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[TGT] Midrange Mech-a-Druid (with guide)

  • Last updated Oct 19, 2015 (TGT Launch)
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Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4340
  • Dust Needed: Loading Collection
  • Created: 10/19/2015 (TGT Launch)
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  • Battle Tag:

    Sentenza

  • Region:

    EU

  • Total Deck Rating

    1

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Midrange Mech-a-Druid

Context

There are a couple of mech druid lists around but this one was actually inspired by a non-mech deck, namely the infamous Fel Reaver druid that Cursed recently came up with:

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Minion (20) Ability (10)
Loading Collection

Considering that this very aggressive list already contains four mechs (2 x Piloted Shredder and 2 x Fel Reaver), I thought it could be an interesting twist to try and go further in this direction.

Core choices

Notable inclusions are:

Tech cards

The following slots are the most flexible imho:

  • 1 x Living Roots (either as removal or board presence)
  • 1 x Azure Drake, classic midrange value, and cycle
  • 1 x Loatheb, in order to prevent board clears and removal for a turn

Strengths

Weaknesses

  • no taunt, no heal, almost no draw
  • although you'll usually curve rather well, you'll sometimes miss a 3-drop (Spider Tank would be an obvious candidate, or possibly Shades of Naxxramas, not sure yet what to cut for any of these, possibly Living Roots and/or Azure Drake)
  • no real AOE (although 2 x Swipe are included), not much removal (Swipe and 1 x Living Roots)
  • a threat that can in some cases become a liability (dont play Fel Reaver to a mage before you see the 2 x Frostbolt, nor to a Midrange paladin who hasn't played 2 x Aldor Peacekeeper yet...)

Mulligan

Mulligan is all about early game and mana acceleration: always keep Cogmaster, Darnassus Aspirant, Mechwarper and Annoy-o-Tron (whose ability to protect the two former 2-drops is fantastic), usually keep an Innervate, possibly 2 if you can coin out a Fel Reaver on turn 1 or that kind of insta-win moves.

Game plan

Fight hard for board control in the early game and use your mana acceleration to either play a lot of (sticky) minions or a few large threats. Know when to switch to face damage (it's often a very close call), and don't be to reluctant to use your combo pieces separately if needed: with some board presence (rather easily established with mechs), the 6 damage of Force of Nature OR the +2 to each minion & self of Savage Roar are often sufficient to close a game earlier than turn 9.

Ladder experience

The list still needs a lot of playtesting on the ladder yet, but it's been working well for me so far, with about 75% winrate in 17 games (ranks 12 to 9):

and FWIW a 100% winrate on 12 Casual games before that ;)

I don't know if this is viable at higher ranks, because I've never been there anyway, but I'd be glad to hear what you guys think about it. At least it seems well suited to what I'm facing, it (still?) benefits from some surprise effect, and overall it makes for rather fun games in my opinion.

Closing

This is the first of my attempts to create a deck that (so far!) seems to compare reasonably well with established decks. This is also my first attempt to write a short guide for a deck. Time will tell if it just goes straight to the backyard of anonymous history, or attracts some attention (or so much attention that I end up cursing myself for encouraging people to play a deck that I'm now confronted with...). In any case, good luck with this list if you give it a try, and do let me know what you think of the deck and write-up!