Razor's Hobgoblin MechWarrior (71% win-rate to ...
- Last updated Apr 8, 2015 (Blackrock Launch)
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Wild
- 24 Minions
- 2 Spells
- 4 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3460
- Dust Needed: Loading Collection
- Created: 4/1/2015 (Undertaker Nerf)
- RazorHS
- Registered User
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- 4
- 3
- 6
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
487
New! - Highlights: https://youtu.be/t6IPDaFAgYs
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Twitter: @RazorHearth
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Still working on this guide, more updates soon...
Playstyle
It is important to understand that this deck is a tempo deck and is not really a face or combo deck. The main idea with this deck is that you continuously play cost-efficient minions and weapons that make it progressively harder for your opponent to compete on the board, while also introducing ‘recurring’ threats that give you additional value or utility each turn it remains in play (Warsong Commander, Jeeves, Frothing Berserker, Hobgoblin, Mechwarper). The end result is that your opponent eventually falls behind and can’t kill all the recurring threats, allowing you to gain substantial advantages from the ones that stay live. As a result, a lot of this deck is about making smart and efficient trades rather than being straight up aggressive.
Mulligan Strategies
Because of the various synergies in this deck, mulligan priorities shift greatly based off of what's already in your hand and whether you're going first or second. That said, here are some broad strategies (in order or priority):
Mech Mage - Fiery War Axe, Cogmaster, Mechwarper, Warbot
Oil Rogue - Fiery War Axe, Death's Bite, Mechwarper
Face Hunter - Warbot, Mechwarper, Annoy-o-Tron, Cogmaster, Cruel Taskmaster, Fiery War Axe
Ramp Druid - Mechwarper, Fiery War Axe
Shaman - Cogmaster, Mechwarper, Fiery War Axe
Zoo - Fiery War Axe, Cogmaster, Mechwarper
Priest - Fiery War Axe, Death's Bite, Mechwarper
Paladin - Cogmaster, Fiery War Axe, Mechwarper
Control Warrior - Annoy-o-Tron, Mechwarper, Fiery War Axe
Match-up Strategies
Face Hunter (+60%) - The key to this match-up is contesting the early game. Warbot and Cruel Taskmaster are excellent responses to turn 1 Leper Gnome and an early Annoy-o-Tron or Mechwarper can gain you a lot of tempo. Don't be afraid to take a little more damage in the first few turns to secure a stronger board state, you'll take less damage later on because of this. Their main catch-up play is Knife Juggler - Unleash the Hounds so if you can force either of these cards out independently, you're in great shape.
Oil Rogue (~50%) - Contrary to what my stats suggest, I do believe this is one of the most difficult match-ups. You tend to want to play this match-up much slower, often opting to not play your 1 or 2 drops unless you feel they can stick or get a little more value (like waiting until turn 3 to play Mechwarper + Annoy-o-Tron as opposed to playing Mechwarper turn 2). Because of this, you mulligan for weapons to control the early game until you can drop stickier threats (Piloted Shredder, Hobgoblin + Warbot/Annoy-o-Tron/Cogmaster). Death's Bite is critical for keeping Violet Teacher under control. The card you are most scared of is Blade Flurry. The main goal of this match-up is to put pressure on them while making Blade Flurry as inefficient as possible. Oftentimes, if Blade Flurry fails to full clear, you're probably going to win the game.
Control Warrior (~60%) - This match-up is played slower than most unless you have a very explosive Mechwarper opener. The main idea is to multiple threats in one turn to make their Fiery War Axe less effective. For example, instead of playing turn 2 Mechwarper, you might want to play turn 3 Mechwarper + Mechwarper/Annoy-o-Tron. Similarly, instead of playing turn 1 Cogmaster, you often will play turn 4 Hobgoblin + Cogmaster instead. Between Warsong Commander, Hobgoblin, Acolyte of Pain, Frothing Berserker, Mechwarper, and Jeeves, the opponent will often be extremely taxed for removal and you can often posture to play a Jeeves for multiple cards that can't be removed immediately easily. Because of this, you're actually able to often survive and compete into the late game and don't need to feel pressured to go all-in early every time.
Mech Mage (+60%) - You have as many ways to contest the early game as they do, if not more. Weapons can buy you a lot of tempo and your early drops can make Annoy-o-Tron and Mirror Entity a lot less effective. You should favor towards clearing your opponent's mechs every turn as it makes it difficult to play their main tempo building card, Goblin Blastmage. Warsong Commander is an MVP in this match-up because you create extremely efficient clears. Their main ways to win are to either have an explosive start that you can't deal with which tends to be rare, or to deal just enough damage early and Fireball you to death (typically with Antonidas) before lategame kicks and you can Hero Power out of range.
