I happen to like the Mechazod cooperative brawl, and I am willing to play it multiple times as long there is a pack to be earned or the brawl is helping me to complete some quests.
Both players should hard mulligan for ramp and card draw: In the early game, Mage wants Arcane Golem (to help ramp up Druid) and Coldlight Oracle (to give both players more options in the early and mid-game). Druid is looking for Grove Tender, Arcane Golem, Wild Growth, and Coldlight Oracle.
The are a variety of ways to beat Mechazod:
Players can generate wide boards to combo with Savage Roar, using cards like Violet Teacher, Force of Nature, Cenarius, and Troggzor.
A well-played Millhouse Manastorm by Druid when Mage has been hoarding damage spells and there are spell damage minions on board is quite helpful.
A combo of Lorewalker Cho with cards like Millhouse Manastorm and/or Healing Touch can provide the fuel needed to keep players alive and to help kill Mechazod. As Druid, one of my favorite combos is to play Lorewalker Cho, Millhouse Manastorm, and Healing Touch on the same turn.
A Mage combo of Brann with Refreshment Vendor or even Earthen Ring Farseer to keep players alive is often quite important. A combo of Brann plus Coldlight Seer to refill low hands, without either player overdrawing can be quite good.
Mage playing Mirror Image at the right time into a value play from Druid using a card like Troggzor, Fuegan or Stallagg (when one of those minions has already died, so that both players can get an 11/11 Thaddius) can be very helpful.
Just concede the game and move onto another game, if your partner makes any very bad plays, such as:
1). Fireballing your face
2). Coining out Brann on turn 2
3). Playing Lorewalker Cho or Millhouse Manastorm on turn 1 or 2.
4). Plays too many minions, which triggers a wipe of their entire board when Mechazod switches sides.
https://imgur.com/a/Kz1a6p
There will be games where you lose, despite both players making no mistakes, because neither player got ramp or card draw in the early game, along with healing cards being scarce.
Edit: Since I saw this today, I can add coining out a Savage Roar on turn 2 with no minions on board to my list of bad play examples.