Time for some community deck building! This is what I came up with, which is currently more geared for experimentation than for success, hence the single copies of many of the new mech minions. It has plenty of control, mechs, magnetic minions, self-damage synergy, and anti-shudderwock tech in the sentry + drywhisker + azalina package (read the deck description if you don't know how it works). What do y'all think?
What I see Mechwarrior being, instead of playing a long game, is a tempo-based deck that tries to abuse Magnetic more than anything as it's a crazy mechanic, and a very big package of mech cards (comparable to the C'thun-package in size) consisting of cheap mechs, mechs with magnetic and crazy good mech-oriented cards like Giggling Inventor.
Among the mech cards revealed so far, there are tons of great ones:
- Two great 1-drops, as well as a 2-drop with a whopping 5 HP for magnetic buffs
Harvest Golem could be included in this list despite not being new making this a staggering 22-card package. Warrior doesn't need that much more armor thanks to Giggling Inventor and the insanely aggressive midgame tempo of the mech army so those would be entirely omitted. Dr. Boom is not at all necessary as well, as magnetic very much implies big mechs will have charge already assuming these mechs will stick to the board (which they probably will). Town Crier can fetch Zilliax which is nuts and bolts so there might be potential in the rest of the deck being a bit of spot removal and a small Rush package thrown in. Between Beryllium Nullifier, The Boomship and the sheer density of minions, the deck will never have trouble sticking to the board. That's my take on the deck; no control, all crazy all-in magnetic tempo!
Missile Launcher and Security Rover seem like the runts of the litter. They're just too expensive for what they bring to the table and quite janky to boot (Missile Launcher hits your own board/face as well...?). If Mechwarrior is going anywhere, I'm betting it'll be the opponent's face!
What I see Mechwarrior being, instead of playing a long game, is a tempo-based deck that tries to abuse Magnetic more than anything as it's a crazy mechanic, and a very big package of mech cards (comparable to the C'thun-package in size) consisting of cheap mechs, mechs with magnetic and crazy good mech-oriented cards like Giggling Inventor.
Among the mech cards revealed so far, there are tons of great ones:
- Two great 1-drops, as well as a 2-drop with a whopping 5 HP for magnetic buffs
Harvest Golem could be included in this list despite not being new making this a staggering 22-card package. Warrior doesn't need that much more armor thanks to Giggling Inventor and the insanely aggressive midgame tempo of the mech army so those would be entirely omitted. Dr. Boom is not at all necessary as well, as magnetic very much implies big mechs will have charge already assuming these mechs will stick to the board (which they probably will). Town Crier can fetch Zilliax which is nuts and bolts so there might be potential in the rest of the deck being a bit of spot removal and a small Rush package thrown in. Between Beryllium Nullifier, The Boomship and the sheer density of minions, the deck will never have trouble sticking to the board. That's my take on the deck; no control, all crazy all-in magnetic tempo!
Missile Launcher and Security Rover seem like the runts of the litter. They're just too expensive for what they bring to the table and quite janky to boot (Missile Launcher hits your own board/face as well...?). If Mechwarrior is going anywhere, I'm betting it'll be the opponent's face!
You could be right, but I myself see the new hero as more long term, because the do-nothing battlecry and the hero power rng doesn't contribute much to tempo, and has more value over time through both the hero power and the ability to dictate the board. Plus, as a tempo deck, it's competting with other classes that do tempo much better, but warrior has always been able to play control (although it lacked a win condition). The hero and mech package, I think, rounds out the control win condition simply by great hero power value and board attrition, whereas old school control warrior ran out of minions and the hero power didn't do anything active.
Missile Launcher and Security Rover are indeed probably the weakest mechs, but there is enough self damage synergy that I thought they might be worth trying out. Even though Missile Launcher sucks as a minion, as a 6 mana buff, it's pretty decent, and the self damage is good with Acolyte of Pain, Eternium Rover, and Security Rover. Security Rover, when given rush, can make a cheap favourable trade and spawn a token that can also trade with rush. In fact, since many of these mechs are so much better when buffed, I'm strongly considering a second Wargear, which is the most efficient magnetic buff of the set so far, stat-wise.
