Why Augmented Elekk? I've played a good amount of a DMH's Warrior, but I can't think of when I would have wanted that effect, especially with cards i only would want to play once more in the game and not clog up my hand and draws afterward.
Woecleaver also feels a bit strange, seeing how it can pull your N'zoth from your deck, along with Deadly Arsenal only being able to deal at max 4 damage. Seeing how this is wild, maybe add some combo protection with things like Dirty Rat or Deathlord? Otherwise, you might want to add in some more early game AoE, maybe a Blood Razor, Warpath, or Sleep with the Fishes?
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I don't have something witty about this deck, I just like it because Malygos is fun.
@ jwbrain. Dead Man's Hand was the first card I thought of when I saw the new Augmented Elekk. I just had to try it and having only 1 copy in this deck works fine.
@ Echo. I had much more recruit effects and big minions but found out it did not work so changed a lot, I guess woeclever just got behind, it is pretty nice to pull a (any) free mech from your deck. It is a long shot but happened a few times to me: with Time Rewinder from mechanical yeti you could bring N'Zoth back to your hand. However early game AoE or more cheap armor cards (such as plated beetle) is attractive, i will give it a try.
And what exactly are you doing your first 3 turns?:D This feels super draft dependant, if you dont get AOE, ur probably dead to early smorc and even if you do, u will probably have to try to recover from half health by T5 and many of your minions dont even provide that much tempo. Not to mention this decks is uber greedy on card generation and value ... i wouldnt be surprised if you had your hand full most of the time and had to make suboptimal plays just to dump cards not to burn more. Mby it works tho? How many games did you play with that? The general idea of Elekk+DMH is fine, but the deck as a whole needs tweaking imho.
Yeah it falls behind the first rounds, but you will soon have AoE to deal with board, also there are a few cards that will give armor to survive. Bring it on! for instance is great if you also have a brawl in hand because not many players play around it and immidiately drop lots of stuff on the board.
This deck does not clog your hand that much. The boomship drops 3 minions and give them rush and the mechs will have rush after Dr. Boom, so it is easy to deal with the board actually. Maybe the mechs and the dmh package are a bit too much to combine.
A wild deck containing deathrattle mech's and dead man's hand ft. Augmented Elekk.
Why Augmented Elekk? I've played a good amount of a DMH's Warrior, but I can't think of when I would have wanted that effect, especially with cards i only would want to play once more in the game and not clog up my hand and draws afterward.
Woecleaver also feels a bit strange, seeing how it can pull your N'zoth from your deck, along with Deadly Arsenal only being able to deal at max 4 damage. Seeing how this is wild, maybe add some combo protection with things like Dirty Rat or Deathlord? Otherwise, you might want to add in some more early game AoE, maybe a Blood Razor, Warpath, or Sleep with the Fishes?
I don't have something witty about this deck, I just like it because Malygos is fun.
@ jwbrain. Dead Man's Hand was the first card I thought of when I saw the new Augmented Elekk. I just had to try it and having only 1 copy in this deck works fine.
@ Echo. I had much more recruit effects and big minions but found out it did not work so changed a lot, I guess woeclever just got behind, it is pretty nice to pull a (any) free mech from your deck. It is a long shot but happened a few times to me: with Time Rewinder from mechanical yeti you could bring N'Zoth back to your hand. However early game AoE or more cheap armor cards (such as plated beetle) is attractive, i will give it a try.
And what exactly are you doing your first 3 turns?:D This feels super draft dependant, if you dont get AOE, ur probably dead to early smorc and even if you do, u will probably have to try to recover from half health by T5 and many of your minions dont even provide that much tempo. Not to mention this decks is uber greedy on card generation and value ... i wouldnt be surprised if you had your hand full most of the time and had to make suboptimal plays just to dump cards not to burn more. Mby it works tho? How many games did you play with that? The general idea of Elekk+DMH is fine, but the deck as a whole needs tweaking imho.
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Yeah it falls behind the first rounds, but you will soon have AoE to deal with board, also there are a few cards that will give armor to survive. Bring it on! for instance is great if you also have a brawl in hand because not many players play around it and immidiately drop lots of stuff on the board.
This deck does not clog your hand that much. The boomship drops 3 minions and give them rush and the mechs will have rush after Dr. Boom, so it is easy to deal with the board actually. Maybe the mechs and the dmh package are a bit too much to combine.