I have seen some people play Mecha'thun Warrior with galvanizer, but have been skeptical. It seems just worse than boomship and even Undatakah. Whats the thought process? You only lose two slots and so can be even closer to regular CW? I do get the appeal of that (it was one of the reasons I liked the Undatakah list), but having to rely on a two turn combo that requires you to have ten armor seems pretty sus to me. But I guess against classes where you're not winning through the combo anyway you just win the normal CW ways? Maybe I just talked myself into it. If I'm playing devil's advocate, the two slots I'm losing are basically Archivist and the second copy of some two-of (maybe one less execute) or maybe no brewmaster/banker or something. Those two slots are meant to help the deck beat (or be even with) warrior, right? But with Mecha'thun we beat warrior more reliably anyway usually, right? I think it's probably better for your last two turns against warrior to be "galvanizer and telegraph plan" into "win the game" vs. "Archivist" into "some random stuff and who knows." In all other matchups, neither the Archivist nor the brewmaster/banker are generally winning the game, so what are we really losing out on? I could totally be missing something. And to play double devil's advocate, the rushing 10/10 and the Omega assembly + galvanizer tempo combo can occasionally win games, maybe.
You don't always need 10 armor for the combo as long as you can rush the Mecha'thun into an enemy minion and lower its health. I don't have enough experience to tell you what variant of Mecha'thun warrior is the best but the Galvanizer has some potential in that it can give you an nice tempo swing with your other mechs in your deck (Omega Devestator, Zilliax and Dyn-o-matic).
I have seen some people play Mecha'thun Warrior with galvanizer, but have been skeptical. It seems just worse than boomship and even Undatakah. Whats the thought process? You only lose two slots and so can be even closer to regular CW? I do get the appeal of that (it was one of the reasons I liked the Undatakah list), but having to rely on a two turn combo that requires you to have ten armor seems pretty sus to me. But I guess against classes where you're not winning through the combo anyway you just win the normal CW ways? Maybe I just talked myself into it. If I'm playing devil's advocate, the two slots I'm losing are basically Archivist and the second copy of some two-of (maybe one less execute) or maybe no brewmaster/banker or something. Those two slots are meant to help the deck beat (or be even with) warrior, right? But with Mecha'thun we beat warrior more reliably anyway usually, right? I think it's probably better for your last two turns against warrior to be "galvanizer and telegraph plan" into "win the game" vs. "Archivist" into "some random stuff and who knows." In all other matchups, neither the Archivist nor the brewmaster/banker are generally winning the game, so what are we really losing out on? I could totally be missing something. And to play double devil's advocate, the rushing 10/10 and the Omega assembly + galvanizer tempo combo can occasionally win games, maybe.
You don't always need 10 armor for the combo as long as you can rush the Mecha'thun into an enemy minion and lower its health. I don't have enough experience to tell you what variant of Mecha'thun warrior is the best but the Galvanizer has some potential in that it can give you an nice tempo swing with your other mechs in your deck (Omega Devestator, Zilliax and Dyn-o-matic).
I don't run The Boomship or Da Undatakah so I need Galvanizer. Here's my list:
Finally been able to put Dr. Boom's Scheme in a deck xd
https://outof.cards