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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

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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.