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Puppet mecha'thun - theorycraft

  • Last updated Apr 4, 2019 (Level Up Nerf)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Mecha'thun Warlock
  • Crafting Cost: 10020
  • Dust Needed: Loading Collection
  • Created: 4/4/2019 (Level Up Nerf)
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Mecha'thun baby !

I. The combo
II. Grim rally over dark pact
III. Draw cards
IV. Some card choices (dragon build, nightmare amalgam, sense demon)

I. The combo is as follows : 

-Have dollmaster dorian, plot twist, mecha'thun, grim rally and shriek in hand and nothing in the deck
-Play dollmaster dorian and plot twist
-Plot twist will shuffle mecha'thun, grim rally and shriek into the deck and draw them back, triggering dollmaster dorian to summon a 1/1 mecha'thun
-Grim rally dollmaster dorian so you only have a 2/2 mecha'thun on the board, and only shriek and mecha'thun in hand
-Play shriek 
-???
-Enjoy the fireworks (profit)

II. Grim rally over dark pact

You could run dark pact instead of grim rally, it basically doesn't change a thing but I like grim rally more for a simple reason. If you are in a situation where you desperatly need the 4 health to survive and forgo your mean to destroy Dorian, chances are you are going to lose. You could stabilize and tempo out and win this way, but if you were in a desperate situation to begin with, not impossible with godfrey, but doubtful. 

Grim rally doesn't change the fact that your mecha'thun puppet will die to shriek but has the fringe application where it could give you lethal during the game. You forgo your mean to destroy dorian... but you just win, so why not. Not as flashy, not as cool, not the point of the deck, but if you are laddering, might as well take that one win out of many games and you can always choose not to anyway.

III. Card draw

Now I know the deck lacks a great deal of card draw. Basically I am a bit paranoid of agro, namely murloc shaman and secret pally. Even token druid seems promising, once again. And thus I chose to run anti agro tools over card draw.

If the meta turns out slower, there are cards you can take out. Cut at least one hellfire for instance. the tunnel blasters, one scaleworm, maybe one crowd roaster, even the nether. and you can add in more card draw such as bloodmage thalnos, acolyte of pain, etc

IV. Card choices

I really wanted to take advantage of plot twist and abuse the hell out of it. My first instinct was to combo with fel lord Bertrug and summon a bunch of chargers, but I quickly gave up on it. The maximum combo I could think of was double argent commander, double reckless rocketeer, leeroy jenkins and stormwind champion, but it's not even 30 damage, falls just short at 29 damage, which granted, is pretty good. But you have to get stuck with 8 cards you can't use until you reach fatigue for the full combo, although they are not dead cards and you can play them at any time, but what's the point of the combo then ? Memey, might be seen in a highlight video, but terrible.

And then I remembered. Dollmaster dorian and his michevious figure. A 1/1 mecha'thun is no less mighty. And I think the deck is actually viable. Now there is a lot of combo disruption, the deck does lack board clears, defile is gone, sure. But I think you can get over 50% winrate without too much trouble with the deck still. Most probably not going to be near tier 1, but still viable, and most importantly, quite fun.

At first I went with a beast build, with oondasta, witchwood grizzly and amani war bear. The problem is that while it is a good little package, it comes in really late. Ultimately I went with dragons because they give you a 2 drop, a 3 drop, a 4 drop and a 5 drop, which are all decent to good. Also dragonmaw scorcher can help trigger the voodoo dolls if you've had to use your mortal coils. Gives you a midrange aspect to not fall behind on the board.

Nightmare amalgam also serves multiple pupose, which is fourfold. First of it is a 3 mana 3/4, decent enough tempo play on turn 3 to not fall behind and stay in the game. It is a dragon to activate your dragon synergy in firetree witchdoctor and crowd roaster, it is a demon to fetch with sense demon to go through your deck faster, also activating dragon synergy if needed, and finally it is a mech to magnetize zilliax onto for additional healing.

At first I had two sense demons, but didn't find good enough demons to cut anything in the deck, so I cut it to one. Sense demons achieves a couple of things. First off it is a 3 mana draw 2, which we all know is not bad at all. But it draws specific cards. If you get double aranasi broodmother, it can be draw two taunts and heal for 8, which seems pretty damn great for a deck that intends to win with mecha'thun even though the taunt themselves are relatively overcosted, they still have a decent body on the whole and the heal + taunt combo is neat, especially when it enables an arcane intellect to be played. It can also draw nightmare amalgams which granted is less spectacular, does have internal synergy with the deck, as we've mentionned beforehand, activating the doctor and the roaster, potentially giving you 6-12 health or even more with zilliax. And a cool thing about the card, is that if you don't have two demons left in the deck, it still produces 1/1 imps. Why does that matter ? If you're way ahead, it can mean an additional draw with mortal coil, and if you're behind, it could give you the 1-2 health minion you need and might have not had otherwise for lord godfrey. It is NOT useless. But four demons is usually a good enough number to always draw two from one sense demon.

Of course this is all theorycrafting, but I'm excited to try the deck out and tweak it as much as needed... as soon as I open dollmaster dorian haha

If anyone read this, hopefully you've enjoyed it (have never posted on here before) and can have fun with the deck if you ever play it. Cheers and onto what is hopefully going to be a great year of hearthstone