[S18 2#LEGEND] Mech Warrior
- Last updated Oct 8, 2015 (TGT Launch)
- Edit
- |
Wild
- 20 Minions
- 4 Spells
- 6 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 1760
- Dust Needed: Loading Collection
- Created: 9/21/2015 (TGT Launch)
- Tincho1287
- Registered User
-
- 4
- 22
- 19
-
Battle Tag:
N/A
-
Region:
N/A
-
Total Deck Rating
474
thanks for the 360 upvotes guys! :D
Hello guys, im Tincho from Dynamic Esports and im Argentinian HS legend player, i hit 10x legend and my best rank was 2#, browsing to get the dream. I hit legend between 8-15 days every season, and this season i did a mech warrior, this deck have the tech cards of every mech deck, and another cards that have a lot of burst as Mortal Strike, Heroic Strike, Kor'kron Elite and Arcanite Reaper. And weapons to get the control board on early like as Fiery War Axe and Death's Bite.
***MULLIGANS***
We always want Cogmaster, Annoy-o-Tron, Mechwarper and Warbot.
Against aggro/ midrange: Fiery War Axe to trade with early minions and Tinkertown if we also have 1 mech 3 mana or less.
Against control: We want an aggresive start, so 3 mana or less minions is that what we want. So we want Spider Tank and Tinkertown.
***GAMEPLAN***
We want a good early start, and get the control board with Fiery War Axe and do good trades in early. Then in midgame, we should to start to going to the face, to finish the game the most fast possible. So, the plan is get a good board, and then go to face with all our burst damage.
***CARDS EXPLANATION***
Cogmaster: The 1 mana minion card thats tech in every mech deck. This card have an incredible potential to do 3 damage in the early game.
Warbot: This card dont have a good potential, but this can trade with another tokens of paladin and be a 2/2, but the most important is that works amazing with the rest of the deck, work with Cogmaster give him +2 attack, with Tinkertown to active him Battlecry, with Screwjank Clunker to get +2/+2 and with Clockwork Knight to get +1/+1.
Fiery War Axe: This card always keep in hand against aggro, because give you the control board on early turns, so this is a tech card of every warrior deck.
Heroic Strike: I use this always to get an easy lethal, or in some options to trade another minion with taunt. And 2 mana and deal 4 damage its so good.
Annoy-o-Tron: This card its amazing, because protect your other mech so easy, and in late game can give you the game if he protect the Fel Reaver.
Mechwarper: This card can give you the potencial to play a lot of minion in the early, so we always keep this on mulligan.
Spider Tank: A good 3 mana minion. This can do a lot of good trades for you on early game.
Tinkertown Technician: This is a really good 3 drop for a mech deck, because can be a 4/4 and give you a Spare Part that can work so good with the rest of deck, like the stealth to Fel Reaver.
Death's Bite: This is another weapon to get the control board in midgame, or just deal 8 damage in 2 turns.
Mortal Strike: This card is another win condition we have in the deck, like a Fireball if we have 12 or less health, that works so good against aggro decks.
Kor'kron Elite: One of my favourite cards, i love this card because is like a Huffer secure, and have +1 health, but cost +1 mana. This a lot of times survives 1 turn, and thats value.
Piloted Shredder: In my opinion, the best of the mech's minion. The oponnents dont want to kill it if he cant kill the other minion of deathrattle, so is so much probably to survive 1 turn almost and give you a lot of tempo.
Screwjank Clunker: This is like a 4/7 for 4 mana, but the best of this its you can give that +2/+2 to a Mechwarper to survive easy or to an Annoy-o-Tron and get a 3/4 with divine shield.
Arcanite Reaper: One of our win condition, we use it con midgame/lategame to just go to the face (like SMOrc) and deal 10 damage in just 2 turn.
Clockwork Knight: This is like a 6/6 for 5 mana, this is so similar to Screwjank Clunker, but this gives +1/+1 to another mech.
Fel Reaver: My favourite card of the deck, basically this is our principal win condition, deal 8 damage every turn its amazing, i just love this minion.
***GAMEPLAY***
Thanks to P4wnyhof to do this gameplay, here he plays in legend and explain the mulligan and plays. You can see another decks in his profile.
Thanks to Khristophesaurus to do this gameplay, hes a great person and helped me with the guide, so many thanks to you man! You can see another gameplays from him in his channel of YouTube Khristophesaurus Dinosaurus.
