The Assembly line
- Last updated Dec 9, 2014 (GvG Launch)
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Wild
- 25 Minions
- 2 Spells
- 3 Weapons
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 3160
- Dust Needed: Loading Collection
- Created: 12/6/2014 (GvG Prelaunch)
- TheChiv
- Registered User
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- 17
- 49
- 116
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Battle Tag:
thechiv#1153
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Region:
N/A
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Total Deck Rating
1122
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This is a progressive tempo deck. The deck is designed around the synergies in GvG to allow for trade up values or to just snow ball your opponent and crush them.
UPDATE: 1 post GVG Launch
Gazlowe is %$#@ing insane value with spare parts
Updated version with more draw options and removal options
I have something similar, and I'm running Warsong Commander. Everything except shredder, yeti and loatheb gets charge. Solves the speed problem. I'm not running lobber but it looks like it would be even better with warsong commander.
Also: -2 Warbot / +2 Execute?
This deck is screaming for Toshley ! I think you could find a spot easily.
Any updates to this? It looks nice And I want to keep Gazlowe in but people do bring up a good point that it has no 1 mana spells and you cant always rely on spareparts
Spare parts are 1 mana.
He means that you can't always get spare parts, and when you don't get them gazlowe is a dead card.
Exactly dude. Some times i get lucky and have lots of spare parts but sometimes not so lucky with silences and then gazlowe is just poop
But the stealth one is awesome in this case
Am I the only one who thinks Gazlowe is useless when not using 1 mana spells? (This deck)
You can only rely on the spare parts
thats the point it does work However you can replace him with something lesser but its up to you...
Haven't had a chance to try this deck yet, but it sure seems interesting and is a different concept from anything before it.
Question: does this deck have enough spare parts production options to warrant Gazlowe? Seems like it could, but that's what comes to mind when looking it over.
Hope to try this one out tonight. Thanks for sharing!
Between tinkertown, clockwork, and yeti thats 6 not including your opponents mech yeti. So 6 that 6 outside design draws...
In the past I have gotten alot of value from this. However this deck did lead to the another design in mage. http://www.hearthpwn.com/decks/136626-mecha-mage-madness
Played a version of this at rank 10 (don't have all the cards), won 5 in row against 5 different classes. Meta is really fun at the moment.
Some suggestions. Played against a Jeeves deck it was much faster than this. This deck is too slow for it so I dropped it. 2 Fiery Win Axes is needed so you could replace with that.
Many times I was hankering for an owl but managed to get out of jail - something to keep in mind.
Battle Rage was awesome every time on average 3 cards!
Other changes (not necessarily better)
-1 Cruel Taskmaster (nothing to combo with)
+2 Harvest Golem
+1 Micro Machine
-1 Gazlowe (don't have)
-1 Bomb Lobber (don't have)
It played fairly smooth, though sometimes turn 2 was a 1 drop (though spare part did work for the other mana once) and I missed a turn 3 once.
If you're running 2 1 drop mechs you prolly want warper and 0 draw.. have you even tested this? I'm sure it doesn't work.
as a 1 drop it has lots of potential to go 2 for 1 and/or trade up. against zoo it takes out a turn 1 leper gnome and whatever 3 health turn 2 minion they play.
And you are NOT playing mechwarper...SMH. When will you noobs learn. Affinity was banned in mtg!
No card draw? You're not making a warlock deck m8.
updated
You essentially need tinkertown technician in almost every mech deck
updated
Doesn't actually look like you have put alot of thought into the deck. It's like you went "oh, ill add all the decent 1 attack minions I can find to get value of Hobgoblin" and forgot everything about removal and card draw. Needs some work I think
http://www.hearthpwn.com/decks/127323-druid-milling-deck-gvg