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
- 24
- 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
After a very long day reflecting about the deck, I have made myself a good opinion and I believe there is much to be said in favor of this deck. This will definitely be something I will gravitate towards once the expansion comes out and I definitely hope you guys all see the qualities of something like this when the xpac hits live.
I made a video talking about the deck and its main idea and I really hope you guys enjoy!
I felt it would be a bit of a dead draw early on since you can't play the combo until turn 8? As ever, hunter struggles with card draw so having a useless combo card in your hand for 8 turns would be a killer.
I'm looking forward to try a similar deck myself.
Though... it probably sounds like a stupid idea, but I was considering to put in Abomination as well, which can both detonate bombs and also deals 2 damage to the enemy hero itself, also slowing down aggressive decks a little bit.
Also, I don't know exactly how it works, but I thought Goblin Prank might also be worth trying. I'm not sure if the Rush overrides the minions current status, or in other words, whether a Bomb on the board could go face or not. If it could still go face, it would be a much worse but still decent Power Overwhelming.
I see Prank as a cheap kill command. And i don't like skaterbot, it doesn't add much in this deck. I know it can magnetise on other mech but it will in most case go on the goblin bomb and will only make a 1/3 rush that won't kill anything and you will waste 2 cards to make only 2 damage face.
Cheers man. Skaterbot is super flexible though, you can (i) use it on smaller mechs to aid in smaller board clears in the early game (ii) use it on goblin bombs to proc and trigger deathrattle, potentially in a combo (iii) use it on meatier mech's like Spider Bomb or Venomizer to insta-clear big threats (iv) use it on a Wargear to clear a meaty minion.
This decklist is all about Board Control really, and building big threats. The underlying 'Deal 2 Damage' deathrattle on our bombs is just an added risk to the opponent for attempting to contest it.
Still, my eye is on Goblin Prank, I just can't fit it in without playtesting!
Maybe you'r right about Skaterbot but I fear it might feel too weak in my hand. Although, I agree, it can be good with poisonous mech.
That being said, I see this kind of deck being about doing constant cheap damage and willing to finish it fast. I'm not sure hunter has the best tool to construct a large board of big minions.
If you'r curious, here is my list :)
https://www.hearthpwn.com/decks/1151837-boom-prank
I don't think the 'Deal 2 Damage' deathrattle will prevent opponents from removing a potential futur threat. I think it's made to do 2 damage face and allow you to have a mech that can go face when upgraded. As they will obviously try to remove all your threat, they will hurt themselves bit by bit which is a good opportunity go play aggresive. The longuer the game last, the fewer those damage will mean something because they will be able to heal themselves, silence you "big" minions or clean them.
I don't think you should build big threat with big health on your board to try to control the board. I might be wrong but I think your late game plan isn't strong enough to justify controling the board. If your bombs don't do much damage to his face early because you boosted them to control the board, your opponent will just Flammestricke, take maybe 6 or 8 to the face (which is fine because he still have 20+ health), then armor up, heal or whatever.
you think umbra will be a mainstay? I dusted her a while back as I just wasn't using her any more... I don't really want to have to re-craft her if at all possible.
I guess she is needed for the death rattle stuff. I may end up just having to craft her again as I really wanna play a goblin bomb deck.
I think you don't really need Spiritsinger Umbra. I feel like you could replace it with some tech like Goblin Prank or something, but I predict that Spiritsinger Umbra will be of better use in a deck that uses Carnivorous Cube.
Goblin Prank with Bombs, Dragon Eggs, Spider Bombs and even a Kaboom bot is going to be good value imo
Awesome feedback man, and all valid points!
I omitted Void Ripper, Mossy Horror & Ticking Abomination (all similar Goblin Bomb triggers) in the hopes we keep board control with the magnetic mech's and don't require it. That given, it's definitely food for thought, it might be a 'one final push' card that is worth putting in the deck, but as discussed below, althought Ticking Abomination is great value, the fact Void Ripper can be played on turn 10+ alongside Boommaster Flark is another consideration for inclusion over it.
Noted regarding card draw, I agree as the most successful hunter decks always have a home for 2x Tracking. I'll probably have to playtest to see what can be sacrificed for more draw mechanics but the Cult Master is food for thought.
Beautiful Deck Bro.
Cheers man, Bomb's away
Hey man cheers for the feedback, I totally considered it; but I think that gameplan would suit a Deathrattle focussed deck with Terrorscale Stalker, Play Dead , Carnivorous Cube & other big minions in. That Necromechanic played on its own is going to get removed 90% of the time as it's effectively a soft taunt threat.
With you always having the ability to to magnetise or buff your Goblin Bomb's, and hopefully always being ahead on board, that 16 damage should always still be a viable threat slowly ticking along in the background.
I felt Void Ripper would be a frustrating top deck or mulligan in this deck, when it's really an end game OTK, which we should have covered 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. The threat of that damage is still there ... we just hold board control too alongside it!
A pretty good example was in the final card reveal stream, the warlock on 1 health couldn't do anything when it was way ahead on board, because a Goblin Bomb was given taunt ... it was a massive swing. It doesn't really matter that it wasn't destroyed then and there, as ultimately the threat gave the opportunity to deal the damage (obviously, unlike in the stream, this deck has more buff tools to allow that!).
Definitely a consideration though during playtesting!
I considered this but I think that fits better in a deathrattle focussed version of the deck with cube’s, stalkers, play dead’s & big minions. I’ve tried to make a version that is board-control heavy where you want your goblin bombs to ‘stick’ a bit more and the 2dmg face is a punishment for clearing them. In that respect triggering our deathrattles is fine but we don’t want them to die uneccesarily as we lose magnetic mech synergy potential.
Nice idea pal. I hope I can get Zilliax and Boomaster so that I can try this deck.
Cheers, I think Zilliax is the go-to legendary this season so he's a good grab