Just messing around with my Mech Hunter deck. Trying to make it my own and improve upon it if at all possible.
I took out the faithful lumi's and the Upgradable framebots from what is pretty much the base version I would think, and added 2 chips and 2 flying machines instead.
I also have the enhance-o which is usually omitted in lists that run 2 x shredders instead (are the shredders worth considering for my list also?
I haven't taken it on ladder yet, just practising with it in casual for a quest as I need 3 hunter wins. I'd like to give it a proper go though as I really do love the concept of "magnetic" as a keyword. it's a very "risk vs. reward" style mechanic that I am rather fond of (like all in or nothing plays, they either have vanish or they don't etc)
anyway, wht do you think of this deck. would you run quick shot over the chips, any other changes should or could be made? thanks.
I might take flying machine back out for lumi as well. flying machine sounds really cool, but it doesn't have magnetic so you need to draw it first. it doesn't work as a way to push more damage to face.
I guess I haven't drawn it yet in tome to use it though. at least with lumi it@s always useful and it can be used to buff up your mech warper for free.
This deck is actually more complicated than I thought. Like even though you just want to go face. when you are forced into trading games and have to keep track of which death rattle is where and all that it can become quite challenging clearing a board with a deck like this. It's doable though.
Personally, I wouldn't run Cybertech Chip because it is just so slow compared to the rest of the deck. From my experience with Mech hunter, typically you win when you can get Metaltooth Leaper on a couple of mechs and so I'd recommend either Quick Shot for a bit of reach or Tracking because it helps get either your Mechwarpers and Galvanizers or to get the Leapers for lethal. I'd also cut a Wargear for a Spider Tank because 5 drops are still a bit clunky if you don't hit your discounts with it.
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I don't have something witty about this deck, I just like it because Malygos is fun.
Personally, I wouldn't run Cybertech Chip because it is just so slow compared to the rest of the deck. From my experience with Mech hunter, typically you win when you can get Metaltooth Leaper on a couple of mechs and so I'd recommend either Quick Shot for a bit of reach or Tracking because it helps get either your Mechwarpers and Galvanizers or to get the Leapers for lethal. I'd also cut a Wargear for a Spider Tank because 5 drops are still a bit clunky if you don't hit your discounts with it.
aye but wargear has magnetic so helps push lethal. spider tank does nothing the turn you play it.
the rest seems sound.
thanks.
EDIT: yeah I guess if you haven't had your discounts it could become clunky. I will how it is after testing though. don't want to remove such a nice magnetic card just yet.
also cybertech is good if you are forced to trade in. it is random what you get back, but if you can keep your mech warpers up it's a way to totally refill your hand and board.
it just doesn't seem that beneficial to me to do 3 damage and draw one card (but only if your hand is empty) again I will do some testing and I might find that my hand is empty loads so it will work out. ha ha.
the chips are pretty cool though when you are having to trade into dive shield taunts and loosing lots of board. these are cards that didn't start in your deck so it's just like free stuff.
I like both, but right now i run Quick Shot, simply for the extra burst. While it's easy to deal around 20-25 damage, i often struggle with the last few health points. Mech Hunter without Quick Shot has around 0 burst potential and no finisher. And especially in mid to lategame we don#t have any way to keep it up. Quick Shot + Hero power allows me to deal the 5 damage i need to kill the opponent off. Still: i might try Cybertech-chip again to see what's better.
If the game lasts long enough to pull off this combo, you are probably doing something wrong.
yeah, ha ha. if you got to a point where you lost board enough to do this then you are probably already dead. It's a cool combo, but this is like the fastest deck in the world. way too slow for this.
I like both, but right now i run Quick Shot, simply for the extra burst. While it's easy to deal around 20-25 damage, i often struggle with the last few health points. Mech Hunter without Quick Shot has around 0 burst potential and no finisher. And especially in mid to lategame we don#t have any way to keep it up. Quick Shot + Hero power allows me to deal the 5 damage i need to kill the opponent off. Still: i might try Cybertech-chip just to try it out.
thanks man, that's some solid info. I will craft them. (cybertech is great for when you need to trade minions off. in my last game I was able to keep both mech warpers behind taunts gotten from enhance-o, I played cyberchip on a full board so I was able to refill my hand as I traded off their divine shield/taunts. it is much slower though as if you aren't trading it's useless.. maybe just 1 would be good as a tech card?)
This is wild, not standard. In wild it makes no sense to play this as you need to win fast as Mech Hunter. You want to be winning on turn 5-6. If you get to turn 7-8 and you have to do a board clear, you can just concede as you are not winning the game most likely.
Just messing around with my Mech Hunter deck. Trying to make it my own and improve upon it if at all possible.
