Even Mecha'Thun Can Win
- Last updated Aug 10, 2018 (Boomsday)
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Wild
- 19 Minions
- 10 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Even Warlock
- Crafting Cost: 9040
- Dust Needed: Loading Collection
- Created: 8/1/2018 (Spiteful Nerf)
- Schnez01
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Total Deck Rating
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Just a cheeky bit of theorycrafting with Mecha'Thun, using Even Warlock as a base. I will be testing this deck day 1 of the expansion, and will also post a Mulligan guide if this can get +20 up-votes. Note that this deck list is likely to change before 'The Boomsday Project' is released.
In case you missed it, combo is as follows:
- Empty your deck (easy to do with 1 mana hero power)
- Play 2x Galvanizer with Mecha'thun in hand (cost will be reduced to 8 mana)
- Play Mecha'thun
- Play Bloodbloom and Cataclysm.
- Bam you win!
General Guide:
Gameplay: This deck is meant to be played in almost the same way as a standard even control Warlock, that means you want a big hand and board control. Where this deck differs from a normal list, is in the late game. The Mech’thun combo (shown above) enables a fairly consistent win rate against heavy control decks, provided you use you hard removal wisely.
The biggest problem with this deck is tapping too aggressively without healing. Against aggro decks in particular, you really don’t want to be falling below the 15 hp mark, and if you do, that’s where we use Hooked Reaver for a bit of defence. Against control however there is a much lower risk of burst damage, so provided you have board control and taunts you can draw your deck much faster. And Remember when we hit the late game, Gul’dan is there to heal you back up.
Mulligan Guide:
Against Aggro; we want to control the board early and clear our opponent’s small minions with AOE. This means we are looking for any of our 2 cost minions in our opener, excluding Galvaniser, and we are also after Hellfire and Defile.
Against Control; we are also looking for our precious 2 drops, however instead of trying to get AOE, we want our 4 cost minions especially Twilight Drake. I would also recommend keeping a Spellstone in hand if you are holding any Vulgar Homunculus’, as they are easy activators for more damage and healing.
Changes:
Edit: I decided to replace 2x Loot Hoarder with 2xPlated Beetle for better early game.
Edit #2: After playing a few games I've realized a number of changes that could be made; I find Dread Infernal can be a bit clunky in some situations, as a result of this I beleive that its can either be replaced with Glinda Crowskin (for a cheaper combo or more low cost minions, or a Skulking Geist (for against aggro decks like odd rouge, and zoolock.
Edit #3: After more revision it has come apparent that the meta is very aggro, to counter this I have replaced a Sunfury Protector and a Dread Infernal, with 2x Doomsayer.
If you like the deck please up-vote
Huge thanks to everyone who has given feedback and supported this deck, great to see a tonne of people having fun with this!
I think you might be right, I feel I should keep the Shroom Brewers but take out a beetle for twisting
Thanks for the input :)
Oh nice! Because I really liked the deck when I saw it :)
Cheers man
Incorrect, the animation for clearing the board plays first, but the actual discard occurs prior to the minions dying. I made sure of this before I created this deck.
Refer to this video if you want proof, 1:35 mark
Dude, it won't work. Cataclysm first destroys minions then discards. It won't trigger Mecha'thun deathrattle.
Incorrect, the animation for clearing the board plays first, but the actual discard occurs prior to the minions dying. I made sure of this before I created this deck.
Refer to this video if you want proof, 1:35 mark
The interaction with Malchezaar's imp makes it seem like it discards the hand first because when you play cataclysm when the imp is on the board it still draws cards to replace those discarded. Also there is no "then" clause on the card which would lead one to believe they resolve simultaneously. All that being said, since the deathrattle on Mechathun would resolve after the cataclysm card does, your hand and board would be empty at the time of it resolution.
One problem - more healing
Much more healing
you're aiming to draw your whole deck - But that means taking a HUGE amount of damage, probably around 20 to face, maybe more, not even counting the fact that you go into fatigue. If you hero power every turn, you would probably lose your deck at around turn 8. The perfect time to play Bloodreaver Gul'dan is somewhere around turn 10, and only then do you slowly (SLLLOOOOWLY) start to heal up.
I think you don't have enough self damaging cards to make Amethyst Spellstone very viable. Healing? Practically none except your Hero Card. My advice would be to drop the Even thing and help out your Bloodreaver Guldan with some Doomguards, Cubes, and maybe a Godfrey.
You have a good point, although I love the even twist on this combo, I honestly have no idea how viable it will be in the meta. As for additional healing, I am considering taking out the 2 Loot Hoarder and replacing them with more heals, any suggestions, perhaps something with lifesteal, and a second Siphon Soul?
What do you think?
Deathweb Spider looks like a nice bet. also maybe Zilliax, if you add some more mechs. Countess Ashmore looks like fun in this deck, as you need to draw cards. Sadly, those are all non even cards. Best bets at even are Lifedrinkers.
Needs more watermelon
Really? That's weird, I thought it needed apples.
Seems like a worse evenlock deck with a bunch of dead draws.
The deck can be refined, never going to be teir 1 though, have any suggestions to improve the list?
I think putting hemet in the deck after collecting both galvanizers, to thin out the deck so you get to mecha'thun faster and ditching infernal for 2nd siphon soul?
I think about putting 2 doomsayers for 1 defile and sunfury protector to stall the game.
I don’t know how I feel about this. This may actually make Mecha’thun viable...