Even Mecha'Thun Can Win
- Last updated Aug 10, 2018 (Boomsday)
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Wild
- 19 Minions
- 10 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Even Warlock
- Crafting Cost: 9040
- Dust Needed: Loading Collection
- Created: 8/1/2018 (Spiteful Nerf)
- Schnez01
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Total Deck Rating
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Just a cheeky bit of theorycrafting with Mecha'Thun, using Even Warlock as a base. I will be testing this deck day 1 of the expansion, and will also post a Mulligan guide if this can get +20 up-votes. Note that this deck list is likely to change before 'The Boomsday Project' is released.
In case you missed it, combo is as follows:
- Empty your deck (easy to do with 1 mana hero power)
- Play 2x Galvanizer with Mecha'thun in hand (cost will be reduced to 8 mana)
- Play Mecha'thun
- Play Bloodbloom and Cataclysm.
- Bam you win!
General Guide:
Gameplay: This deck is meant to be played in almost the same way as a standard even control Warlock, that means you want a big hand and board control. Where this deck differs from a normal list, is in the late game. The Mech’thun combo (shown above) enables a fairly consistent win rate against heavy control decks, provided you use you hard removal wisely.
The biggest problem with this deck is tapping too aggressively without healing. Against aggro decks in particular, you really don’t want to be falling below the 15 hp mark, and if you do, that’s where we use Hooked Reaver for a bit of defence. Against control however there is a much lower risk of burst damage, so provided you have board control and taunts you can draw your deck much faster. And Remember when we hit the late game, Gul’dan is there to heal you back up.
Mulligan Guide:
Against Aggro; we want to control the board early and clear our opponent’s small minions with AOE. This means we are looking for any of our 2 cost minions in our opener, excluding Galvaniser, and we are also after Hellfire and Defile.
Against Control; we are also looking for our precious 2 drops, however instead of trying to get AOE, we want our 4 cost minions especially Twilight Drake. I would also recommend keeping a Spellstone in hand if you are holding any Vulgar Homunculus’, as they are easy activators for more damage and healing.
Changes:
Edit: I decided to replace 2x Loot Hoarder with 2xPlated Beetle for better early game.
Edit #2: After playing a few games I've realized a number of changes that could be made; I find Dread Infernal can be a bit clunky in some situations, as a result of this I beleive that its can either be replaced with Glinda Crowskin (for a cheaper combo or more low cost minions, or a Skulking Geist (for against aggro decks like odd rouge, and zoolock.
Edit #3: After more revision it has come apparent that the meta is very aggro, to counter this I have replaced a Sunfury Protector and a Dread Infernal, with 2x Doomsayer.
If you like the deck please up-vote
Huge thanks to everyone who has given feedback and supported this deck, great to see a tonne of people having fun with this!
Sweet, thanks!
Well, the scope of the deck is to stall/stay alive until the requirements are met. And just by constantly taping to draw your entire deck you will go down on health and the shroom guys aren't that much of a help.
So up against an aggro deck that has ways to kill you via spells, indirect dmg or bypassing minions you are screwd. I would rather lose a hellfire and a defile and add something that can heal me up besides the shroom guys.
Idk, we have to wait and see.
to be a bit optimistic, some evenlock variants struggle against greedy control decks because of the lack of cards end game. mecha'thun might help giving the final push. I would cut dread infernal or maybe siphon soul to add godfrey for one more juicy boardclear.
ERROR! ERROR! ERROR!
Did my own version of the deck and thought that using Keening Banshee might be a good way to dump your deck after assembling all combo pieces.
thank you
Hemet, Jungle Hunter - if you build the deck the right way, he can even be used to pull the final combo piece(s)
Nice deck man. I piloted it on ladder using Scorp-o-matics to pretend they were Galvanizers, and a Deranged Doctor to pretend it were Mecha'thun. Here's some insight from my piloting:
The Mecha'thun combo is really, really rare to pull off due to its requirement to draw the entire deck, so the deck works pretty much the same as the old evenlock, except weaker. However, this might just be due to my queueing into a lot of aggro/ midrange decks, against which I have a below 50 winrate. Against control, though, I have a high winrate not because of Mecha'thun combo, but because of my Giants and Drakes and Hooked Reavers.
