Does anyone know of a good guide for this deck? I always seem to lose the early game since there are not a lot of early game cards other than secrets. Or I get sapped/silenced and instantly lose.
Hard mulligan for the 2 mana 3/4 (in combination with a secret) and bellringer sentry. If you face an aggro deck, also keep the weapon. Most decks don't run silence so you can usually get away with a lot of mechnatize shenanigans. Other than that, it's really just about curving out well and making smart trades.
basically you attempt to tempo early with Sunreaver Spy and Rhyssa + Secrets (getting a double Never Surrender! off is very effective)
Then you try to magnetize mechs as efficiently as possible and use them to pressure . Finally, Endless Army is there as the last push.
Don't treat it like a typical midrange deck, play more like a Handlock would and push face damage whenver possible while relying on the sturdy mechs and the added defense from secrets to keep your board. If you trade too much you'll run out of gas.
BAsically it beats Warriors well and does alright against token Druids (if you get a big mech down and they can't deal with it). Rogue is probably too fast.
Simple really : queue it 14 times in a row without fighting a warrior and savor your disaster going against everything but what would react to you as if it was its nemesis.
I think that you'll have to putpace them - or outvalue them. You can also play with silence as a tech, if you face mech pally a lot. If you silence their mech, their legendary spell will revive the mech with silence :)
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My brother and I both got legend - and he climbed to 316 with it. Check out our guide!
Rogue is busted so just accept you probably lose to that. Mech pally beats warrior and is decent against Druid so it works out overall.
You want to start the game with your secret package which is super strong early game. The legendary girl, the 2/3 that buffs with a secret, and bellringer are all good keeps in the mul. I don't keep a secret unless I have an early thing it would be good with. You're usually the "control" in most matchups and the first couple turns in those games are about slowing their aggression and getting a better board, because once you get into the late game and start dropping taunt magnets on your eggs/welp then you're on your way to winning.
In some matchups you're the aggressor, and if you draw the right cards in your deck you can actually do some nice chunks of damage to slower decks. Conjure mage can out value you with a crazy conjure on a giant or something so you need to smorc the shit out of them or make a mech so huge you blast them down.
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Does anyone know of a good guide for this deck? I always seem to lose the early game since there are not a lot of early game cards other than secrets. Or I get sapped/silenced and instantly lose.
Its more of a metacall deck. If you face a lot of Warriors you should be good.
Hard mulligan for the 2 mana 3/4 (in combination with a secret) and bellringer sentry. If you face an aggro deck, also keep the weapon. Most decks don't run silence so you can usually get away with a lot of mechnatize shenanigans. Other than that, it's really just about curving out well and making smart trades.
You hope to highroll.
Okay, if it's a deck premised on being lucky, maybe it's not the deck for me. RNG hates me.
basically you attempt to tempo early with Sunreaver Spy and Rhyssa + Secrets (getting a double Never Surrender! off is very effective)
Then you try to magnetize mechs as efficiently as possible and use them to pressure . Finally, Endless Army is there as the last push.
Don't treat it like a typical midrange deck, play more like a Handlock would and push face damage whenver possible while relying on the sturdy mechs and the added defense from secrets to keep your board. If you trade too much you'll run out of gas.
BAsically it beats Warriors well and does alright against token Druids (if you get a big mech down and they can't deal with it). Rogue is probably too fast.
I tried having fun once. It was awful.
I have not seen a lot of silence so far. If that changes, the deck might not be viable.
Simple really : queue it 14 times in a row without fighting a warrior and savor your disaster going against everything but what would react to you as if it was its nemesis.
RPS in RoS spells PoS.
Don’t be too greedy with magnetizing, because silence/sap will set you back on a tempo basis and for Kangor’s Endless Army.
I think that you'll have to putpace them - or outvalue them. You can also play with silence as a tech, if you face mech pally a lot. If you silence their mech, their legendary spell will revive the mech with silence :)
My brother and I both got legend - and he climbed to 316 with it. Check out our guide!
Rogue is busted so just accept you probably lose to that. Mech pally beats warrior and is decent against Druid so it works out overall.
You want to start the game with your secret package which is super strong early game. The legendary girl, the 2/3 that buffs with a secret, and bellringer are all good keeps in the mul. I don't keep a secret unless I have an early thing it would be good with. You're usually the "control" in most matchups and the first couple turns in those games are about slowing their aggression and getting a better board, because once you get into the late game and start dropping taunt magnets on your eggs/welp then you're on your way to winning.
In some matchups you're the aggressor, and if you draw the right cards in your deck you can actually do some nice chunks of damage to slower decks. Conjure mage can out value you with a crazy conjure on a giant or something so you need to smorc the shit out of them or make a mech so huge you blast them down.