Magnetic Bomber
- Last updated Aug 9, 2018 (Boomsday)
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Wild
- 25 Minions
- 4 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Midrange Hunter
- Crafting Cost: 6720
- Dust Needed: Loading Collection
- Created: 8/2/2018 (Spiteful Nerf)
- WillPwn
- Registered User
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- 12
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- 73
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
1813
UPDATE 3: This is now most successful winrate Mech Hunter build on HSReplay, hopefully the Tracking > Cybertech Chip change will help push the win-rate % further. Hard mulligan for Stitched Tracker, it's the deck MVP.
UPDATE 2: Spiritsinger Umbra & Necromechanic are slowing the game down, having more success with Giggling Inventor's to hold board control. In the same respect I've swapped Bronze Gatekeeper for Wargear
UPDATE 1: Check out KiwiNBacon's gameplay video of the deck in action here: https://www.youtube.com/watch?time_continue=41&v=4JTQDhrf8tw Having a lot of success with my Ashmore Paladin: Kangor's Buff Army
Inspired by the Goblin Bomb master Moofio85
Magnetic Bomber
Hunter Magnetic Mech deck ft. Deathrattle Goblin Bombs
Using the new Goblin Bombs and Magnetic Mech synergies to create big boards that threaten constant hero damage and board development. Unlike other bomb decks that focus on bomb destruction, this deck uses the constant threat of hero damage as a way to generate sticky boards with a punishment for clearing threats.
BOMB GENERATION:
Although not great as a standalone minion, Goblin Bomb becomes a real threat on wider boards due to a load of synergy with other mechanics. The deck includes some great bomb generation tools like Whirliglider, Explodinator & Boommaster Flark.
BOMB DEATHRATTLE SYNERGY:
Goblin Bomb starts to shine when the threats of combo's come into play, with it's Deathrattle triggering early thanks to Fireworks Tech, Necromechanic & Spiritsinger Umbra.
MAGNETISE BOMBS INTO THREATS:
The new Magnetic mechanic allows you to turn your 0/2 Goblin Bombs into real board threats and start to control the board with Mechs like Spider Bomb, Wargear & Zilliax. Venomizer will proove a great surprise posion clear too.
CONTROLLING THE BOARD:
The old guard of Defender of Argus & Fungalmancer further bolster the Goblin Bomb stats and allow for stronger board control. I've now included a Void Ripper to give you the option of going for the Flark OTK twenty damage combo or to hard counter Druid's Spreading Plague.
VALUE TURN 1:
The new Mecharoo and Jo-E Bot proove great value on turn 1. They can be bolstered by a Skaterbot or triggered with a Fireworks Tech turn 2 to provide a great alternative mech for our magnetic synergy.
POWERFUL COMBOS:
If you get Boommaster Flark down and the opponent doesn't clear your four Goblin Bomb's; You can play Necromechanic into Fireworks Tech & Void Ripper to hit for a potential TWENTY Hero Damage in the late game (assuming you can proc your buffed bomb into an enemy minion)
A Turn 10 Spiritsinger Umbra & Explodinator, with a Bomb Toss to a friendly board Goblin Bomb is EIGHT Hero Damage and a board full of threats!
With a Goblin Bomb(s) on board; Necromechanic into Fireworks Tech triggers FOUR hero damage, then attacking & destroying your buffed bomb into an opponents minion triggers another FOUR for a total of EIGHT hero damage, along with Necromechanic left on board as a soft taunt. You even have 3mana spare to crank this up to TWELVE hero damage with another Fireworks Tech.
TECH CHOICES & OMISSIONS
I've painstakingly omitted Deathstalker Rexxar as I think this deck is more on the aggro side. If it's struggling late game he's the first port of call for inclusion.
The deck is most likely to suffer from card draw issues so Cult Master, Cybertech Chip, Acolyte of Pain and Loot Hoarder balance needs to be considered. Loot Hoarder might prove great value with the added Deathrattle synergy with cards like Necromechanic.
I've also omitted Terrorscale Stalker, Play Dead and Carnivorous Cube, as the deathrattle value isn't great for the sake of dealing 2 extra damage face. I think building and controlling board around the threat of the Goblin Bomb's is enough. Going BIG on Deathrattle would require inclusion of bigger Deaththrattle threats like Mechanical Whelp.
