Here I break down a midrange Mech-Mage list that took my friend Kordyon all the way to number 1 legend rank NA. It’s a very strong, interesting deck that looks to apply pressure to your opponents while using spells and sticky minions to keep board control.
[toc]Mulligan Guide[/toc] (For Reference)
This is a deck that thrives/heavily depends on a strong curve. Board control is the most important aspect when piloting this list, and that only really happens when you can start out with a nice turn two/three punch, and then snowball from there. As such, without the coin you want to throw back everything that costs three or more (since your curve either starts with [card]Mana Wyrm[/card] or a two drop). You don’t want to mulligan for a Mana Wyrm, but you do want to mulligan hard for a two drop. If you have the Coin it is much more acceptable to keep two three drops, especially if those are [card]Harvest Golem[/card]/[card]Tinkertown Technician[/card], but that is an isolated scenario. I will often keep Harvest Golem and [card]Spidertank[/card] if I have the Coin, because those are really strong on turn two. Against Hunter/Zoo, if you have the Coin I generally keep [card]Goblin Blastmage[/card] if I have early cards. I will do this even without mechs in my hand, as there are so many in your deck the odds of drawing them are really high. I will also keep Coin/Blastmage against Zoo. Everything else is fairly straightforward. Never throw away Mana Wyrm, and only keep [card]Frostbolt[/card] against aggro (Hunter/Zoo) and Priest. [card]Snowchugger[/card] is a must keep against Hunter, Rogue and Warrior, while [card]Mechwarper[/card] is always going to be your best start. The biggest rule of this deck is start out low and then build off your threats. Mulligan to meet this plan.