This is the current popular build of the deck (to my knowledge first built by Firebat, but it's not exactly hard to build). I feel like there is A LOT of room for improvement.
I've been playing this deck at and around Rank 5, YMMV.
Some things I don't like: - Oblivitron is still so slow and bad. - I know you don't want to play Tracking with Zul'jin, but the lack of card draw is apparent especially in a deck that is combo heavy. - Necromechanic also doesn't feel too great, but without Cube, it's kind of what we're left with. - The complete lack of comeback mechanics seems to be an error. - The mech package included feels like it could be optimized. - You're not making great use of Zul'jin with just Nine Lives and Unleash the Beast.
I've been trying a bunch of different things, some work better than others. - Unleash the Hounds - Master's Call (poor man's stitched tracker) - Neutral deathrattle draw package (Bloodmage Thalnos, Loot Hoarder) - Marked Shot (a card that's better than I initially gave it credit for)
Is anyone else experimenting with this archetype. Do you have any thoughts?
I did experiment with it and i am so happy with the results.
I dont use Nechromechanic, Wargear, Upgradable Framebot and only one Replicating missle.
Instead i use 2x Secret Plan (great with zuljin as well), 2x Marked Shot (one of my favorite cards), 1x Missile Launcher (crazy good magnetized to Venomizer *a 2 card combo board celar that isnt hard to pull* and he can also magnetize for more damage), 2x Bomb Toss.
From what i experimented Oblivitron is really great. You can play it even on turn 6 without being afraid of being killed by the opponet or silenced (becouse of nine lives). Worsst case scenrio he gets Polymorphed, Hexed or Sapped ( 3/9 classes got this ability). Getting a 2/2 and a 7/7 on the board is an incredible tempo swing and even Walling with Safeguard. For me is a staple card
The MVP of the deck is by far Nine Lives and a mentionable runner ups are Ursatron and even Zuljin.
For me Zuljin is a board and hand refiller ( getting two new mechs from Nine Lives in hand, 2x new Spells from Marked Shot, 2x new Secrets from Secret Plan and 2x new Unleash the Beast from pretty much Unleash the Beast). Not to mention that he can refill the board with potentially at least one 7/7 and at least 2 5/5 rush minions or another mech from the hand in case Nine Lives from Zul'jin picked Oblivitron.
I am still experimenting and i am open to suggestions and innovative ideas ! Hope yo find useful my decklist and playing plan. cheers
I met a guy playing missile launche + venomizer. I played token druid. He wrecked me. That's the best aoe for mechhunter. if you don't have any silence or single target removal vs him, the mechhunter player can magnetize him every turn and hits hard.
I've tried to change it up a bit to this to give it a little more game against aggro. Not sure if the loss of value is worth it - although some value was added with things like Shimmerfly and Marked Shot.
Wargear should maybe be Missile Launcher, though. I like that idea.
I've tried to change it up a bit to this to give it a little more game against aggro. Not sure if the loss of value is worth it - although some value was added with things like Shimmerfly and Marked Shot.
Wargear should maybe be Missile Launcher, though. I like that idea.
Super poorly. Actually just took it out. Now running a package I really like, Baited Arrow and Sunreaver Warmage. Put Oblivitron back in because I cut my mech numbers down so much.
Super poorly. Actually just took it out. Now running a package I really like, Baited Arrow and Sunreaver Warmage. Put Oblivitron back in because I cut my mech numbers down so much.
What are everyone’s thoughts on Hench-Clan Hag and Cybertech Chip? I’ve been messing around with them to capitalize on more of a board-flood strategy that gives you a lot of magnetic targets and it’s been working surprisingly well for me.
What are everyone’s thoughts on Hench-Clan Hag and Cybertech Chip? I’ve been messing around with them to capitalize on more of a board-flood strategy that gives you a lot of magnetic targets and it’s been working surprisingly well for me.
I slightly dont agree becouse the deck doesnt need random mechs (mostly are very bad). you dont get out of steam that easy since you got nine lives, shimmerfly, marked shot and unleash the beast to left something behind after being played. Not to mention Zul'Jin wich is literally a board and hand refiller. The deck needs tempo and curve. Tracking could work in most scenarios.
Hench clan hag might work in a heavy magnetize mech hunter sort of deck. This is more deathrattle and combo oriented.
What are everyone’s thoughts on Hench-Clan Hag and Cybertech Chip? I’ve been messing around with them to capitalize on more of a board-flood strategy that gives you a lot of magnetic targets and it’s been working surprisingly well for me.
I slightly dont agree becouse the deck doesnt need random mechs (mostly are very bad). you dont get out of steam that easy since you got nine lives, shimmerfly, marked shot and unleash the beast to left something behind after being played. Not to mention Zul'Jin wich is literally a board and hand refiller. The deck needs tempo and curve. Tracking could work in most scenarios.