I also considered Goblin Prank for a while but I think that fits better in the afformentioned BIG Deathrattle focussed version of the deck with cube’s, stalkers, play dead’s & big minions. I’ve tried to make this version board-control heavy where you want your goblin bombs to ‘stick’ a bit more to the board, where the 2 damage to the face is a punishment for clearing them. In that respect triggering our deathrattles is fine but we don’t want the Goblin Bomb's to die unnecessarily as we lose Magnetic/Mech synergy potential.
In the same respect; I orginally felt Void Ripper would be a frustrating top deck or mulligan in this deck, when it's really an end game OTK better suited into the above mentioned BIG Deathrattle cube variant. Our Goblin Bomb Deathrattles will still ultimately get triggered if we want, when we bolt any of our Magnetic Mech's onto our bombs, or when we drop a Defender of Argus or Fungalmancer down inbetween them for pushing minions or threatening face damage. The threat of that Deathrattle damage is still there ... we just hold board control too alongside it. The same goes for Abomination, Ticking Abomination & Mossy Horror.
All that aside, Void Ripper might be a great versatile tech card if everyone is running Druid with Spreading Plague, so I've included it now for the optional OTK & board control tempo.
Thanks for reading, check out my other Boomsday Project deck;
Galvanized Mecha'thun
Kangor's Buff Army
v1: AAECAR8GycICps4C4PUC4fUC8PUCoIADDPsFlwjR4QKf9QKl9QLi9QLv9QK5+AK8/AL2/QKJgAPMgQMA
I thought that myself but I think that boils down to this deck relying heavily on a new mechanic for a forgotten race which got a tonne of new support in Boomsday. We’ll have to wait and see though!
Evolve was the same way. There were Pantry Spiders and Master of Evolution, but in the end it was only Doppelgangster and Evolve.
I think it will be Mechanical Whelp and Fireworks Tech, maybe some other mech for consistency.
I would consider Countess Ashmore for some card draw (you can draw 3 in this deck).
Excellent ideas here, I do believe there is a decent deck that uses the new mechs for hunter. The biggest problem I see is lack of card draw. You're playing cheap cards left and right and all of a sudden you're in top deck mode.
I can't believe that I'm saying this, but you may want to put a Sneaky Devil in your deck (or maybe a Void Ripper) to facilitate a burst clear when you have multiple bombs on the board and a Necromechanic in hand.
I've theorycrafted a similar deck with less focus on bombs but with Devilsaur Eggs + Mechanical Whelps that will use a Missile Launcher + Venomizer combo to facilitate this type of clear. -- https://www.hearthpwn.com/decks/1147385-deathrattle-mech-hunter
Finally, you may want to put in a couple Goblin Pranks because each lets you burst your opponent's face for 5-damage at the cost of 2-mana when you play them on Goblin Bombs
All those are worthy thoughts that would need play-testing, but again, I’m just aligned to more board building synergy than popping your own bombs. On that note Raid Leader would be a lot more mana efficient than the options you've mentioned.
Just a heads up that Goblin Prank is just rush so you couldn’t do 5 face damage, just into minions on board
Having Rush doesn't prevent a minion going face if it could already go face (eg if it had Charge or was already in play at the start of your turn). Also, Sneak Devil has stealth so it's harder to remove than Raid Leader.
Either way though, I'm not convinced mech hunter has enough damage to win without a Necromechanic burst, whether via Void Ripper or some other source. The Wargear and Fungalmancer will need to do an awful lot of work.
UPDATE: I added in 1x Void Ripper for Bonemare to give the deck that option of the 20 hero damage if you hold onto a Necromechanic & Fireworks Tech. I was also swayed because Druid is going to be so prevalant that it might be a great swing turn against Spreading Plague
In it for the Mecharoo
Hitting legend for the Jo-E Bot
nice meme !
Not really a meme like Freeze Shaman. This is a real deck with quite a bit of potential. Remember Spell Hunter during the K&C releases? It's been tier 1 for 2 expansions now. Who knows, maybe Bomb Hunter (or the more offensive name people have given it on Reddit, Terrorist Hunter) may be the new meta.
Excellent approach, I also think that buffing, rather than destroying or just triggering Goblin Bombs, is the way to go.
I have to say though, I have my doubts about cards like Whirliglider and Skaterbot (they seem too weak), Bomb Toss (not sure if it's good enough), Spiritsinger Umbra and Necromechanic (too combo oriented maybe?) and Zilliax (it seems like this kind of deck wouldn't need half of its text).
