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After the Year of the Rave Mecha'thun

  • Last updated Mar 4, 2019 (Level Up Nerf)
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  • 20 Minions
  • 10 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Mecha'thun Priest
  • Crafting Cost: 3520
  • Dust Needed: Loading Collection
  • Created: 2/23/2019 (Level Up Nerf)
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THANK YOU - To EpicAD another user for suggesting edits, he also has fun decks I think everyone should check out. 

The purpose of this post is to share my idea of what a post raven Mecha'thun deck might look like.

Obviously because we are still in the Year of the Raven, this deck is not meant for any type of play, as it doesn't use a lot of the original mecha'thun mechanics, that standard play currently offers. This is a brief, and as standard play changes, I will be able to adjust the deck to fit the new meta.

With that being said, the Year of the Raven is coming to an end, and so some of our favorite cards are going to be taken out of standard. Even more, our favorite card combinations, and even are favorite board clear Psychic Scream

I wanted to tackle the most apparent problems for the player, such as things we can no longer do. Consider the following.

  1. We lose Ticking Abomination an important piece for our Exodia assembly
  2. With quests gone Amara, Warden of Hope can't be used as a safety net
  3. How to use/kill Mech'thun in one turn?
  4. Replacing Duskbreaker and Spirit Lash as reliable board clear against aggro decks
  5. Twilight's Call and the harmony with Loot Hoarder and Dead Ringer as continuous card draw

There are even smaller problems I am currently looking into with certain match-ups, but without being able to play against decks that also only use cards with next standards set, I have to theorize. I am going to address the issue the issues above, but before that, I want to put simply what the core concept is.

Ideally, your hand looks like this: 3 healing cards, a reduced cost Mecha'thun, and Auchenai Phantasm. 5 cards to complete our Exodia win condition.  Seems fair, right? Getting there is harder than it is now. To get there we need to have these things happen:

  1. Having played 2 Galvanizer with Mecha'thun in hand
  2. Survive w/o blowing our all of our healing cards

There are a lot of new/strange cards for what someone may consider a normal Mecha'thun. So please consider commenting down below with questions or any inputs that may help develop this deck into something meta defining for new standard.

Brief answers to the issues presented above

  1. Ticking Abomination was key to sacrificing the thun for the greater good and to win the game, so with some cheap healing spells in combination with the phantasm we can efficiently kill the thun.
  2. To replace Amara we can survive into late game with a combination of Squashling and other healing cards.
  3. Killing thun AND winning the game, means we burn are hand and LASTLY destroying the thun. My favorite way would be, to have my last cards to play, in order: drop thun, drop phantasm, Regenerate thun x2, Circle of Healing. Win
  4. With Auchenai Soulpriest, Wild Pyromancer, and other classic card combos, we use the board-clears as old as time itself. Although, it does cost quite a few cards, if done strategically, you'll still gain value over your opponent.
  5. Comboing Northshire Cleric with your heals is still one of the best draw mechanics in the game. Wild Pyromancer, Acolyte of Pain, and any of our cheap spells can, not only, draw cards but simultaneously clear the board.

Please add Constructive Criticism down below, and be ahead of other players. We can and will define the new meta!