This makes me think that the deck may need to be revised in a more anti-aggro-oriented way. Finding Dread Infernals pretty much useless (by turn 6, 1-damage board swipe doesn't help much), I replaced them with a second Plated Beetle and a second Siphon Soul, and it helps a little bit, but still, it struggles against aggro hunter and odd rogue.
Whether this is gonna be a high-tier deck in the upcoming meta will depend on the new meta decks, but I'm looking forward to testing it again ;)
Awesome man, thanks for doing some testing. I think your right that this does need to be more geared against aggro. The combo needs to exist, without hindering a regular even warlock style of play. I'm curious, how often were you able to get the spell stone to 7 dmg?
idk, maybe 30% of the time overall? Against extreme tempo decks where this is most needed to get the most healing, you often don't have the luxury to update your spellstone, e.g., have to play it turn four to kill off a Kirin Tor Mage. But that doesn't kick this out of this deck, at all, since 5 dmg is sufficient in most cases.
With regard to removing Dread Infernal, sure it sometimes updates spellstone, but during piloting I rarely had the chance to play it from my hand even if it could update spellstone. I know some Evenlocks run it, but they don't run our exodia combo so they have more options in card to play.
Any chance replacing Dread Infernal with Mossy Horror could work? Good for clearing up dudes, Saronite Chain Gangs, Stonehill Defenders etc. ?
You need to add Whirligliders - they're op and have serious synergy with your deck.
Think Defile.
Even better - think Whirliglider and then Defile
Plated Beetle was a good call for healing - I say good idea
Why do you think Whirliglider would be good synergy for a control deck? The deathrattle only does 2 damage to the face and you have to use Defile or Hellfire to set it off. Sure, it can help with Defile but I think there are better 2 drops like Doomsayer, Plated Beetle, etc. that would work better with this deck.
Yeah, that's the thing. In order for a combo to be truly great, the cards have to be decent on their own. If you draw a Whirliglider and no Defile, it's essentially a dead card. Thalnos is perfect because it does damn near the same thing, all the while being decent as a standalone. That's why Lady in White decks are so bad, because it requires you to run garbage standalone cards to make the value gained from Lady in White worth it.
I was experimenting with a similar deck earlier. What do you think about:
-1 Sunfury Protector, -1 Plated Beetle, -2 Dread Infernal
+2 Doomsayer (or +1 Doomsayer and +1 Acidic Swamp Ooze), +1 Spellbreaker, +1 Skulking Geist
I've tried Dread Infernal in the past with Evenlock and have found it to be too slow. I think at least 1 Doomsayer is better for earlier removal or just another chance to clear the entire board later. I suggest Ooze against upcoming Malygos Druid and Hunter. Spellbreaker is always good to have just in case and it's at least a 4/3 body if you can't use it. I'm not sure about Twisting Nether because I never used it in Evenlock in lieu of Lich King and the Doomsayers often do the job. I do think Skulking Geist will definitely be a must with the previous and new 1 mana spells coming out, especially to counter Malygos Mecha'thun
I'm reluctant to take out dread infernal's as that activate spell stone and come back with gu'dan. Its super hard to balance though because it is a hand lock except 5 slots are taken up by the combo pieces.
to survive the late game.
You should already have most of your deck drawn by turn 10, so the healing from the hero power is super valuable, and the demon re-summons give some survivability.
Maybe -1 Twilight Drake , -1 Dread Infernal. +2 Life Drinker? For healing and because 2 dread infernals make it clunky i think.
Thanks man, what would you replace for a Twisting Nether? coz i'm reluctant to remove any stuff that damages face as those activate the spell stones