Rogue Mech Hyper Aggro -> V-07-TR-0N
- Last updated Dec 12, 2014 (GvG Launch)
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Wild
- 25 Minions
- 5 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3420
- Dust Needed: Loading Collection
- Created: 12/9/2014 (GvG Launch)
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Total Deck Rating
49
Before people make comments on it, let me start by saying that I am not a pro player by any means, have never made it to legend, and started this deck as a theorycraft at work the day the patch came out since I couldn't play at the time. It has been pretty successful for me so far, but I haven't tested it extensively (although people in the comments seem to generally think it is good). If you don't like the deck, don't use it.
Mimiron's Head is mostly a pressure card (i.e. deal with it or LOSE), but with Conceal can be a realistic win condition. Conceal is a nice single in aggro in a situation in which you are two turns from winning and your opponent begins to stabilize with larger creatures, so including one in case you can get the dream with Mimiron's is justified.
This version of the deck focuses more on winning by rushing down an opponent, but if you want to focus on winning with Mimiron's Head, there is a deck for that - basically, see Miracle Rogue and make a build around it.
Generally speaking, the nature of this deck is that if the opponent lasts long enough to clear your board and you don't have Jeeves, you're probably going to lose. This is how aggro decks work, period, and you can try to play around board clears if you'd like, but if you miss out on too much damage you're going to lose anyway. You won't win every game you play, but I'm hoping the deck is consistent enough to win more than 50%.
This deck is 100% playable without Mimiron's head OR legendaries at all - in fact, I think it might be better without them. Budget version:
-1 Mimiron's Head, -2 Harvest Golem, +1 Tinkertown Technician, +2 Deadly Poison.
Recent changes:
-1 Black Knight, +1 Tinkertown Technician
Took out Black Knight and putting in a Tinkertown Technician. The way I see it, Black Knight is an awesome card late, yes, but it is highly conditional. Tinkertown Technician is excellent, and the only reason I'm not running them in place of Harvest Golem is because Harvest Golem is so damn good for summoning the big guy because it provides a consistent Mech on the field. In fact, it may be worth making edits to get two of them in there (take out a cold blood?) to get another in there, but this requires more testing.
I don't have Mimron, so I replaced it with Harrison Jones for at least a little buffer. Gotta say that I was pretty skeptical about this deck. First try though in casual, I played a Druid and they conceded on turn three. They pass turn 1. Coin, Mech Warper, end turn, they pull a 3/2, end turn, I draw enhance-o and play two annoy o tron, end turn, they pass their turn and I play an enhance-o which gives both annoy-o wind fury and my mech warper a divine shield. He "Nature Will Rise Against You"'d me and concedes before I do anything.
Ya chance of having 3 mechs still after playing this LOLs
this deck fucking sucks... I'm sorry man i wanted to love it... and i even crafted mims head (first GvG leg i crafted).... I've successfully got this combo out 2x... 1 being against a friend just to see it work.... I'm sorry but this shit either fades out by turn 8 or doesn't have enough juice to finish.... I've lost about 8 in a row with this... and i think i only won 2x in casual
Yeti is a great 4 drop that offers a nice spare part and agent well that speaks for its self... just lol...
So far its a really good deck +1 :D
btw yeti is too slow and the impact it has is not as good in my games.. i just drop him and people either ignore him or get rid of him + free spare part for them.. i replaced Yeti with second Jeeves just cuz i had some games where i didnt draw into nay jeeves and it costed me the game (or i get my only one and it gets destroyed - i can't fill the board to inifity anymore)
also i took out 1 S1:7 Agent for second Tinkertown Technician.. i felt like S1:7 agent doesnt have many enablers in this deck (no deadly poison) + he is not mech + he stays in hand dead for too long this way..
edit: i am actually running 1 shadowstep + 1 cold blood right now.. there were many games where i mostly happen to use only 1 cold blood and the second one either doesnt pop up or stays dead in hand for a while.. with shadowstep you can do some tricks with loatheb,enhance-o-mechano,vol7tron, hell even goblin auto barber..
also the auto barber is questionable in my games.. sometimes 2 of them really help me to get my wep to 3 and clear that one threat for free.. but 80% of the time 1 of them is doing enough job coz the impact this card has in that deck is good only in the early game... not sure but i might remove 1 barber to bring back 1 cold blood or try something different
edit2: considering Target dummy as viable option here.. not only it might be this one combo enabler for s1;7 agent to be fine but it is 0 mana mech with taunt which is HUGE in this deck.. turn 3 sensei plays will be viable coz you can get 2/4+2/2 on the board for 3 mana, turn 6 mimiron+2x dummy+conceal (easiest vol7ron u can get) honestly target dummy felt like bad card at first but mech synergy might change my mind.. i might try to find place for 2 of them just for very cheap combo starter and mech synergy
i wish i had enhance-o-mechano... well anyway this is super solid deck and exacly the kind of playstyle i like ..
How about including shadowstep in the deck? Even if your opponent is able to put up enough of a wall to keep him alive, a fully healed up V-07-TR-0N at 6 mana would be pretty nice to have in your hand. Since it has charge, it can be used immediately, when you play it.
Better < Easier to play
This is my favourite gvg deck so far ;)
Im playing similar but with either Galywix or Trog guy instead of the head. Which i dont have yet
Cute but really does not work for me. gone 0-12 it just crumples to control of any kind.
0-12 sounds real discouraging. Also sounds exaggerated.
Ill try the deck despite this because my Hunter just got wrecked by it.
So I just had a turn 4 win with this deck.
Coined out mech warper. Second turn played second mech warper into free annoy o tron and sensei. turn 3 mechanical yeti and second annoyotron. turn 4 dead. :)
This deck is awesome, exactly the type of deck that fits my playstyle. Constant aggression and every single card feels meaningful. Nice Deck! As far as I can tell I wouldn't change a thing, I'm only running two card different from you and i've gone 10/1 with it so far.
Edit: actually 3 cards different, im not using jeeves, although it makes sense because I often run out of cards.
Jeeves is super-good if you need cards, put 'im in coach!
So far it hasnt been a problem, only had one game where i was topdecking. I substituted jeeves for tinkers sharpsword oil. It makes it an even more aggro deck and allows for some nice, combos with all the low cost minions.