Hench clan hag might work in a heavy magnetize mech hunter sort of deck. This is more deathrattle and combo oriented.
That’s fair. I’ve had some issue with running out of steam in some matchups and I’ve been saved by random mechs allowing me to maintain tempo before. The chip also synergizes with Zuljin, though I haven’t tried a deck with both yet. I’ve also been running Countess Ashmore since she usually draws you 3, which has been really strong.
What are everyone’s thoughts on Hench-Clan Hag and Cybertech Chip? I’ve been messing around with them to capitalize on more of a board-flood strategy that gives you a lot of magnetic targets and it’s been working surprisingly well for me.
I slightly dont agree becouse the deck doesnt need random mechs (mostly are very bad). you dont get out of steam that easy since you got nine lives, shimmerfly, marked shot and unleash the beast to left something behind after being played. Not to mention Zul'Jin wich is literally a board and hand refiller. The deck needs tempo and curve. Tracking could work in most scenarios.
Hench clan hag might work in a heavy magnetize mech hunter sort of deck. This is more deathrattle and combo oriented.
That’s fair. I’ve had some issue with running out of steam in some matchups and I’ve been saved by random mechs allowing me to maintain tempo before. The chip also synergizes with Zuljin, though I haven’t tried a deck with both yet. I’ve also been running Countess Ashmore since she usually draws you 3, which has been really strong.
Interesting idea with Ashmore. But insteand focusing on not running out of steam i'd suggest putting in 2x Animal companion since this card and Ursatron are one of the best Tempo 3drops for early game especially. As a one drop shimmerfly is all you need to maintain card advantage as well as board presence. If you managed to play one of these cards untill turn 4 you should be fine agains any deck. From turn 4 you got Houndmaster Shaw as a pseudo-taunt and strong body or Marked Shot to eliminate opponent's early threats ( such as Augmented Elekk ). From turn 5 you should've been able to find at least a mechanical whelp/ oblivitron/ spider bomb/ safeguard and so on. If you don't you got Unleash the Beast to keep your ass safe untill you find one of these. This is basically a general game plan that i use and try to predict myself.
Indeed it happened a few times to have 2 or 3 cards on turn 7 or 8 but at that time i already had oblivitron or an 7/7 on the board and one of the cards from my hand was Nine Lives. So empty hand was my smallest worry at that time.
I hope you find this useful. Enjoy the deck! and experiment some more, there is a lot to pe discovered!
I use Ashmore as well in my version. That's a great hand refill. I also like using deadly shot in Zul'jin decks since it's a guaranteed kill on the opponent. I concur about Animal Companion as well that's also good with Zul'jin. Another card I use for some added value is Weaponized Piñata. I'm still on my initial version that has Scavenging Hyena as a combo with Springpaw but I'm not sure it's worth it with so few other beasts so I'll probably replace that. I like the on demand damage from Springpaw but I saw that it's one of the lowest played winrate cards in the best versions of this deck so perhaps there are better options for that as well.
That smol minion package I play has really helped against aggro. Assuming you hit it in your mulligan obviously - but it gets you to your otherwise really slow turns. In the last hour or so I've beaten Zoo, Murloc Shaman, and Token Druid because of it.
It seems it's possible to build Mechrattle Hunter in different ways and we are yet to see which one is going to prevail (if any :D).
Some builds run mixed (small and big) mech package to swarm the board, infest it with magnetization and deathrattles.
Here I would like to present a slightly slower, but more consistent build (to have some control over Oblivitron and Nine Lives summons) (which some people are already testing).
Springpaws are instead Mecharoo as early 1-drops. Unleash the Hounds is to fight wide boards. Beasts doesn't pollute mech pool, but Hounds still come back from Zul'jin.
Secret Plans can be replaced with specific secrets like Explosive Trap. I don't know, but I constantly get 3 options which I don't need.
I considered Timber Wolf (for Druid), but realized this isn't a Master's Call deck. Revenge of the Wild with Hounds was also considered, but seems too much for now. Two cards combo we already have in faster version: Venomizer + Missile Launcher. If wide boards become a problem, we may start playing Mossy Horror again. :)
A final note: Last two expansions solved Hunter's problem with the draw and value generation (in post Rexxar era). Twinspell, Springpaw, Master's Call, Tracking, Nine Lives, Ursatron... Cybertech Chip is an overkill and doesn't synergize well with this version.
It seems it's possible to build Mechrattle Hunter in different ways and we are yet to see which one is going to prevail (if any :D).
Some builds run mixed (small and big) mech package to swarm the board, infest it with magnetization and deathrattles.
Here I would like to present a slightly slower, but more consistent build (to have some control over Oblivitron and Nine Lives summons) (which some people are already testing).
