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Big Mech Warrior

  • Last updated Mar 29, 2024 (Whizbang Paladin Changes)
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Standard

  • 19 Minions
  • 8 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Big Warrior
  • Crafting Cost: 11340
  • Dust Needed: Loading Collection
  • Created: 3/30/2024 (Whizbang Paladin Changes)
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  • Total Deck Rating

    21

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Introduction

I am back with a themed deck to Legend for Whizbang's Workshop, and this time it is BIG MECH warrior. This is a combo deck and I was able to play this to Legend (unfortunately do not have stats as I play on mobile). Proof:

legend

I had multiple versions and was refining it along the way but I think this is the most consistent version I had.

Card Choices

Big Mechs

I think all the Deathrattle Big Mechs are a given, considering this is the main theme of the deck. I did not opt to play the Factory Assemblybot or Playhouse Giant as they are not optimal. The Mini is wasted if cheated through Chemical Spill and we do not play "Miracle" warrior to consider playing the giant.

Wreck'em and Deck'em and Crimson Expanse are there to punish opponents that do not clear your big mechs. Inventor Boom is your finisher or at least a huge tempo play.

Mana Cheating

Considering the high-end curve of the deck, there are lots of cards included to help cheat mana. Chemical Spill allows you to play any of your 6-cost+ 1 turn earlier. Zillax Deluxe 3000 is configured as the Divine Shield-Lifesteal-Taunt-Rush/Cost 1 less per minion on board to counter those that flood the board. Abyssal Bassist is also a given from all the weapons we are playing. Sometimes using the Quality Assurance and immediately playing two Bassists are a huge tempo play.

Weapons

Remixed Tuning Fork is an early game card that is very versatile for countering aggro or producing value. The cleave effect counters those that flood the board, while discovering a taunt minion can generate extra value. You can also use it to push damage late game or extra armor if needed.

Boom Wrench is what allows you to make all your Big Mechs very dangerous to leave up. 1 Boom Wrench with a Testing Dummy is already 16 damage! Generating Boom Bots are very annoying, and generating an 8-cost minion from Containment Unit is sometimes game-winning.

Gameplay

Mulligan

Keep all of your 1-cost, Instrument Tech, and at least 1 weapon if you get it. You can also keep Abyssal Bassist if you get Remixed Tuning Fork

Contrary to what you may expect, DO NOT keep Chemical Spill and any of your big mechs. From my experience, keeping them was too slow and by the time Turn 5 comes, you usually have at least one combo piece in hand. You just need to survive by then.

Early Game

Always prioritize playing Frequency Oscillator as the discount to your Big Mechs are huge tempo plays. Depending on the matchup, you can opt to wait before playing your Remixed Tuning Fork for the optimal choice, such as to discover another Abyssal Bassist or Testing Dummy. Always try to clear opponent's board so they have less damage for clearing any of your deathrattle mechs once played.

Mid Game

This is were you set-up your combos. Hopefully you already have Boom Wrench equipped, then just play curve-stone with all your Big Mechs, triggering their deathrattles all the while.

It is always a priority to keep their board cleared, as the randomness of damage from bombs/revives can be wasted on minions on the board. If there are no minions, all damage can go face even if they clear your board.

Late Game

Play around Reno if you can and try to bait it. Do not commit too much on the board if you know they are playing a highlander deck as getting all your mechs poofed will not count towards Inventor Boom revive. I placed Leeroy in ETC to push that extra finisher damage if needed.

Combos

Crimson ExpanseWreck'em and Deck'emBoom Wrench - combo this with any of your big mechs if they leave them up. You can use Crimson Expanse as well to set-up for a big combo the next turn.

Botface - there are lots of minis that are useful when generated from Botface. The best is the Shudderblock along with Inventor Boom which causes to revive 6 BIG MECHS! You can also use the pirate that discounts the next card by 3 mana to cheat out your Wreck'em and Deck'em.

Other Card Choices

Sanguine Depths is also useful if you want to combo it with Crimson Expanse. However, I found it to be too limiting as without the combo, it was mediocre.

Greedy Partner is another ramp I considered, but found it too inconsistent due to the requirement. It may be worth trying if you opt for more 2-costs.

Frightened Flunky is a solid card but I prefer the fork more to contest aggro.

Magnetic Mechs (particularly the 1-cost) I also tried but found I did not have too much mechs or tempo to make it worth it.

You can choose a different Zillax build. I was using the Divine Shield-Lifesteal-Rush-Taunt with the Stealth-Poisonous-Reborn to good effect as well but sometimes found it too slow.

You can also choose what you put in E.T.C. Frankly, the 0-mana rush card is useful when combo with Crimson Expanse. Brawl is always handy to have.

Finally, Garrosh's Gift was pretty versatile, but I did not like it was it felt bad drawing it at Turn 1 with nothing to do.