This deck has a wonderful card synergy, however, after playing a few days with it I decided to throw out Fel Reavers replacing them with one more Clockwork Knight and Dr. Boom (has two mechanisms that can be buffed as well plus a solid body). TBH each time I played Fel against someone it's been used against me and I lost. IMO it's only playable if you coin it out and your opponent doesn't have any removals or stall spells. Otherwise a great deck, thanks!
Will this deck still be viable without Death bite ? ( didn't unlock any adventure )
What can i replace Fel Reaver with that will be a cheap cost Tincho?
This deck is really sweet. People mulligan for either control or patron warrior and dunno what to do when you have 5 mechs on the board turn 4. All the surprise burst is funny too. Any matchup is also winnable depending on your draws. Usually run into problems if I have to get through 2 or more taunts, they absorb too much damage. Playing this at rank 4-5 EU with decent success. Definitely fun. Not sure about keeping Annoy o tron in mulligan though, I always mull him.
Anyone knows what LoE cards could be added? Is Gorrilla bot a good choice or is it to slow for this deck?
I added Ancient Shade for much more surprise burst damage fun.
Sometimes, turn 4 shade and turn 5 fel reaver finish him together, sometimes turn 4 shade helps you get rid of bgh for your reaver. Sometimes fel reaver burns ancient curse and makes you smile :D
Since I've played around with it a bit, and for the good of anyone who runs across this deck later, some findings.
As mech decks go, warrior is on the fast end of the scale. So, although I said you could switch in any finishers you like, Fel Reaver is MUCH more important to this deck than it might be to say, druid (which has combo and bigger minions) or mage (which has Archmage Antonidas, and where Goblin Blastmage is often more about blasting the board than trying to inch in the last of the damage.
As such, Piloted Sky Golem is just too slow. Dr. Boom is a nice alternative if you're worried about a lot of Aldor Peacekeepers, but in all honesty most of the wins I got with this either came from my single Fel Reaver REALLY doing the damage (T3 Reaver is terrifying, even if the other guy somehow manages to stop it) or from a very fast and powerful general start. Win axe used in a control fashion will help you get that all-important start on the board, even though beyond this the weapons are used more for extra damage than control - Screwjank Clunker is an absolute star, far more than Clockwork Knight usually is - high health to last a little longer on the board and with a better chance of finding a mech to buff.
I considered a Whirlwind as possible tech, but quickly opted for good old Ironbeak Owl. Consider that warrior is not very bursty at the best of times, and much of your extra damage comes from your stash of weapons. so Owl gives you a much better chance of finding that extra turn and inching out a win. I dropped a Mortal Strike for it (I rarely got the 6 out of it), and it may yet be a mistake (I've not played that many games, and better minds will probably disagree with me) but this way it doesn't disrupt your synergies and it's hard for owl to be wrong in an aggro deck (unless you're also mostly facing aggro with few taunts)
Lastly, I rarely got to abuse the enrage on Warbot but as a 1/3 for one it's still pretty handy and a better bet than others like Clockwork Gnome, which will just die to a swift hero power anyway.
I don't know if it's really worth crafting Fel Reaver specifically for this deck, given how badly it could turn out if you get flat-out countered by the meta (not just Aldor, but lots of taunts and freeze mage as well will torture your Reaver), but I did get a lot of mileage even just out of one of them - you can use it in pretty much any OTHER mech deck, and also depending on how much mech you plan on playing.
There are basically a bunch of 'mechy threats' you can use, including Fel Reaver but also including others like Dr. Boom, more Clockwork Knights - even maybe a Piloted Sky Golem or two. There are others as well.
At roughly the time the author and others were putting out this deck, I remember the Secretdins all suddenly started running Aldor Peacekeeper for no obvious reason. A bit of research and....well. The sweet spot fot this deck getting the rank the author got it has surely passed, but it's still a good solid basis for a mech deck which is why I'm here now to pinch it. :D
Since I've seen Mech druid, Mechadin, and even Mech Rogue kinda work lately, I'm pretty sure this deck is largely still valid, even though I'm only gonna be using it to gold-grind for LoE and the best I've done on ladder is 4 (and I still only finished 5). As someone who likes messing with mech decks though, I can tell you - you WILL have to juggle your threats around. The deck got the author good points, and a T4 Fel Reaver (with coin) that rampages over an opponent with no hope of dealing with it is really really sweet - but folks expect it now and tech accordingly. The other cards I suggested aren't as dramatic and won't have quite the same impact, but they don't all have the same vulnerabilities either. I used Piloted Sky Golem in a Mech Mage at one point for no other reason than to give the Control Warriors that were around at the time something to think about before waving Death's Bite around and being so keen to clear the board that way.
