Since you'll need 3 coins for it; it's still a 5 card combo. Seems a bit slow vs other combo decks like Druid (Hemet, Jungle Hunter speeds up the other version tremendously). Anduin combination as an alternative is nice I guess.
But OP seems to misunderstand the main appeal of regular type of Mecha’thun priest. Henry destroys everything but screams and combo pieces, which makes combo possible on turn 10 best case scenario quite often... it is indeed very vulnerable to gnomeferatu and demonic project though...
If you don't draw Mecha'thun till T10 Demonic Project has NO WAY to break the combo anymore. Gnomeferatu needs to mill exatcly Mecha'thun OR Twilight Call, that will happen only around 5% of the time.
I would not consider The Coin a combo piece because its not taking a slot from the deck (it will never be useless or a dead card like other Mecha'thun decks). You can play the coin when needed then win later through Twilight Call alone if the situation ask for it.
The cycle is fast enough to beat almost every other control deck excluding Malygos Druid, Quest Rogue and Mind Blast Priest.
Sometimes your oponnent won't give you any 5+ minions to discard your SWD when aiming for finisher 2. Omega Defender is a backup plan.
It happens a lot against Rin Warlock and sometimes against Warrior (he may silence both Gargoyles), Priest mirrors, Control Mage and even Shudderwock shaman,
Omega Defender can be replaced by any other 5 attack minion, like Harrison Jones.
Sometimes your oponnent won't give you any 5+ minions to discard your SWD when aiming for finisher 2. Omega Defender is a backup plan.
It happens a lot against Rin Warlock and sometimes against Warrior (he may silence both Gargoyles), Priest mirrors, Control Mage and even Shudderwock shaman,
Omega Defender can be replaced by any other 5 attack minion, like Harrison Jones.
SWD is how you kill Mecha'thun, how else are you going to do it?
Putting Meca'thun on the board and not killing it that turn leaves it open to silence. and sap. All the while your getting hit in the face by whatever minions your opponent has on board.
The big advantages over old Mecha'thun versions are:
1- Less number of combo card pieces (only 2 from 5);
3- Not as weak against disruptor cards like Demonic Project;
4- Can race Shudderwock Shaman;
I don't get it. What is the point of less combo pieces if you're required to draw then entire deck in the first place? It's not as if you can win by drawing your specific combo cards faster. Also, as someone else mentioned, the gargoyles are part of the combo
How is this stronger against demonic project?? If anything, it is much weaker. All the opponent needs to do is wait for the turn before you can C'thun coin coin coin death and play project there for the 100% sinpe. With the old version, you can hang onto all your cheap deathrattles and play them with your reckless experimenter in the end. These will either have a chance to tank the demonic project or confuse the opponent into thinking you're comboing off at a later turn. You can't play around this by going for "Finisher 2"; all the opponent needs to do is make sure you never have a SW:D target and it'll be stuck in your hand forever. I've seen someone lose like that in an early tournament
The old version is much, much faster, often ready to combo off before they even have enough mana. If your goal is to race shudderwok shaman, that's the version you want to use
The big advantages over old Mecha'thun versions are:
1- Less number of combo card pieces (only 2 from 5);
3- Not as weak against disruptor cards like Demonic Project;
4- Can race Shudderwock Shaman;
I don't get it. What is the point of less combo pieces if you're required to draw then entire deck in the first place? It's not as if you can win by drawing your specific combo cards faster. Also, as someone else mentioned, the gargoyles are part of the combo
How is this stronger against demonic project?? If anything, it is much weaker. All the opponent needs to do is wait for the turn before you can C'thun coin coin coin death and play project there for the 100% sinpe. With the old version, you can hang onto all your cheap deathrattles and play them with your reckless experimenter in the end. These will either have a chance to tank the demonic project or confuse the opponent into thinking you're comboing off at a later turn. You can't play around this by going for "Finisher 2"; all the opponent needs to do is make sure you never have a SW:D target and it'll be stuck in your hand forever. I've seen someone lose like that in an early tournament
The old version is much, much faster, often ready to combo off before they even have enough mana. If your goal is to race shudderwok shaman, that's the version you want to use
I agree with most parts... Except he runs only one Death, so it always targets Mecha'thun and if for some reason you don't have 3 coins, well too bad you lose because they kill 10/10 before you can kill it next turn, while you still have 1 card in hand...