Deck Modifications
Dr. Boom can be replaced by Piloted Sky Golem or Emperor Thaurissan or Hogger
One Execute can be replaced by Loatheb if there are a lot of Rogues
Armorsmith is worth adding if there are a lot of Face Hunters
The following are generally worse or untested but worth trying:
Micro Machine
Junkbot
Demolisher
Haunted Creeper
For Druids you want to hit big and fast. They concede the early game, and if you can Hobgoblin some weenies out of Swipe range they will carry you. Executes are obviously a big factor in this match-up and why I don't like a lot of the suggestions to drop them. I think Ramp Druid is a tougher matchup than Combo Druid--the latter has spent Force of Nature on clearing my crappy guys every time I have played them. I have rushed down a Ramp Druid on Turn 6 with Frothing Berserker tricks and lost to another when s/he played The Black Knight (!) to get get access to my huge Berserker before it could kill them.
Shoot for that quick Warbot + Cruel Taskmaster or Cogmaster + Mechwarper start and get a bunch of hits in early. Then shift to combo-y mode to try and punch through with a Warsong'd Berserker for big damage, hopefully holding them off with 3/4 Annoy-o-trons and the like.
Any replacement for Hobgoblin? (x2)
hbgoblin is the main thing in this deck i thing thats why people down vote you.
I am @ a 50% winrate at the moment. Not really convinced yet that it works on ladder, but : IT IS FUN PLAYING :)
I did include Iron Juggernaut to have better chances VS Rogues, took out an Acolyte of Pain, since I thought there is already enough card draw.
How is this against Hand lock?
There's not too many on ladder, so I haven't faced any yet. I would say bad. By the time you're looking to dominate the board (turns 4-5) they'll have dropped their first Mountain Giant or Twilight Drake. If you mulliganed for Executes and early drops, maybe you can scrap a win, but it's hard. Anyway, you shouldn't worry too much about them because they are very rare in this meta. Personally, I haven't faced one since February.
I've had over 80 games on leader and am now sitting on rank 6 with this deck exclusively and I have to say that hand lock is one of the trickiest match up it has. You are forced to go 15 -> 0 on their life and unless you get a good berserker or and explosive mech start. But as stated by rickj_star there aren't many on leader so you have that going for you.
This deck is just wonderful!!! I have never liked warrior, but man, ur deck made me play for this class! Thank u!
Doing pretty good with this at the lower ranks right now, on a 5 game win streak since I began (3 Face Hunter, 1 Tempo Mage, 1 Paladin Token). I must admit, there's no possible way I can play a deck with 2 Warsong Commanders without toying with Grim Patron so I'm -1 Shredder right now to make room for him, and he's done quite well so far. I'm a huge Hobgoblin fan, but what I like most about this deck is how unreliant it is on him. Good job! Edit: I'm also -1 Execute +1 Whirlwind right now to better support Warbot enrage, Patron, and Acolyte of Pain. Winstreak at 8 with additional wins against Mech Mage, Midrange Hunter, then another Paladin Token. The matchups that I'd consider potentially keeping Hobgoblin in an opening hand (maybe but still probably not) are Priest, Warrior and maybe Rogue... and I haven't played against any of these yet with this deck.
Ramp Druid is by far the hardest match up. What strategy do you use against all of their taunts?
So looking at your deck list and seeing how you're debating vs 1 or 2 executes; what about dropping 1 and adding in Loremaster Cho? Executes are your only spell so it seems like Cho would give you lots of control, free cards, and wouldn't hurt your curve at all.
Neat idea, I'm gonna try this!
That's a really nice and fun deck ! I can't wait for your Grim Patron deck !
Awesome Deck! Im Blowing Through Ranks. You Need More Feedback! :D
worst deck ever depend too much on luck to have the right card to play in right order
Played 4 games with this deck and so far I'm REALLY inmpressed. I was at rank 18 (now 17) and beat the crap out of a Legend Handlock and Rampdruid! Until I lost against a stupid lucky priest and a mill rogue (is this even viable?!)
I'm looking forward to play this deck more since it's really fun
Iron Juggernaut could be a great addition to this deck. Iron Juggernaut has synergy with the Mechs, especially Jeeves. If your opponent decides to take advantage of a Jeeves play, Iron Juggernaut will punish them.
I agree with the thoughts about Emperor Thaurissan after testing it a bit myself.
Really fun deck, but for ladder this is pretty terrible.
Edit: This deck reminds me a lot of a rogue pirate's deck. Fun but way to inconsistant.
Have you tried out Grim Patron in this deck yet? Maybe swap out the Shredders for him then replace a Taskmaster with an Unstable Ghoul.
One problem I can see with the deck right now is card draw. Both options are tricky; Acolyte of Pain needs Death's Bite or Cruel Taskmaster and Jeeves requires you to dump your hand.
EDIT: I'm testing out this deck with the changes I mentioned above and Emperor Thaurissan in place of Dr. Boom. So far I think Grim Patron can be a good replacement for the Piloted Shredders, but Emperor Thaurissan seems unnecessary as this deck already has a low curve. I will keep testing it out and provide an update before the next wing release.
EDIT 2: There's not enough whirlwind effects for Grim Patron. Although he can get out of hand in a couple of games and basically win with the help of Warsong Commander, I'm going to put Piloted Shredder back in as a cheaper (mana-wise) and more consistent option.