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Voltron Awakens!

  • Last updated Jan 1, 2015 (GvG Launch)
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Wild

  • 24 Minions
  • 5 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3380
  • Dust Needed: Loading Collection
  • Created: 1/2/2015 (GvG Launch)
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  • Total Deck Rating

    5

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From the moment it was previewed I wanted to make a successful Mimiron's Head deck.

My initial plan was to try a Rouge deck to take advantage of Conceal and Cold Blood for an OTK. Conceal and Cold Blood did not work as planned and many more attempts were made with different classes but Rouge seemed to be the best class to effectively play Mimiron's Head.

So I came back to Rouge changed up some parts and found a deck that can win consistently on ladder.

This is a tempo deck that relies on dropping many threats that demand attention to eat up removal so that when the real heavy hitters hit the table there's no removal left.

The mulligan : trade everything except for Mechwarper and Backstab.

The Cards

Backstab x 2 : as this is a tempo deck, being able to clear early minions and still being able to cast something during the same turn can put you ahead quickly.

Clockwork Gnome x 2 : great early minion that can be played for free with a Mechwarper allowing for a strong tempo swing.

Eviscerate x 2 : great removal to clear the board allowing your minions to keep pressure without having to trade and to keep your Mimiron's Head alive with 2 minions. Can also close out a game.

Annoy-o-Tron x 2 : great minion to eat up 2 attacks to protect your more important mechs from having to trade early.

Goblin Auto-Barber x 2 : excellent early to pump up your dagger so you can clear minions. If you have one in your hand early, try to hero power out a dagger and not use it until you can pump it.

Mechwarper x 2 : the key to a strong start and to keep applying pressure. If you can drop this and get out enough threatening minions the opponent will waste their removal on them allowing Mechwarper to live. Your opponent will think Mechwarper's effectiveness is over when you have an empty hand and then you top deck a Jeeves and it starts all over.

Micro Machine x 2 : a great decoy. This minion screams "kill me" and if they do, they're leaving your important minions alone.

Demolisher x 2 : another excellent decoy that can also do some early damage.

Harvest Golem x 2 : when trying to form V-07-TR-ON having a mech that when killed leaves another mech makes it much harder to stop.

Iron Sensei x 2 : a great card that causes otherwise mundane mechs into threats needing attention. This guy creates decoys and can boost your key mechs as well.

Spider Tank : a great cheap mech, it's hard to pull anything out to fit in a second one but it may not be the wrong call.

Arcane Nullifier X-21 : costly but excellent card to protect your other minions. It's surprising how not being targetable by spells makes him hard to remove effectively.

Enhance-o Mechano : a great alternate win condition to Mimiron's Head, if you can play him with 3 other minions on the board it's hard for your opponent to overcome.

Assassin's Blade : another way to clear enemy minions without trading. Multiple times. 'Nuff said.

Assassinate : save this for the really tricky minions like Tirion or Ragnaros.

Antique Healbot x 2 : with all the attacking your hero should be doing this will help you stay out of death range plus give you a durable mech. Excellent 2 for 1.

Mimiron's Head : the focus of the deck and the main win condition. If silenced, it's still an excellent mech which if given a spare part and/or enhance-o-mechano'd can be a force. If it can transform, it's an awesome way to close out a game.