*NEW META* Midrange/Aggro Mech Hunter
- Last updated Feb 5, 2015 (Undertaker Nerf)
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Wild
- 24 Minions
- 4 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3580
- Dust Needed: Loading Collection
- Created: 1/29/2015 (Undertaker Nerf)
- user-8724032
- Registered User
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- 6
- 24
- 41
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Battle Tag:
WAVE#2502
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Region:
EU
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Total Deck Rating
104
Thank you for the overwhelming support! I've had a lot of great positive feedback and I'm really glad the deck has kicked off. Thank you to all who left constructive feedback too, it really helps me understand the deck better and what needs to be adapted! Lastly, can I please state that this deck is not supposed to be mech mage!! Mech mage is incredibly popular right now but it is a completely different class with different playstyles and decisions to be made! If you compare these two decks, everyone has a personal opinion on which they like better =D
With the nerf of Undertaker, I expect the meta to shift away from deathrattle heavy decks and mech decks will see more play. This deck capitalises on that by introducing Metaltooth Leaper an insane card which permanently savage roars your mechs!
The deck is still performing very well in the current meta, and it is a great opposer to the deck which I seem to run into the most - Mechmage. However, I do not have a lot of time on my hands to playtest the deck regularly due to work commitments, but like I've said before, this is still the best base for deck.Feel free to put in cards you would personally like to use and ask for my opinion as I try to respond to every comment. I'll try to post a screenshot of my win rate tracking shortly (I use custom spreadsheets).
Strong Matchups;
Paladin - They are simply too slow in the early game to keep up with our early game drops. This one should be a fairly straightforward win.
Hunter - Mech hunter is only just catching on, and it's currently the strongest deck for hunter out there. Mirror match depends on draw. Old UT hunter is favorable for us.
Mech mage - This one is pretty tricky, and relies on us drawing mechwarper in order to flood the board. If you can gain board control from the start, they can't come back. Mulligan is key here. Mech mage is pretty common right now so expect to run into them quite a lot.
Weak Matchups;
Warrior - Some warriors run double whirlwind now, and the sheer armor gain makes this a hard matchup. We have to hope that they don't draw into brawl or hard removal for most of the game to win. Unfortunately this has always been the case with hunter vs warrior.
Ramp druid - These decks run a lot of taunts, and will combo you if you let it reach the later game. It's hard to tech against Druids without using The Black Knight and Ironbeak Owls. Just hope that you have a good curve in the early game and you should be fine if you don't lose tempo. Make good use of Metaltooth Leaper to get through their taunts.
Mulligan Advice: Always try for Cogmaster, Mechwarper. Keep Eaglehorn Bow if you get it too.
-Against Aggro: Annoy-o-Tron
-Against Control: Clockwork Gnome
Finally, don't forget to upvote the deck if you enjoyed it, and keep giving me feedback in the comments section!
EDIT: -1 Gahz'rilla +1 Dr. Boom
-2 Kill Command +1 Unleash the Hounds +1 Mechanical Yeti
-2 Micro Machine +2 Spider Tank
Dr. Boom fits the spot better and fits the mech theme.
Not enough beasts for Kill command. Unleash the hounds has synergy with knife juggler and helps beat aggro. Mechanical yeti is a solid four drop which is also a mech.
Micro machine, whilst good when it got out of control, simply died too much. With all the mech mages going about it was getting frostbolted/clockwork gnomed all too often. Replaced it with a more consistent 3 drop, Spider tank. This also smoothens out our curve and gives us a better body to work with.
Woo got my 2nd Metaltooth Leaper in a pack today lol. That's exactly why I never craft rares or common. Will be adding it in and see how it works.
Was expecting Mech Mage adaption into Hunters with the Undertaker nerf ^^
Also tried some things around that myself but it was better pre-Undertaker nerf because you could run a Deathrattle + Mech focused Deck (but then Deathrattle + Beasts was simply better) =(
I still think Mech Mage is more consistent unfortunately (well you can't really compete with the cancer Deck of the moment) =/ But I'm never against seeing more diversity in the game anyway =)
i tried 5 games with this deck and its pretty fun and efficient
dont have this fking Dr Boom, replace by foe reaper 4000.
(à essayer Spark, ça change ^^ )
ocallumh : my last words were the most important and in line with what you're saying ;)
wonsul : comme je disais, deja joué ce genre de chose mais je m'amuse pas vraiment à jouer Hunter sans Beasts ^^
yep its a good mech to keep the board control
if your adversary dont kill him, you can clean the board next
I search replacement for savannah too, maybe 2 sky golem dunno
(srry for my bad english, i do my best)
I think this is strictly worse than mech mage.
I dont have Dr boom or any other normal legendary, what is a good replacement for it?
im also feeling that early on i can control the board only if i get the right cards, besides there is no card draw and freaking jeeves never appears...
Why no animal companion? i mean is one of the best 3 mana spells... im running ur full list but with +1 animal companion, -1 juggler and +1 hunters mark for passing trough taunts... if u get leok its insanely good..
When I played zoo, I ended up trading instead of going face. but the trades were like a 2/2 mechwarper for a flame imp, and a clockwork gnome for a sun cleric. It loses synergy with leaper and I ended up winning because hunter vs zoo is so good but was that the right move? Also, what would you say are good replacements for a highmane, a spider tank and a cogmaster? On the spot, I just put in a micro machine, a houndmaster for savannah (which I really want to substitute since houndmaster is only good for savannah) and another technician.
Have you encountered the "new" face hunter on ladder yet? How does this deck do against it?
Fair enough. Oh and wouldn't Sky Golems be better than Highmanes because of mech synergy? They still spawn stuff, it's just random and they have one less health of course. Or is Highmane just too good?
Amazing deck, i put some s3 cards and it runs well.
Don't have Dr. Boom so I subbed Black Knight instead. It handles the occasional taunt well. Works good against a Sludge, especially if Snakes or Hounds are fresh on your side. Turns a few trades into 2 max to get rid of the residue. I think I'm right on that 60% win rate, only losing to a Warrior because of heavy armor, one really lucky Rogue, a MechMage, and a Druid that kept me from freezing with a late Loatheb. Overall kick-ass construction.
If some of you guys are having problems with Sluges or mid game removal I added 2 Boom Lobbers. I only have 2 traps in the deck, one which is explosive and one freezing mainly because the meta is still flux because of UT nerf. I took out Knife Juggler and Micro Machine and added harvest and mech yetis for better mid game power. But great deck gives a great base and can adept quite easily depending on the meta or rank so great job.
Interesting. I'm not too fond of the Knife Juggler in this deck, since there is only one Snake Trap. And the 2 slot part is a bit clogged already. Might try that Bomb Lobber.
I've put in a Kezan Mystic (after getting 4/5 of my first games this season Mech mages), but as soon as I put that in I either don't meet mages or hunters, or in case of mages, they don't use traps. Well maybe that makes her viable ;)
Don't have DB so replaced him with a piloted sky golem and seems to be doing alright. Dropped from my 3 spot back to 6 when the nerf hit, now back at 3.
EDIT: Sky golem*
I tried this deck, in my first game a mech mage gave up after 2 turns. I had a Mechwarper and Metaltooth Leaper up, and killed his Mechwarper with a buffed Clockwork Gnome.
You had my curiosity, but now you have my attention
Good deck but i prefer running glaivezooka as opposed to Eaglehorn bow, the buff works incredibly well with your durable mech/tinkertown technician.
Why is kill Command here? It doesnt get Much value with only 3 beasts and snake trap.