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Mecha'Thun Juju

  • Last updated May 1, 2019 (Rise of Shadows)
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Wild

  • 15 Minions
  • 13 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Mecha'thun Warrior
  • Crafting Cost: 10120
  • Dust Needed: Loading Collection
  • Created: 4/26/2019 (Rise of Shadows)
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  • Total Deck Rating

    3

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The idea here is pretty simple... pull your deck and survive. Along the way, play a Galvanizer followed by a Baleful Banker after you pull Mecha'Thun, then play the other 2 Galvanizers to reduce Mecha'Thun's cost to 7. Hold onto the Inner Rage and your Voodoo Doll. Once you draw your deck and play everything else, on your next turn, play Mecha'Thun, target it with your Voodoo Doll, kill the doll with Inner Rage and gg.

 

In most cases, your opponent will think you are playing a control or bomb deck until you play the Baleful Banker, so they will more-often-than-not choose to play a little slower and look for value trades. This is one of the deck's biggest advantages against control and tempo decks, as most of the time they will hold back rather than push damage; which makes it very easy to get through your deck, even with a bad draw.  

Hecklebots can be a problem, but they usually come from a control warrior. So as long as you don't lose both your Baleful Banker and Mecha'Thun to a Hecklebot (which is really unlikely as the deck has 15 minions) you can use the banker to put Mecha'Thun back in your deck if you lose it (and have the bank handy) and use at least 1 Galvanizer after you pull him to get him to 9 cost; then just maintain at least 10 armor and finish with a Shield Slam. 

Against aggro, you just control the board and you will usually win long before you pull your deck.

There is 1 Spellbreaker to help deal with mech decks or anything else that could use a good silence. There is also a Cult Master to help with card draw... especially useful when you have Dr. Boom in play and get the hero power to generate 3 1/1s. Everything else should be pretty obvious how it plays and why.