Also old version can't combo before they have enough mana, because it is a 10 mana combo (5 mana for experimentar 3 mana for crusher 2x 1 mana for abominations), but the fact that you get it on turn 10 fairly often is a huge advantage. Add to that Screams on turns 8 and 9 and it is GG (I never managed to do it on turn 9 with coin, because coin out Hemet is usually better, and against aggro coin is pyro activator)
You can't play around this by going for "Finisher 2"; all the opponent needs to do is make sure you never have a SW:D target and it'll be stuck in your hand forever. I've seen someone lose like that in an early tournament
The old version is much, much faster, often ready to combo off before they even have enough mana. If your goal is to race shudderwok shaman, that's the version you want to use
I agree with most parts... Except he runs only one Death, so it always targets Mecha'thun and if for some reason you don't have 3 coins, well too bad you lose because they kill 10/10 before you can kill it next turn, while you still have 1 card in hand...
Also old version can't combo before they have enough mana, because it is a 10 mana combo (5 mana for experimentar 3 mana for crusher 2x 1 mana for abominations), but the fact that you get it on turn 10 fairly often is a huge advantage. Add to that Screams on turns 8 and 9 and it is GG (I never managed to do it on turn 9 with coin, because coin out Hemet is usually better, and against aggro coin is pyro activator)
When I was referencing the SWD issue, it's for "Finisher 2" only. That's where you play your C'thun on the board sometime in the middle of the game and finish off the opponent by pinging your 1/1 C'thun from Twilight's call. There are no SWD targets available from your own deck if you do this and most decks that run disruption also don't run SWD targets of their own (or have no trouble forgoing playing them)
As for requiring 10 mana, that's exactly what I meant. You often get situations where you're pretty much done drawing your deck and are just waiting for 10 mana so you can kill the opponent. That's how fast the standard build is
Considering I can finish the game at ten mana in the old version, which is faster than the other combo decks on average, I don't see the improvement.
Being able to sometimes be very fast is not exactly a plus. It doest matter if it takes 10 turns or 20 turns to assemble the combo as long the game is won.
The older deck cannot survive 10 turns most of the time vs agro, its too dependent on drawing Hemet which is inconsistent and has too many dead cards that cannot be played through the game.
Putting Meca'thun on the board and not killing it that turn leaves it open to silence. and sap. All the while your getting hit in the face by whatever minions your opponent has on board.
I don't think you understand how the deck works. If your oponnent has Hex, Sap, Polymorf or Pshychic Scream you should never try to win with Finisher 2. Just stick with Finisher 1. Finisher 2 is meant to be played mostly against Warlock to avoid Demonic Project... but can be played against Hunter, Warrior and Paladin as well for the sweet 1 card combo.
Rollback Post to RevisionRollBack
Objection!!!
To post a comment, please login or register a new account.
https://www.hearthpwn.com/decks/1189738-hells-mechathun-priest
The big advantages over old Mecha'thun versions are:
1- Less number of combo card pieces (only 2 from 5);
2- 2 different ways to finish the game;
3- Not as weak against disruptor cards like Demonic Project;
4- Can race Shudderwock Shaman;
5- Tons of AOE and healing.
Objection!!!
Since you'll need 3 coins for it; it's still a 5 card combo. Seems a bit slow vs other combo decks like Druid (Hemet, Jungle Hunter speeds up the other version tremendously). Anduin combination as an alternative is nice I guess.
https://outof.cards
Isn’t it still 5 combo pieces because you need 3 coins?
I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist. ©Trimutius
But how you gonna draw your all deck in time?
Full northshire is pretty decent at doing that.
I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist. ©Trimutius
But OP seems to misunderstand the main appeal of regular type of Mecha’thun priest. Henry destroys everything but screams and combo pieces, which makes combo possible on turn 10 best case scenario quite often... it is indeed very vulnerable to gnomeferatu and demonic project though...