Time for some community deck building! This is what I came up with, which is currently more geared for experimentation than for success, hence the single copies of many of the new mech minions. It has plenty of control, mechs, magnetic minions, self-damage synergy, and anti-shudderwock tech in the sentry + drywhisker + azalina package (read the deck description if you don't know how it works). What do y'all think?
whats the wincon of the deck? I dont see the line, you need a clear path. I think we dont have to run Mechs only because of Dr.Boom, he is good enough to discover mechs after Dr. Boom.
I think that might work, control warrior with boomship as burst win con. (Alex+Grom and Dinos should be possible to pull off, but maybe to slow, depends on meta).
Well I really wanted to run a more midrange mech deck with control elements, and I think that can be done without an outright win condition (not every deck needs to able to combo otk or go infinite fatigue). I think (or rather, hope) that mech warrior can play out as a deck that applies board pressure mid and late game, and the new hero allows you to outvalue in a control matchup. Maybe this is a far-fetched example, but I hope it can be somewhat like even paladin before the nerfs; Good in all stages of the game, applies pressure throughout and has answers to everything. Even though that deck didn't have a true "win condition", it was tier 1. Board pressure is win condition enough, like even shaman.
Unlike thsoe two decks, this really doesn't have much early board that's proactive outside Eternium Rover. I'm really hoping for some well statted two and three drops mechs to be released with proactive or board leverging effects.
I agree that the hero is probably good enough without mechs, but my purpose with this deck is really to try out mech warrior. So it's really more for fun than anything else.
LOVE the Azalina combo, sentry also counters hadronoc druids. One suggestion, add the 2 mana 1-5 Mech dude so that you have an early game where you can build up a threatening board against decks slower than you. Also, try the odd variant of this, looks pretty strong too.
When you have the example of even Paladin, i think a better example would be even shaman, because you have aggressive early game and late game value with hagatha and elemental synergy like Mechs and late game with dr boom.
Although the hero power is quite rng and inconsistent, it is technically infinite value. In fatigue, with resources depleted, I daresay it beats Guldan's and Jaina's, but loses out to Rexxar's.
The newly revealed warrior card that does 5 damage across non-mech minions is good, adds a 5 drop, good against aggro boards, good synergy with security rover and acloyte of pain, and if you pull of the anti-shudderwock combo, you can probably clear the board pretty well with a constant barrage of 5 damage
While i love elise and Harrison (use them in my warrior deck) i removed them from this deck. They are 5 mana and there are already lots of 5 cost cards. Should no need Elise. Maybe i put harrison in again.
Instead of Acolytes i use town criers and Countess. Zilliax is basically guranteed. I also don´t use situational EMP operative. Boomship is expensive and waiting for endgame. I have rush across the board annyway so i go for a second flurry. Deck is already in the thread.
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Time for some community deck building! This is what I came up with, which is currently more geared for experimentation than for success, hence the single copies of many of the new mech minions. It has plenty of control, mechs, magnetic minions, self-damage synergy, and anti-shudderwock tech in the sentry + drywhisker + azalina package (read the deck description if you don't know how it works). What do y'all think?
What I see Mechwarrior being, instead of playing a long game, is a tempo-based deck that tries to abuse Magnetic more than anything as it's a crazy mechanic, and a very big package of mech cards (comparable to the C'thun-package in size) consisting of cheap mechs, mechs with magnetic and crazy good mech-oriented cards like Giggling Inventor.
Among the mech cards revealed so far, there are tons of great ones:
- Two great 1-drops, as well as a 2-drop with a whopping 5 HP for magnetic buffs
- Fantastic magnetic cards in Replicating Menace, Wargear, Zilliax and Beryllium Nullifier
- Great miscellaneous mech support in Giggling Inventor and Weaponized Pinata
- And a bonkers turn 10+ combo in Omega Assembly (or a hand of nothing but big minions) + The Boomship!
Harvest Golem could be included in this list despite not being new making this a staggering 22-card package. Warrior doesn't need that much more armor thanks to Giggling Inventor and the insanely aggressive midgame tempo of the mech army so those would be entirely omitted. Dr. Boom is not at all necessary as well, as magnetic very much implies big mechs will have charge already assuming these mechs will stick to the board (which they probably will). Town Crier can fetch Zilliax which is nuts and bolts so there might be potential in the rest of the deck being a bit of spot removal and a small Rush package thrown in. Between Beryllium Nullifier, The Boomship and the sheer density of minions, the deck will never have trouble sticking to the board. That's my take on the deck; no control, all crazy all-in magnetic tempo!