Springpaws are instead Mecharoo as early 1-drops. Unleash the Hounds is to fight wide boards. Beasts doesn't pollute mech pool, but Hounds still come back from Zul'jin.
Secret Plans can be replaced with specific secrets like Explosive Trap. I don't know, but I constantly get 3 options which I don't need.
I considered Timber Wolf (for Druid), but realized this isn't a Master's Call deck. Revenge of the Wild with Hounds was also considered, but seems too much for now. Two cards combo we already have in faster version: Venomizer + Missile Launcher. If wide boards become a problem, we may start playing Mossy Horror again. :)
A final note: Last two expansions solved Hunter's problem with the draw and value generation (in post Rexxar era). Twinspell, Springpaw, Master's Call, Tracking, Nine Lives, Ursatron... Cybertech Chip is an overkill and doesn't synergize well with this version.
I think unleash the hounds kinda ruins the zujins battlecry. You could run explosive trap instrsd or secret plan. Deadly shot might be a good option as well.
I'm having a lot of fun with this deck. It's so enjoyable to beat bomb warrior everytime. It has a great match up vs control decks but struggles vs aggro decks. I teched my deck against aggro and it's working pretty well. However vs token druid, it's nearly impossible to win. I lost 90% of my games. I might put venomizer + missile launcher to deal with the tokens.
This is the current popular build of the deck (to my knowledge first built by Firebat, but it's not exactly hard to build). I feel like there is A LOT of room for improvement.
I've been playing this deck at and around Rank 5, YMMV.
Some things I don't like:
- Oblivitron is still so slow and bad.
- I know you don't want to play Tracking with Zul'jin, but the lack of card draw is apparent especially in a deck that is combo heavy.
- Necromechanic also doesn't feel too great, but without Cube, it's kind of what we're left with.
- The complete lack of comeback mechanics seems to be an error.
- The mech package included feels like it could be optimized.
- You're not making great use of Zul'jin with just Nine Lives and Unleash the Beast.
I've been trying a bunch of different things, some work better than others.
- Unleash the Hounds
- Master's Call (poor man's stitched tracker)
- Neutral deathrattle draw package (Bloodmage Thalnos, Loot Hoarder)
- Marked Shot (a card that's better than I initially gave it credit for)
Is anyone else experimenting with this archetype. Do you have any thoughts?
I did experiment with it and i am so happy with the results.
I dont use Nechromechanic, Wargear, Upgradable Framebot and only one Replicating missle.
Instead i use 2x Secret Plan (great with zuljin as well), 2x Marked Shot (one of my favorite cards), 1x Missile Launcher (crazy good magnetized to Venomizer *a 2 card combo board celar that isnt hard to pull* and he can also magnetize for more damage), 2x Bomb Toss.
From what i experimented Oblivitron is really great. You can play it even on turn 6 without being afraid of being killed by the opponet or silenced (becouse of nine lives). Worsst case scenrio he gets Polymorphed, Hexed or Sapped ( 3/9 classes got this ability). Getting a 2/2 and a 7/7 on the board is an incredible tempo swing and even Walling with Safeguard. For me is a staple card
The MVP of the deck is by far Nine Lives and a mentionable runner ups are Ursatron and even Zuljin.
For me Zuljin is a board and hand refiller ( getting two new mechs from Nine Lives in hand, 2x new Spells from Marked Shot, 2x new Secrets from Secret Plan and 2x new Unleash the Beast from pretty much Unleash the Beast). Not to mention that he can refill the board with potentially at least one 7/7 and at least 2 5/5 rush minions or another mech from the hand in case Nine Lives from Zul'jin picked Oblivitron.
I am still experimenting and i am open to suggestions and innovative ideas ! Hope yo find useful my decklist and playing plan. cheers
I met a guy playing missile launche + venomizer. I played token druid. He wrecked me.
That's the best aoe for mechhunter.
if you don't have any silence or single target removal vs him, the mechhunter player can magnetize him every turn and hits hard.
I've tried to change it up a bit to this to give it a little more game against aggro. Not sure if the loss of value is worth it - although some value was added with things like Shimmerfly and Marked Shot.
Wargear should maybe be Missile Launcher, though. I like that idea.
How is Necromechanic performing in the deck?
Super poorly. Actually just took it out. Now running a package I really like, Baited Arrow and Sunreaver Warmage. Put Oblivitron back in because I cut my mech numbers down so much.
Hunter without healing again. What a freaking world.
If i were you i would cut both sprinpaws for 2x Venomizer and 1x Missile Launcher. Also Safeguard works insanely well when you dont pull mecha whelp
What are everyone’s thoughts on Hench-Clan Hag and Cybertech Chip? I’ve been messing around with them to capitalize on more of a board-flood strategy that gives you a lot of magnetic targets and it’s been working surprisingly well for me.
