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INSANE MECH SHAMAN

  • Last updated Nov 18, 2015 (Explorers)
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Wild

  • 19 Minions
  • 9 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1420
  • Dust Needed: Loading Collection
  • Created: 11/3/2015 (Warsong Nerf)
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  • Total Deck Rating

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This deck is a fun and easy way to get to rank 15 and beyond, and is also very easy to use! With mostly common cards, this deck is also cheap, and can get you to reasonably high ranks as a new player! 

Mulligans: Your first priority in most mech aggro decks is to get Mechwarper ASAP. This will lower the cost of all your mechs, and can be threatening when coined on turn 1. Other keeps are Rockbiter Weapon, Annoy-o-Tron, Cogmaster, and Whirling Zip-O-Matic, Clockwork Gnome, and Micro Machine

Early Game: Try to put as many minions on the board as possible, and keep hitting face unless you find a very favorable trade. The key here is to play Mechwarper, and play both Annoy-o-Tron and Whirling Zip-o-Matic at the same time so that the threatening minion will be shielded by a stick minion. This will cause the opponent with a giant threat to deal with in the early game.

Mid Game: Around turn 3-4, the mid game is crucial to this deck. Piloted Shredder and Mechanical Yeti should push you through any dangers, and Powermace is a great weapon to buff your mechs. Tinkertown Technician is a great 3 play if you have a mech on the board, and Hex can take out any big minions that are in your way.

End Game: The game should be over by turn 5-6, depending on who your opponent, but there are mainly 2 for the final push to lethal. If you have a lot of minions already on the board, and they’ve somehow survived all of the AoE spells your opponent threw at you, Bloodlust is the best way to end the game. If you have a few “big” minions on the board, the other way is to combo with Enhance-o Mechano and keep trading to your favour until you have too many threats on the board.

Matchups:

Warrior (90-10)- Free win here, you really shouldn’t lose! Keep Annoy O tron to shield your minions from Fiery War Axe, and pile minions on the board. Try to end the game before turn 5, where Brawl could turn the game in your opponent’s favor.

Rogue (60-40)- This matchup can be quite a fun one, since Rogues have many spells that are useless against this deck. Keep attacking face, and end the game before they can do something potentially harmful.

Mage (50-50)- This is a tough opponent to face, because of the numerous amount of spells mages have. Flamestrike and Blizzard can destroy you, so try to end the game before turn 6/7. Freeze Mage will be an uncomfortable matchup, since your minions won’t be able to deal any damage if the Mage keeps freezing all your minions.

Druid (75-25)- Usually the Druid will be playing a Hybrid or Control Deck, which is much like Warrior which we discussed above, but beware of swipe, as it can be comboed with a spell damage minion such as Azure Drake. Face Druids are far less common, but if you happen to play against one, then try to trade instead of going face, as savage roar can deal a deadly amount of damage.

Shaman (65-35)- Shaman is usually an easy class to face, because their “trading technique” won’t work with aggro decks. If they’re playing aggro, then it’ll be a 50-50 most of the time, and will come down to who can topdeck Bloodlust and Lightning Storm first.

Priest (-)- There isn’t enough information to calculate the percentage, but Auchenai Soulpriest will usually be a favorable matchup. Dragon Priest however, the other main Priest deck, will usually end in a loss; the big minions will usually stabilize board control in your opponent's favor, and your minions usually won’t be able to hit face because of taunts. If you get matched with a Dragon Priest, try to keep a hex and crackle to kill their big minions.

Paladin (50-50)- Paladins are a huge threat to this deck, mainly because of consecration. Secret Paladin should be a bit in your favor, since the secrets the Paladin plays before turn 6 won’t affect an aggro deck, but beware of Mysterious Challenger on turn 6!

Warlock (100-0, 30,70)- The two decks mainly played by Warlock have different effects on this deck. Handlock is a sure win, since Hex can deal with any giants and earthshock can kill a twilight drake. Zoo is much tougher, since there are many combos that the Warlock can do to prevent you from doing any damage to face. Hellfire is a dangerous card, which can completely wreck your side of the board AND spawn 4/4 Nerubians. Implosion can take your your heavy hitters, and spawn imps that can be an annoyance to take out. Your best shot is to keep trading, and to ALWAYS keep a lightning storm in your hand, so that you can play it at the right moment.

Hunter (50-50)- Aggro vs Aggro are my favorite games to watch, since they can be so unpredictable! These games will usually end with an “unfair” topdeck, such as you drawing Bloodlust, or your opponent drawing Unleash the Hounds. The easiest way to win is to try and trade your way to a favorable board, and keep dealing small amounts of damage turn by turn. Remember, if you’re below 10-12 health, it’s most likely gg for you.

 

In most matches, you’ll be the one hitting face, and your opponent will most likely be scrambling to try to deal with all the damage. Just do the math and make smart moves, and you will usually win the game. Feel free to ask any questions you have about this deck, and I will try to get back to you ASAP. Thanks! :)