Aside from that, I'm considering stuff like Sea Giant (if people don't clear the bombs it can work I guess), Corridor Creeper (less sure about this one) and Bonemare (not sure how many turns will take this deck to win on average).
My other concern is wether to have the secret package in or not because of how powerful it is. Every hunter deck these days consists of 9 auto-includes: 2 spellstones, 6 secrets and rexxar. The rest of the deck is just other stuff that isn't too bad.
Finally, due to the nature of Goblin Bomb being dealing face damage, is it foolish to try to go midrange with a deck based around it? I honestly don't know and I'd like to hear your take on it.
Edit: here's a link to my take on it, in case you're interested
http://www.hearthpwn.com/decks/1151310-boomsday-bomb-hunter
Also, how good is Tracking when you're not trying to find the dk or the spellstone?
Thanks man.
I genuinely think Skaterbot is probably going to be one of the most seen cards of the expansion. Anyone who's running Mech's is going to be running it, as it grants +1/+1 & rush for 1-mana, or a base mech on turn 1 if you're dry.
Exactly what I was thinking, although I am not sure about spellstone here and I also think your bot are meant to be traded so they can do their 2 dmg face. I mean, you have to buff them obviously but to do cheap damage, not to turn them into huge minions with bonemare and stuff... otherwise your bots will never make their 2 damage to face and I think paladin have better tools to upgrade their bot to make huge minions.
That's why I don't like skaterbot either. It's too weak and you don't want the rush to trade on ennemy minions anyway.
That's why my list is more aggro oriented, I don't plan on making the game last long enough.
Small minions doing small damage. If traded, opponent get 2, 4 or more in the face. 1 Necromechanic if I have a nice board to trade and deal bomb damage.
Otherwise, it's just buffing bot to go face.
https://www.hearthpwn.com/decks/1151837-boom-prank
Im most excited for this archtype.. Of the three classes to feature mechs prominently, I really think hunter is going to be the only one to make it work.
If this deck is able to flood the board to a degree - eg through Fireworks Tech triggering Mecharoo as well as the minions that come with one or more friends - then surely rather than card draw you want Cybertech Chip as your source of pseudo-card draw? I agree that it's not a powerful card, much as Infest was never very good, but Goblin Bombs don't look like minions that opposing players will want to waste cards on, so it seems they might survive the odd end of turn. Since Necromechanic is not a legendary you might even get a bunch of mechs out of Cybertech Chip once per game, and there are not a large number of mechs that are actually 'bad' in standard (you might get some of the better Warrior class mechs).
I also have to second the inclusion of a singleton Missile Launcher to go with Venomancer - if nothing else it will kill your useless bombs.
Cheers! Fair comments regarding Cybertech Chip, I might try one out instead of 1x Tracking to see how it performs, I was just concerned about losing board tempo.
I still think Missile Launcher is a bit slow/expensive for what the deck is trying to achieve but it's definitely on the radar!
Im on the fence about Missile Launcher as well. It could potentially give you the auto-win.. but against control mage and shaman, you would have to bait out 2x Hex/Polymorph first.. and I really think silence is going to be in basically every deck.. The only upside here, is this deck will naturally pull out those silence effects on other targets early, so I think its worth putting in just to see how well it does as an alternate win condition.. If you can get him up and he sticks for a turn or two.. you can drop bombs on the board and hero power to end the game quick
Haha - my bad. Didn't check my card names. :)
I've been thinking a bit about this archetype, and I'm wondering whether Void Ripper is actually the way to win. Not so much because he triggers the bombs lying around (which is obviously half the reason to play it), but because Bronze Gatekeeper becomes a bona fide Kill Command. Any Magnetic mech that is attached to a bomb also gets a +2 boost to attack post-Ripper, to help smash through taunts while pinging the face etc.
With that angle in mind, maybe even left-field mechs with higher health than attack like Meat Wagon, Demolisher, and Unpowered Steambot can work. It strengthens the idea around Cybertech Chip, since there are several 1/3 mechs in other classes (especially Glow-Tron) and makes a case for Upgradeable Framebot. These minions have an extra upside - they don't get wrecked by Mass Dispel. I can definitely see people Silencing Unpowered Steambot to get at the minions it protects, when on your turn magnetizing Gatekeeper onto it + Void Ripper is 14 to the face. What Hunter ever said 'no' to that much burst damage?
Oh, I'd probably switch the Bonemare for Leeroy Jenkins - seems a better fit if you have it, otherwise the good ol' Reckless Rocketeer is still around for a bit more smorc.