+1
Favorite this Deck

Spare Change

  • Last updated Dec 11, 2014 (GvG Launch)
  • Edit
  • |

Wild

  • 19 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5000
  • Dust Needed: Loading Collection
  • Created: 12/12/2014 (GvG Launch)
View Similar Decks View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    13

View 11 other Decks by Snow_chugger
BBCode:
Export to

Hi everyone, I've had a lot of fun with GvG and wanted to build a deck that was fun to play but also pretty good at winning. This deck has a lot of fun rng and really strong synergies late game. The goal of this deck is to use the mage's spells and mech's value early on to transition into the late game. Once you are in the late game, things get crazy and you can begin to take over.

Early on your goal is to get portal off on a relatively safe board and get mechs out onto the field and stick. Doing either of those 2 things will help you immensely in the mid game because you'll be able to drop tinkertown technician as a 4/4 and accumulate a spare part. Unless you can extract a lot of value out of the spare part, save them. They will come in handy when you draw Gazlowe or Archmage Antonidas.

The best situation for this deck is to have Gazlowe or Antonidas, Sorcerer's apprentice, and a bunch of spare parts and mirror image. Being able to get this combo off will usually result in you winning the game. Doing this with Antonidas makes you a control machine. Any 7 or higher drop will die to either fireball + fireblast or double fireball. Doing this with Gazlowe gives you an infinite army of mechs to help you maintain board control.

Side notes:

I originally had Blastmage in this deck but it just wasn't consistently getting value so I had to remove it.

Bomb Lobber, Explosive Sheep, and Antique Healbot are there to get you to the mid/late game.

I added 1 flamestrike as a last resort form of control but this can be replaced with another Piloted Sky Golem if you find yourself going to the late game more OR another mechwarper if you find yourself losing control in the early game.

I have not tried soot spewers in this deck but if anyone wants to try this and report back the results I'd be happy to add it to this page.

This deck does tend to run low on draws so feel free to add an Arcane Intellect.