Also, Hench-Clan Hag vastly outperforms Nightmare Amalgam, especially since it can’t be accidentally pulled by Oblivitron.
and about healing, using Zilliax on a 7/7 later in the game provides a perfect amount of healing
Agreed, especially since Nine Lives guarantees you the combo for a mere 8 mana.
I slightly dont agree becouse the deck doesnt need random mechs (mostly are very bad). you dont get out of steam that easy since you got nine lives, shimmerfly, marked shot and unleash the beast to left something behind after being played. Not to mention Zul'Jin wich is literally a board and hand refiller. The deck needs tempo and curve. Tracking could work in most scenarios.
Hench clan hag might work in a heavy magnetize mech hunter sort of deck. This is more deathrattle and combo oriented.
That’s fair. I’ve had some issue with running out of steam in some matchups and I’ve been saved by random mechs allowing me to maintain tempo before. The chip also synergizes with Zuljin, though I haven’t tried a deck with both yet. I’ve also been running Countess Ashmore since she usually draws you 3, which has been really strong.
Interesting idea with Ashmore. But insteand focusing on not running out of steam i'd suggest putting in 2x Animal companion since this card and Ursatron are one of the best Tempo 3drops for early game especially. As a one drop shimmerfly is all you need to maintain card advantage as well as board presence. If you managed to play one of these cards untill turn 4 you should be fine agains any deck. From turn 4 you got Houndmaster Shaw as a pseudo-taunt and strong body or Marked Shot to eliminate opponent's early threats ( such as Augmented Elekk ). From turn 5 you should've been able to find at least a mechanical whelp/ oblivitron/ spider bomb/ safeguard and so on. If you don't you got Unleash the Beast to keep your ass safe untill you find one of these. This is basically a general game plan that i use and try to predict myself.
Indeed it happened a few times to have 2 or 3 cards on turn 7 or 8 but at that time i already had oblivitron or an 7/7 on the board and one of the cards from my hand was Nine Lives. So empty hand was my smallest worry at that time.
I hope you find this useful. Enjoy the deck! and experiment some more, there is a lot to pe discovered!
I use Ashmore as well in my version. That's a great hand refill. I also like using deadly shot in Zul'jin decks since it's a guaranteed kill on the opponent. I concur about Animal Companion as well that's also good with Zul'jin. Another card I use for some added value is Weaponized Piñata. I'm still on my initial version that has Scavenging Hyena as a combo with Springpaw but I'm not sure it's worth it with so few other beasts so I'll probably replace that. I like the on demand damage from Springpaw but I saw that it's one of the lowest played winrate cards in the best versions of this deck so perhaps there are better options for that as well.
That smol minion package I play has really helped against aggro. Assuming you hit it in your mulligan obviously - but it gets you to your otherwise really slow turns. In the last hour or so I've beaten Zoo, Murloc Shaman, and Token Druid because of it.
It seems it's possible to build Mechrattle Hunter in different ways and we are yet to see which one is going to prevail (if any :D).
Some builds run mixed (small and big) mech package to swarm the board, infest it with magnetization and deathrattles.
Here I would like to present a slightly slower, but more consistent build (to have some control over Oblivitron and Nine Lives summons) (which some people are already testing).
Springpaws are instead Mecharoo as early 1-drops. Unleash the Hounds is to fight wide boards. Beasts doesn't pollute mech pool, but Hounds still come back from Zul'jin.
Secret Plans can be replaced with specific secrets like Explosive Trap. I don't know, but I constantly get 3 options which I don't need.
I considered Timber Wolf (for Druid), but realized this isn't a Master's Call deck. Revenge of the Wild with Hounds was also considered, but seems too much for now. Two cards combo we already have in faster version: Venomizer + Missile Launcher. If wide boards become a problem, we may start playing Mossy Horror again. :)
I included Houndmaster Shaw and Baited Arrow for no particular reason, but they are overall good cards.
To run 1 or 2 Unleash the Beasts, that's the question. Another new card: Marked Shot, hmmm.
Still considering Wargear.
A final note: Last two expansions solved Hunter's problem with the draw and value generation (in post Rexxar era). Twinspell, Springpaw, Master's Call, Tracking, Nine Lives, Ursatron... Cybertech Chip is an overkill and doesn't synergize well with this version.
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
I think unleash the hounds kinda ruins the zujins battlecry. You could run explosive trap instrsd or secret plan. Deadly shot might be a good option as well.
I'm having a lot of fun with this deck. It's so enjoyable to beat bomb warrior everytime. It has a great match up vs control decks but struggles vs aggro decks. I teched my deck against aggro and it's working pretty well.
However vs token druid, it's nearly impossible to win. I lost 90% of my games. I might put venomizer + missile launcher to deal with the tokens.