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Shadow in the Machines

  • Last updated May 10, 2015 (Blackrock Launch)
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Wild

  • 18 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3240
  • Dust Needed: Loading Collection
  • Created: 5/10/2015 (Blackrock Launch)
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  • Total Deck Rating

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This is a deck that can both control the game and has a ton of burst potential if it is played correctly. playing with a few minor tweaks, this deck has been modified so that it can be the engine that it needs to be without blowing up in your face.

Minions like Mechwarper and Mechanical Gnome can be used for aggro, and can be joined on a coined turn three by Spider Tank and Shredder/Yeti/Cannon on a coined turn 4. Those minions are the meat of your deck, acting as your enforcers in your deck. Your chief finishers here are Sky Shredder and Thermaplugg, especially Thermaplugg. If you time his arrival correctly, you can have Thermaplugg crap out some Leper Gnomes to easily create a two - turn kill that a Druid deck has trouble dealing with.

Hellfire and Explosive Sheep are your reliable AoE spells, with the Sheep coming in handy in the early game paired by either Power Overwhelming or Mortal Coil. Siphon Soul, Shadow Bolt, and Darkbomb are reliable and efficient removal spells with zero drawback, making sure that no spells of yours blow up in your face. Fel Cannon doubles as removal, helping you destroy anything that isn't a Mech.

 You have 4 opportunities in this deck to gain those Spare Parts, but a timely Time Rewinder can make Power Overwhelming INCREDIBLY devastating. Simply play it on the creature you want to attack with, use Time Rewinder to bounce it back to your hand, and replay the minion, making sure you can cheat the effects of the Power Overwhelming.

 

Notes:

- Cogmaster and Tinkertown Technician are not advised in this deck. Fel Cannon's end turn effect has the tendency to backfire and hit either one of them. Therefore, it is best if the only minions in this deck have the Mech subtype.

- Anima Golem is a high risk, high reward card. If played on a secure enough board, the Golem can be a nasty minion that your opponents will have issues dealing with. The downside, however, is the end turn effect that the Golem has, that it will die if it is the only minion on your side of the field after an opponent clears your board with AoE. Play at your own risk.

- Time the use of Hellfire when A) you are dealing with a horde of minions on your opponent's field or B) a linchpin for a final destructive onslaught of burst damage.

- Keep tabs on your life total while using this deck. Siphon Soul is the only life gain you have in this deck. Also, if Siphon Soul is in your opening hand, try and keep it in your opening hand as much as possible. Better to have it and not need it than to need it and not have it.

- If you are looking for a cheap alternatives for the Mechs, a pair of Force Tanks are worthy replacements to the Sky Shredder and Thermaplugg.

- Darkbomb should be used more as a removal spell than for face damage.