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*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)
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  • Battle Tag:

    WAVE#2502

  • Region:

    EU

  • Total Deck Rating

    104

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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.