one card that otherwise would have taken at least two to deal with. Not to mention running Crackle allows me to experience the other side of feeling dirty when I get lucky and roll lethal damage on my opponent. I’m sorry, it’s bad and I should feel bad, but a little party goes off in my head when it happens.
... cause Dr. Boom.
What Separates Shaman from Mage
is a Shaman-only Mech, and is the star of this Mech deck. The damage potential with Zap-o when combined with Rockbiter, Flametongue, or a Powermace equip is huge! Now this little mech only has 2 Health, but with at a permanent 2 Health there’s not a whole lot of 1 or 2-drops that Zap-o-matic won’t at least trade with. Even in the sad (and relatively common) scenarios where a Zap-o-matic is removed via a spell, it is still eating up removal that could be problematic later on in the game.
is another star card of the Mech Shaman, and it’s another exclusive to the class. I am fond of just about every weapon in Hearthstone, but Powermace’s Deathrattle lends so much power to a Mech-focused deck like this. This is yet another card that benefits from the addition of Rockbiter Weapon. Buffing this weapon to 6 Attack, removing a high-health threat, destroying the weapon and getting a +2/+2 buff on one of my Mechs makes me cheer for joy every time.
Taking it Home
was Shaman’s backbone before Goblins vs Gnomes and it still is here. The Windfury on this weapon helps keep your opponent’s board clear. Since this is a very aggressive deck it is safer to take damage from minion removal with the Hammer. Combine this all with a 10-damage in one turn potential with the addition of a Rockbiter and it’s easy to see why Doomhammer made it through Hearthstone’s first expansion.
This is a deck that wants to win early. The curve is forgiving and will allow you to gain a very early advantage over other decks that either draw poorly and miss their curve, or just have a generally higher curve. Ramp Druids and their big minions with Taunt can cause issues. is in here to help with these Taunt minions. There will still be times where you will find yourself crossing all of your fingers and toes hoping for a godly Crackle roll. Thankfully and are here to help push the odds in our favor.
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