I played this deck a ton on launch day and honestly haven't much since then, as I've been trying out other stuff and on vacation. But the point about Elekk and the Clockwork Goblin are two that I also found to often be true. Playing one without the other because I wanted to curve out. If this is the case I often would play Elekk on curve and pray for it to survive until next turn with either Goblin or Wrenchcalibur to follow. I don't think it's wrong to do that. I also don't think it'd be wrong to remove one or both Elekk's and try something else if you continually find you aren't getting good value from them.
Your Bomb Warrior has more stall cards. To be honest, it depends on the match up. If you are facing against an aggro/midrange deck, then dropping Elekk or Goblin on curve is alright. Same thing about Omega cards, since you just need to stabalize against those decks. If your hand is good, you can wait till turn 10 with it.
If you are facing against control deck it's better to wait till they have 10 or less cards. It's better to hold on to Omega cards in a control match up. There is a chance they will Elysiana after that, but by doing that, they will lose some cards in a fatigue war.
Ok I do think both of you have valid points. Elekk's seem iffy and I very rarely get value out of them. (As it stands right now I can shuffle a total of 6 bombs into my opponents deck without any elekk trickery.
And I guess it makes sense to use omega cards against aggro decks, and wait until turn 10 against control. The biggest question is what to do about midrange? They often are the middle child, able to hold on both types of major variants, and its often hard to determine when to use Omegas against them.
Any good ideas on how I can change the deck, perhaps by dropping the elekk's, and maybe the EVIL cable rats? And adding in something else? I only added the cable rats to help combat aggro/midrange decks...
Well, I play more of a midrange version of that deck in Wild, so I'm not so sure what kind of Midrange there is in Standard right now.
However, I don't think that lackeys are exactly good against midrange archetype. I would cut Rats and Whelps, if you are facing a lot of Midrange, since they don't give you an immidiate answer, even if you combo Whelps with Gatekeeper. And instead of that include a Rush Package(Town Crier + Militia Commander)
I tried the rush package initially and found it had very little mid-late game power, even with Dr Boom Mad Genius. The reason I included the whelps was that they essentially become a 2/2 and 7/7 with rush once you play Dr Boom...since you know...he gives all mechs rush.
Anyway, I'm the guy constantly playing AGAINST this deck. If your opponent is playing something heavy in control, try to save a few bombs to lure them to play Rafaam or Elysian. It's not like they'll be able to Smorc you anyway. At that point, you can just outvalue them with Dr. Boom Hero Card and various mechs, and they can't stop the bombs that you shuffle in afterward.
I've been trying to brew a tempo version of Bomb Warrior that tutors bomb stuffs with Jepetto and shuffles in lots of bombs quickly, and despite it being fun my WR has been abysmal and it's needed so many changes. It's really hard to even curve out Blastmaster against most decks in a relevant matter anymore. Everyone makes use of crazy synergies well before turn 7, chief among them Minion Mage and Token Druid. And then there's Rogue who breathes and removes 3- and 4-health minions from the board and threatens lethal out of thin air with Leeroy Pick. Non-control Bomb Warrior in general has a lot on its plate right now.
My best attempt at it right now is with Inner Rages and ping synergy cards like Redband Wasp and Acolyte. I've had to forego Shield Slam as there's no coming back from the tempo loss of playing Shield Block instead of literally anything else. I use Witchwood Pipers to find a copy of Town Crier so that the deck finds its Rush minions quickly and also thins the deck to help find more Bomb and ping synergy cards. It's been working out alright so far since the Acolytes with the ping effects make it more consistent but the deck still feels somewhat ineffective, particularly against control.
Before this I've tried running lots of removal spells instead which is strictly worse than normal Bomb Warrior and lots of Mechs + Wargears which leaves no room for removal and practically auto-loses to both Bomb Warrior and Mech Hunter since Dyn-O-Matic hits nothing on curve against either of those decks. I'll keep working with it for now but man deckbuilding has been rough haha.
First, I can't resist advising you that your win rate will improve a LOT if you drop the bombs and convert to a non-bomb Mech Control build.
But if you insist on bombing, the timing of the cards you mentioned is not set in stone. Obviously, you do your best to save them for value, but against certain decks, tempo is far more important. Elekk is a powerful soft taunt, for example. Similarly, sometimes the yeti body of the devastator is all you need.
The thing you have to ask yourself with the Omega cards is: Am I going to make it to 10 mana if I don't play this now? The answer is often no when your opponent is very aggressive or bursty.
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1) Unless you NEED something in your hand, Omega Assembly is best for turn 10 to fill up your hand with more Mechs
2) I wait until I can get some ROI for dropping Augmented Elekk. Usually with something that will drop another Bomb into their deck that turn. That way you get a 2 for 1: you get another Bomb in their deck, and they will usually focus on that minion. I rarely have ever had it last more than a turn on the board.
3) Drop that goblin whenever you can. It's a tempo drop that adds a Bomb
4) Omega Devastator, same as Omega Assembly, Unless you NEED something on the board, it's kill face is worth the wait. Not to mention, if you have dropped Dr Boom, then you get a kill face and a rush minion.