I took out the faithful lumi's and the Upgradable framebots from what is pretty much the base version I would think, and added 2 chips and 2 flying machines instead.
I also have the enhance-o which is usually omitted in lists that run 2 x shredders instead (are the shredders worth considering for my list also?
I haven't taken it on ladder yet, just practising with it in casual for a quest as I need 3 hunter wins. I'd like to give it a proper go though as I really do love the concept of "magnetic" as a keyword. it's a very "risk vs. reward" style mechanic that I am rather fond of (like all in or nothing plays, they either have vanish or they don't etc)
anyway, wht do you think of this deck. would you run quick shot over the chips, any other changes should or could be made? thanks.
How about board clear in the form of Missile Launcher?
"Everyone! Get in here!"
I will have to check that out. with the discount it would be cheap enough to play as well.
Thanks.
EDIT: in fact it would damage my minions too. no good for this deck mate. think it;s better in a warrior mech deck.
This is a face deck so loosing board sucks and the minions has really shallow health pools, even when stacked.
it's still a good deck, but it isn't the best at trading so mostly wants to just go face and keep board as much as possible.
I might take flying machine back out for lumi as well. flying machine sounds really cool, but it doesn't have magnetic so you need to draw it first. it doesn't work as a way to push more damage to face.
I guess I haven't drawn it yet in tome to use it though. at least with lumi it@s always useful and it can be used to buff up your mech warper for free.
This deck is actually more complicated than I thought. Like even though you just want to go face. when you are forced into trading games and have to keep track of which death rattle is where and all that it can become quite challenging clearing a board with a deck like this. It's doable though.
Personally, I wouldn't run Cybertech Chip because it is just so slow compared to the rest of the deck. From my experience with Mech hunter, typically you win when you can get Metaltooth Leaper on a couple of mechs and so I'd recommend either Quick Shot for a bit of reach or Tracking because it helps get either your Mechwarpers and Galvanizers or to get the Leapers for lethal. I'd also cut a Wargear for a Spider Tank because 5 drops are still a bit clunky if you don't hit your discounts with it.
I don't have something witty about this deck, I just like it because Malygos is fun.
aye but wargear has magnetic so helps push lethal. spider tank does nothing the turn you play it.
the rest seems sound.
thanks.
EDIT: yeah I guess if you haven't had your discounts it could become clunky. I will how it is after testing though. don't want to remove such a nice magnetic card just yet.
also cybertech is good if you are forced to trade in. it is random what you get back, but if you can keep your mech warpers up it's a way to totally refill your hand and board.
it just doesn't seem that beneficial to me to do 3 damage and draw one card (but only if your hand is empty) again I will do some testing and I might find that my hand is empty loads so it will work out. ha ha.
the chips are pretty cool though when you are having to trade into dive shield taunts and loosing lots of board. these are cards that didn't start in your deck so it's just like free stuff.
You have to play Venomizer + Missile Launcher, otherwise ur doing it wrong!
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If the game lasts long enough to pull off this combo, you are probably doing something wrong.
I like both, but right now i run Quick Shot, simply for the extra burst. While it's easy to deal around 20-25 damage, i often struggle with the last few health points. Mech Hunter without Quick Shot has around 0 burst potential and no finisher. And especially in mid to lategame we don#t have any way to keep it up. Quick Shot + Hero power allows me to deal the 5 damage i need to kill the opponent off. Still: i might try Cybertech-chip again to see what's better.
I seen this in a mech warrior deck I think in Boomsday. It's great in a control deck, but too slow for this hunter deck I think.
edit: can't have been warrior as it's a hunter card.. hmm, where did I see this combo?
yeah, ha ha. if you got to a point where you lost board enough to do this then you are probably already dead. It's a cool combo, but this is like the fastest deck in the world. way too slow for this.
thanks man, that's some solid info. I will craft them. (cybertech is great for when you need to trade minions off. in my last game I was able to keep both mech warpers behind taunts gotten from enhance-o, I played cyberchip on a full board so I was able to refill my hand as I traded off their divine shield/taunts. it is much slower though as if you aren't trading it's useless.. maybe just 1 would be good as a tech card?)
This is wild, not standard. In wild it makes no sense to play this as you need to win fast as Mech Hunter. You want to be winning on turn 5-6. If you get to turn 7-8 and you have to do a board clear, you can just concede as you are not winning the game most likely.
As Velerios said Quick shot is far better.You want to win games as quickly as possible as Mech hunter. Cybernetic chip doesn't do that.
That's my Bomb Mech Hunter, if you're interested:
Always hold Venomizer+ Missile Launcher for Boardclear and Bomb Activator on turn 8 (ideally after turn 7 Boommaster Flark). Curves nicely.
Coppertail Imposter + Wargear is also quite strong. Have Fun :)