Missile Launcher and Security Rover seem like the runts of the litter. They're just too expensive for what they bring to the table and quite janky to boot (Missile Launcher hits your own board/face as well...?). If Mechwarrior is going anywhere, I'm betting it'll be the opponent's face!
Hi
I would go more like this.
You could be right, but I myself see the new hero as more long term, because the do-nothing battlecry and the hero power rng doesn't contribute much to tempo, and has more value over time through both the hero power and the ability to dictate the board. Plus, as a tempo deck, it's competting with other classes that do tempo much better, but warrior has always been able to play control (although it lacked a win condition). The hero and mech package, I think, rounds out the control win condition simply by great hero power value and board attrition, whereas old school control warrior ran out of minions and the hero power didn't do anything active.
Missile Launcher and Security Rover are indeed probably the weakest mechs, but there is enough self damage synergy that I thought they might be worth trying out. Even though Missile Launcher sucks as a minion, as a 6 mana buff, it's pretty decent, and the self damage is good with Acolyte of Pain, Eternium Rover, and Security Rover. Security Rover, when given rush, can make a cheap favourable trade and spawn a token that can also trade with rush. In fact, since many of these mechs are so much better when buffed, I'm strongly considering a second Wargear, which is the most efficient magnetic buff of the set so far, stat-wise.
whats the wincon of the deck? I dont see the line, you need a clear path. I think we dont have to run Mechs only because of Dr.Boom, he is good enough to discover mechs after Dr. Boom.
https://www.hearthpwn.com/deckbuilder/warrior#50:2;215:1;227:2;297:2;303:1;366:1;428:2;493:2;643:1;55517:1;55537:2;61815:2;62927:1;76929:1;76944:2;89344:2;89827:1;89845:1;89851:2;89856:1;
I think that might work, control warrior with boomship as burst win con. (Alex+Grom and Dinos should be possible to pull off, but maybe to slow, depends on meta).
Well I really wanted to run a more midrange mech deck with control elements, and I think that can be done without an outright win condition (not every deck needs to able to combo otk or go infinite fatigue). I think (or rather, hope) that mech warrior can play out as a deck that applies board pressure mid and late game, and the new hero allows you to outvalue in a control matchup. Maybe this is a far-fetched example, but I hope it can be somewhat like even paladin before the nerfs; Good in all stages of the game, applies pressure throughout and has answers to everything. Even though that deck didn't have a true "win condition", it was tier 1. Board pressure is win condition enough, like even shaman.
Unlike thsoe two decks, this really doesn't have much early board that's proactive outside Eternium Rover. I'm really hoping for some well statted two and three drops mechs to be released with proactive or board leverging effects.
I agree that the hero is probably good enough without mechs, but my purpose with this deck is really to try out mech warrior. So it's really more for fun than anything else.
LOVE the Azalina combo, sentry also counters hadronoc druids. One suggestion, add the 2 mana 1-5 Mech dude so that you have an early game where you can build up a threatening board against decks slower than you. Also, try the odd variant of this, looks pretty strong too.
When you have the example of even Paladin, i think a better example would be even shaman, because you have aggressive early game and late game value with hagatha and elemental synergy like Mechs and late game with dr boom.
Let's take our lategame with a grain of salt
or should I say...
a slice of melon
Haha true xD
Although the hero power is quite rng and inconsistent, it is technically infinite value. In fatigue, with resources depleted, I daresay it beats Guldan's and Jaina's, but loses out to Rexxar's.
The newly revealed warrior card that does 5 damage across non-mech minions is good, adds a 5 drop, good against aggro boards, good synergy with security rover and acloyte of pain, and if you pull of the anti-shudderwock combo, you can probably clear the board pretty well with a constant barrage of 5 damage
the 5drop mech minion only hits mechs and Security Rover is a mech
2000 warrior wins (not pirate)
This is my take, it's an odd variant. I just wrote a little guide. Today I am a bit busy but tomorrow I'll reply again.
While i love elise and Harrison (use them in my warrior deck) i removed them from this deck. They are 5 mana and there are already lots of 5 cost cards. Should no need Elise. Maybe i put harrison in again.
Instead of Acolytes i use town criers and Countess. Zilliax is basically guranteed. I also don´t use situational EMP operative. Boomship is expensive and waiting for endgame. I have rush across the board annyway so i go for a second flurry. Deck is already in the thread.