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Mech Bomb Warrior

  • Last updated Jul 28, 2021 (United in Stormwind)
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Wild

  • 21 Minions
  • 4 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Mech Warrior
  • Crafting Cost: 12240
  • Dust Needed: Loading Collection
  • Created: 4/4/2020 (Kael'thas Patch)
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  • Battle Tag:

    Varothex#2729

  • Region:

    EU

  • Total Deck Rating

    1

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Just a fun-oriented deck full of Mechs that can actually win you some games (but don't count on it, you don’t play Wild to win I hope).  Disclaimer: this is a comprehensive guide to a serious deck.

Edit: I decided with heavy heart to replace Gazlowe and Toshley because they are way too slow and I rarely got to play them. Our beloved Gelbin Mekkatorque is out, much for the same reason. Also, fun-fact: did you know that Gelbin's weapon is a Wrenchcalibur? And if Tinkmaster Overspark let us at least select the minion, it would definitely still be in here.

The Ranked Stats

The playstyle is fairly simple: gain Armor with Eternium Rover, Vicious Scraphound, Scrap Golem and Dr. Boom, Mad Genius, protect yourself with Taunt Mechs, when all that fails just heal with Zilliax, Antique Healbot or Rusty Recycler, drown your opponent in Bombs and Mines (the amount of times I have discovered more than one Iron Juggernaut is bonkers) then wait and watch them blow up. Or discover some busted Mechs and beat them to death. Also, play Dr. Boom, Mad Genius as fast as possible, he is at the core of the deck. If you draw badly and face an aggressive deck it's hard to regain control of the board once you lose it because you don't have any AOE but hey, that would mean less Mechs so no way. So, try to control the board until you get Dr. Boom, Mad Genius. His Rush is essential for late game board control and Delivery Drone assures you don't run out of steam. If you go down, you go down fighting!

Boom Squad, Omega Assembly, Deeprun Engineer, Gorillabot A-3, Dr. Boom, Mad Genius are your Mech generators because drawing is for suckers! You shouldn’t run out of cards, but it depends on your opponent and the threat they pose. Livewire Lance is not on this list because it can’t directly give you Mechs and that is unforgivable. But the Lackeys should be mentioned: Ethereal Lackey can give you Boom Squad and Omega Assembly and Draconic Lackey can give you Cobalt Spellkin for even more Boom Squad and Omega Assembly.

Eternium Rover, Livewire Lance, Bomb Wrangler, SN1P-SN4P, Omega Devastator, Remote-Controlled Golem, Dyn-o-matic, Scrap Golem, our Lord and Savior Zilliax and Dr. Boom, Mad Genius (he sorta kinda does it all) are the cards that delay the opponent long enough (hopefully) so that you set them up.

And now, the Bomb package, your win condition: Clockwork Goblin and Wrenchcalibur. Just play them and wait. They are great against highlander decks and combo decks that draw a lot. They also bypass Ice Block! Why the Iron Juggernaut? Not only is it peak Goblin engineering and was ordered by Garrosh himself (who definitely did nothing wrong), but also shuffles a free Pyroblast [/card] for your opponent’s face. And the fireworks when the Mine lights up, ahhh, just magic (because it’s a spell, get it?). You can always discover more Robo Goblins just for the sake of it, but if you count all you start with, including Juggy, you have 6 Bombs and one [card]Burrowing Mine, that is a nice 40 damage and should be enough. And if that still isn’t enough, Blastmaster Boom them all to oblivion!

I’m not even going to explain Boomy Boy, the hero himself (get it, because he’s a Hero card? ok last time I’m sorry).

P.S.: If I were to rank Dr. Boom, Mad Genius Hero Powers, the list would look like this:

  1. Delivery Drone: because of course it's the best, c'mon.
  2. Blast Shield: take that, Tank Up!!
  3. Zap Cannon: ha-ha, laser goes zrrr-pow!
  4. Micro-Squad: Very versatile, either for some board clear or for Magnetizing stuff.
  5. KABOOM!: Ok, the animation is very cool!
  6. Big Red Button: Literally unplayable.

Have fun and take care!