[Boomsday] Mecha'Thun OTK
- Last updated Aug 7, 2018 (Boomsday)
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Wild
- 5 Minions
- 24 Spells
- Deck Type: Theorycraft
- Deck Archetype: Ramp Druid
- Crafting Cost: 8520
- Dust Needed: Loading Collection
- Created: 7/30/2018 (Spiteful Nerf)
- joey_jojo_48
- Registered User
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- 14
- 39
- 75
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Battle Tag:
JoeyJojo48#1451
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Region:
US
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Total Deck Rating
194
First iteration of a consistent OTK:
1) Ramp/draw/stall until you get Hemet, Jungle Hunter in your hand.
2) Play Hemet, Jungle Hunter to destroy everything in your deck except Mecha'thun, 1x Starfall, and Flobbidinous Floop.*
3) Play any minions left in hand except Flobbidinous Floop and Mecha'thun.
3) Play Mecha'thun (with Flobbidinous Floop in hand)
4) Play any non-combo pieces remaining in hand and kill off any remaining friendly minions.
5) Play Flobbidinous Floop (which is a 4-mana 3/4 Mecha'thun) and kill it with Starfall.
EZ Win.
Tested it out on ladder and the OTK works! I'm certain the deck will need more refining, so we'll see how it does once the meta settles. Will write up a proper guide if there's enough interest in it.
*Technically Hemet, Jungle Hunter would not destroy Swipe, Witchwood Piper, Spreading Plague, Malfurion the Pestilent, Nourish, or Branching Paths, but those are cards you want to play and are easy enough to dump out of your hand.
Just started to test it.. it is not very easy to survive with this deck.
Update: 0:5 not impressive.. Deck may be good but hard to survive till Mecha'thun will be ready.
Update2: .. maybe I am a noob but 1:7 now - something is disturbing in this deck but I am unsure what is it.
I wonder if you could add Tortollan Forager in there. Maybe replace a Healing Touch or Witchwood Piper.
Really like what you've put together here. I made an aggro zoolock with a reliable OTK, but your deck could realistically OTK faster on a consistent basis. Not sure if yours can keep up with aggro AND draw fast enough to OTK first though.
I would say getting in the double innervates could be helpful too. Small ramp at its worst, but also just creates a second combo piece of ending your game on M'Thun into Innervate into Naturalize. I know that particular combo is beaten by Sulking, but at least its there if not and then you have 2 different outs. Again, only adding Innervate, which isn't a completely terrible card lol
Maybe removing the healing touches.
Yeah Innervate is a card that has a high chance of going back in, and Healing Touch is probly near the top of the list of cut-able cards, but I kinda want to test this version out before making more changes.
Well looks very interessting. Thanks for the Deck. DOG also posted a version with more cheap spells to dump hands faster. Time will tell which version will stand in the end:)
Thanks! Yeah this is meant to be a first draft pre-launch, and I'm very confident it's going to change as we playtest the cards and see how bad the deck's weaknesses are.
Unfortunately this deck gets insta countered by Skulking Geist. I have created a wild deck that can work around it. Have a look!
Edit: i realised this is a standard deck post but here are some ideas nonetheless :)
Actually my version does not get countered by Skulking Geist because the win condition uses Flobbidinous Floop and Starfall (see guide above).
Oh sorry i was mistaken. However it appears that a Dreampetal Florist has a very large potential here. I would substitute off one Healing Touch with one. This prevents a totally dead turn after playing Mecha’thun while also decreasing the probability of a combo break by Dirty Rat. What do you think? Not to mention the increased flexibility of win condition
In wild, seems like a good idea. Especially since Dirty Rat is such a strong counter to this deck. For standard, I'm not sure it's needed but we won't really know till we can start playtesting the deck.
Fair point about aggro. I'm mostly waiting until release so I can actually test the cards and then add in anti-aggro as needed. One point about your deck however, Oaken Summons will pull Flobbidinous Floop from your deck 1/3 of the time, so I'd advise against it since it can wreck your combo.
But then you also need a way to kill off the Big Game Hunter.
Nice! :)
IMO this deck is very risky to put Ultimate Infestation as the risk of fatigue damage is way too high! What if you get a back to back UI in the end of your deck?
Hmm. I definitely think Innervate can be cut, and adding in healing and removal is definitely helpful (though I wish Claw and Bite were stronger cards). I don't think I'd cut the Biology Project though. I definitely see your point above about not ramping into something big on the board, but ramping in this deck is important because it accelerates you into the combo. After all, if you don't have 10 mana you can't play Mecha'thun. And the faster you get to 6 mana the faster you can play Hemet, Jungle Hunter which really kicks off the deck's clock. Another benefit is if you have Biology Project for ramp you can use Nourish for card draw more often that will help you dig for combo pieces.
Another point to keep in mind: If you're using Hemet, Jungle Hunter to destroy your deck a lot of your deck needs to cost 3-mana or less, otherwise he won't really do anything. I don't know exactly how many cheap cards this deck needs, but I'm guessing it's around ~15 cards. So if too much of the deck gets expensive then you should probly use something else to destroy your deck (i.e. 2x Ultimate Infestation). So just a thing to keep in mind while tinkering.
Yeah that's certainly an option, but at this point I kinda want to actually play with the cards before making more changes. I will say though I don't like Gnash very much because it's so low value for it's mana cost, but maybe there's something that can be used instead of Healing Touch for healing and/or removal.
Maybe Floop into Poison Seeds. Deathrattle triggers bevor Treants appear...... oh.... It's Standard Version ^^ Reading helps:))))
I was thinking this might really struggle against aggro. Maybe replace both Swipes with Spreading Plague
Yeah Spreading Plague might be nice, although there's a worry that assuming your opponent knows what you are it might take a while to kill off the 1/5 Taunts, making it awkward to satisfy Mecha'thun's condition. Would need to actually play with the cards to know for sure.