I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist. ©Trimutius
If you don't draw Mecha'thun till T10 Demonic Project has NO WAY to break the combo anymore. Gnomeferatu needs to mill exatcly Mecha'thun OR Twilight Call, that will happen only around 5% of the time.
I would not consider The Coin a combo piece because its not taking a slot from the deck (it will never be useless or a dead card like other Mecha'thun decks). You can play the coin when needed then win later through Twilight Call alone if the situation ask for it.
The cycle is fast enough to beat almost every other control deck excluding Malygos Druid, Quest Rogue and Mind Blast Priest.
Objection!!!
Omega Defender?
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
Sometimes your oponnent won't give you any 5+ minions to discard your SWD when aiming for finisher 2. Omega Defender is a backup plan.
It happens a lot against Rin Warlock and sometimes against Warrior (he may silence both Gargoyles), Priest mirrors, Control Mage and even Shudderwock shaman,
Omega Defender can be replaced by any other 5 attack minion, like Harrison Jones.
Objection!!!
SWD is how you kill Mecha'thun, how else are you going to do it?
If you are in your first year of playing please read this post.
Dust does not burn a hole in the jar. Be careful what you craft, especially before and right after a rotation.
There are 2 ways to win:
Finisher 1: Mecha'thun + 3 coins + Swd
Finisher 2:
1- Play Mecha'thun on T10 ownards and let it die just as any other regular minion.
2- Play all your cards from hand and deck until Twilight's Call and Gilded Gargoyle are the only ones left in your hand.
3- Twilight's Call will bring Gilded Gargoyle and Mecha'thun back with 1/1 stats. Alternatively, its possible to send 1 Gilded Gargoyle back to your oponnets deck through Psychic Scream
3- Use your Shadowreaper Anduin Hero power on Gilded Gargoyle, play The Coin, then play the last Gilded Gargoyle. Hero power on it again, play The Coin, then use your Hero Power a last time on Mecha'thun and win.
Objection!!!
Considering I can finish the game at ten mana in the old version, which is faster than the other combo decks on average, I don't see the improvement.
Putting Meca'thun on the board and not killing it that turn leaves it open to silence. and sap. All the while your getting hit in the face by whatever minions your opponent has on board.
If you are in your first year of playing please read this post.
Dust does not burn a hole in the jar. Be careful what you craft, especially before and right after a rotation.
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
I agree with most parts... Except he runs only one Death, so it always targets Mecha'thun and if for some reason you don't have 3 coins, well too bad you lose because they kill 10/10 before you can kill it next turn, while you still have 1 card in hand...
Also old version can't combo before they have enough mana, because it is a 10 mana combo (5 mana for experimentar 3 mana for crusher 2x 1 mana for abominations), but the fact that you get it on turn 10 fairly often is a huge advantage. Add to that Screams on turns 8 and 9 and it is GG (I never managed to do it on turn 9 with coin, because coin out Hemet is usually better, and against aggro coin is pyro activator)
I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist. ©Trimutius
Priest is dead, pls, leaved it alone for faster comeback.
When I was referencing the SWD issue, it's for "Finisher 2" only. That's where you play your C'thun on the board sometime in the middle of the game and finish off the opponent by pinging your 1/1 C'thun from Twilight's call. There are no SWD targets available from your own deck if you do this and most decks that run disruption also don't run SWD targets of their own (or have no trouble forgoing playing them)
As for requiring 10 mana, that's exactly what I meant. You often get situations where you're pretty much done drawing your deck and are just waiting for 10 mana so you can kill the opponent. That's how fast the standard build is
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
Being able to sometimes be very fast is not exactly a plus. It doest matter if it takes 10 turns or 20 turns to assemble the combo as long the game is won.
The older deck cannot survive 10 turns most of the time vs agro, its too dependent on drawing Hemet which is inconsistent and has too many dead cards that cannot be played through the game.
Objection!!!
Do you play all your games on easy mode?
I don't think you understand how the deck works. If your oponnent has Hex, Sap, Polymorf or Pshychic Scream you should never try to win with Finisher 2. Just stick with Finisher 1.
Finisher 2 is meant to be played mostly against Warlock to avoid Demonic Project... but can be played against Hunter, Warrior and Paladin as well for the sweet 1 card combo.
Objection!!!