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Mechwarrior

  • Last updated Feb 22, 2015 (Undertaker Nerf)
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Wild

  • 26 Minions
  • 4 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2080
  • Dust Needed: Loading Collection
  • Created: 2/20/2015 (Undertaker Nerf)
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  • Battle Tag:

    Cinnamon#1605

  • Region:

    N/A

  • Total Deck Rating

    12

View 4 other Decks by DarkArchon21
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As were all aware by now with Mech-Mages and Mech-Rogues every where, being highly successful. We can all see that Mech is good and powerful atm, as new cards normally are. They tend to have a higher power creep so the new cards see use.

Goal of this deck is simple. Match the Mech-Mage at it's own game and burn him do faster like with most aggro decks. You want to mulligan for your 1 drops and Mechwarper.

Deck is currently doing well. This is one of the few aggro decks that doesn't run Flame Imps..Since the release of GvG, Flame Imps have gotten considerably worse and generally don't pay off, or do more harm then good. I don't know how many countless games i've played where i really needed the extra 3-6 health to win the game or couldn't play the Flame Imp because health was getting to low or just died to unfavorable trades. With all the Aggro currently around that 6 extra health is a big deal and over many games have found out the Flame Imps lose me more games then they win.

Possible changes to this deck could be adding a Healbot and subbing out a Spider Tank.

This deck is also very minion heavy like most aggro decks but has even less spells then the standard Aggro deck for one simple reason. The spells are normally a tempo loss, more then a tempo gain in many cases. There has been many times am sitting on a spell to use at the correct time holding a  Mortal Coil. Am finding the spells to not be too efficient. Only exception is Power Overwhelming which will win you many many games which Mechano combos or just throwing them on a minion for finishing at critical times. 

Only spell exception would be adding Imp Explosion because you don't have to sit on it normally and is very annoying to remove normally and combos with certain cards in the deck.

Other possible change is adding Earthern Farseer's and trade out 2 other 3 mana cost cards, if your finding you need that extra health normally.

Also look at that sexy curve people...Perfect stairs...10/8/6/4/2

 

Took out Harvest Golems for Mortal Coils...The 3 slot was to crowded and wasn't ideal.