Experiment, live a little.
any ideas for replacements for the reaver? i do realize it might be a pretty hard card to replace but its gonna take me a while before i can craft two of those (right now i put in a Siege Engine and a second Clockwork Knight)
I only got one Fel Reaver and put in a Hob Goblin for the second one.
It works realy well, making cards like cogmaster, warbot and annoyotron more powerfull in the Lategame.
Just lost 4 in a row to pally's, deck is def weak to secret/fordring pally decks time to play face hunter meta has too many pallys
using the fel reaver well is key. You cant play it until you know the archetype your opponent is playing. If he is a zoo warlock, face hunter, aggro pally or any mage, DONT PLAY THE REAVER EARLY. They have too many cheap cards to spam and run u out of cards. The fel reaver is a tough card to play well, it is the most difficult part of this deck. I only run one because of how situational itis, but it is essential and will win you many games vs midrange/control decks
ALSO losing 12 cards means basically nothing to this deck. If you are not close to lethal by turn 8-9 u are dead. You will almost never run out of cards after losing just 12
This deck is still very strong. It crushes aggro, which is ALL OVER the meta currently. My changes to it are to drop one fel reaver and the knight for 2 corsairs to stomp face hunter. works great. I have made legend and rank 3 the last 2 months so i am decent but far from good. This month i started at rank 17 and went to rank 11 in 3 hrs with this deck, only lost a few games. Deck does well vs most decks, it even performs well vs control warrior. The worst matchup by far are very heavy control like hand lock and control pally. Vs control priest you will struggle as well but can steal games with playing it like a face hunter, just go face and pray he doesnt have enough taunts. Most games the strategy is board control until you are very close to lethal. Dont play this deck like aggro pally or face hunter or you will struggle, once you lose the board it is very difficult to win because u dont have many charge minions, spells or hunter hero power.
Control paladin is a VERY hard matchup for this deck, probably the hardest, not sure if thats what u were facing but if it was you shouldnt be discouraged. Losing to control decks is going to happen with this deck. No HS deck is good vs everything, if you are running into a lot of control then it is time to play a different deck. This deck excels against aggro/midrange decks by wearing them out with board control then finishing with weapons/reaver. This deck will not beat control decks consistently, that's just not what its built for. You have to win your good matchups and steal about 30% of the bad matchups and you will soar through the ladder. This deck is NOT easy to play you must trade efficiently and know when it is time to switch to beating face. My best suggestion is to learn to identify what deck you are facing and play accordingly, if you mistake zoo lock for hand lock, or tempo mage for freeze mage you will lose every time. (these are just examples of heros that have vastly different archtypes)
you have to adjust your play against control. You cant wear them out with board control so your only good option is to go face and race them.
Knight is a 5/5 i think u mean the screwjank. I understand dropping the knight but the screwjanks are key to this deck, a 2/5 is great for board control vs agrro decks and buffing a warbot or other mech is often very good, its basically a 4/7 for 4 mana.
is there space for gadgetzan auctioneer? Since it's a mech board control deck (rather than pure face deck), it seems to benefit from cards that exploit spare parts.
I actually tried this with very little success. It seems like a great idea, so i put in yeti's and another tinkertown in order to get lots of spare parts and then use them to draw cards. I may have not given it enough games but it seemed to effect the deck negatively. The trade of yetis for shredders weakens your board control, and drawing the auctioneer early is terrible because this deck needs value out of every card and a 3/3 body for 5 mana is terrible and u cant have a dead card sitting in hand waiting for a chance to draw more cards. Basically by the time the auctioneer was able to be played it was too late. Your goal is to control the board, many games will be won by playing topdeck cards with an empty hand into a board you control.
too slow. you're pretty much dead on turn 8 if they have multiple minions on the board.
I am running mine without Death's bite and it is working fine.
You can sub with Arathi Weaponsmith which is OK for early control, or choose 2 minions that can deal the 8 points of damage over 2 turns that you will miss with DB.
I plan on adding the DB soon as I can aquire 1, good luck.
Just registered here to comment on this deck.
I am a fairly new player and was searching for a good low cost deck that seemed viable.
I read all the comments and watched the vids and was eager to try this out.
I am glad I did, I have to say I am enjoying this deck very much, I did not have 2 Reavers so I am running 1 and also a Dr. Boom for now.
It is working well and my current win rate is about 65%, thanks so much for this fun and affordable deck.