The best plan for this deck is to get the essential components for the bomb package, then fill your deck with board clears and draw cards. Maybe run 2 Upgrade!
You have a lot of really powerful cards, but my worry is that you will run into a serious tempo issue. For example:
Zola, Lynchen and DMH all are powerful value tools, but they can't be played on curve and are essentially dead draws much of the time because the opponent has cleared the battlecry minions you may want to copy.
You lack strong early removal aside from one copy of execute and so a large early threat (e.g. from big priest, demon warlock or handlock) will snowball you hard (this is of particular concern because you run Hecklebot, which could draw out some really giant threats).
You have 3 weapons and 2 upgrades, thus may end up with an equipped weapon making your weapons in hand useless.
Finally, you don't run any draw or cheap card generation (e.g. omega assembly) and so the dead cards mentioned above will be really disruptive.
Okay, so how about drop Zola, one copy of DMH, Hecklebots? Annnnnd maybe Supercollider? Even though I am a huge fan of Collider. I am not sure my friend...how many card do you think I need to free up in order to add the packages you want me to add? (Being some draw and early game removal)
Personally, I would prioritize adding in shield slams to combo with your strong early armor gain. Run through some games in your head and image how your deck will deal with a 7-8 health minion by turn 5, which you often see in wild (e.g. barnes into ragnaros and then resurrect). At the same time, what tools will also let you deal with the polar opposite matchup where they have a wide board you have to continuously kill? These are the matchups you have to worry about because combo decks typically draw hard towards their condition and your bombs will tear them apart as long as you can survive (this is why forced drawing isn't really that valuable here--they will do that for you).
Omega Assembly is really powerful and you need to remember that it is biased in favor of warrior mechs, two of which are clockwork goblin and iron juggernaut. This acts as a psudo-draw in the early game and a large resource generator in the endgame.
You may also want to remove a brawl and add a second dyn-o-matic because they serve a similar purpose but dyn-o-matic leaves a body on the field, ignores your most valuable minions because they are mechs, and lets you kill a 5-health enemy.
I would suggest running either zola or lynchen, and one DMH because you are never going to need to go infinite.
What do you think? too little card draw? and what to cut for it
I'm thinking maybe -1 sweeping +1 acolyte?
This looks very similar to what I have crafted; if I had one suggestion, I would add two wrenchcaliber instead of your seaforium bombers or your acolyte of pain and one warpath. With Elekk in you deck you can set up your weapon, attack, and then, next turn, drop the elekk for a guaranteed double bomb (If you are at turn 6, you can play Elekk + Goblin on the same turn for 6, as opposed to the seaforium for 5). This generates 8 damage with the weapon and three bombs (or 5 if you play the goblin), opposed to a 5-drop and 1 bomb.
You probably run mostly removal in wild, you can look at the fatigue warrior decklists to get an idea of which are key if you need to.
Then lategame (after planting a few bombs with Wrenchcalibur) you probably wanna do something like Brann + Clockwork Goblin + Zola (On Brann), then next turn Brann + Iron Juggernaut or another Clockwork Goblin, and hopefully you're still alive at this point to pull the Brann + Coldlight Oracle + Coldlight Oracle.
If the opponent doesn't kill your Brann from previous turn you can just pop off the Clockwork Goblin + 2 Coldlights on the second turn.
The problems I see with something like this is that it's not an OTK in the sense that it's not 1 turn and it's not even a guaranteed kill. It should be good fun to see the bombs go off from the Coldlights, though.
Personally, I see sweeping strikes as more versatile, as it actually acts as a pseudo-removal if you have anything on board, so I would run 2 of them if you are forced to choose. Look at it this way: If you are behind on board, your scraphound is unlikely be useful on its own because it doesn't have a ton of raw stats; conversely, if you have a seaforium bomber on the field and your opponent is ahead of you, sweeping strikes deals 10 damage for 2 mana and lets you attack around taunts (if you played with the Grommash hero, you know how useful this can be).
Perhaps this is too gimmicky, but this is what I'm going to run in wild. Lots of bombs, lots of control cards, lots of draw from your opponent. We'll have to see whether it gets any traction but I'm excited to try it.
Personally, I see sweeping strikes as more versatile, as it actually acts as a pseudo-removal if you have anything on board, so I would run 2 of them if you are forced to choose. Look at it this way: If you are behind on board, your scraphound is unlikely be useful on its own because it doesn't have a ton of raw stats; conversely, if you have a seaforium bomber on the field and your opponent is ahead of you, sweeping strikes deals 10 damage for 2 mana and lets you attack around taunts (if you played with the Grommash hero, you know how useful this can be).
Well I figured the idea with Scraphound here would be the merge it with another mech, no? Sorry I am not exactly sure what to slot in now. :thinking:
No, it was a meme when Iron Juggernaut and Brann Bronzebeard were in standard, but it never really got support. 4/6 of the bomb cards (the best ones) are coming out in this expansion and it appears to be anything but a meme. Based on the theorycraft streams yesterday, the bomb archetype is really powerful and will likely be a high tier 2 or maybe even tier 1 deck in the coming meta.
I mean...just generally in the sense of playing control and throwing a lot of mines into the deck from Iron Juggernaut. I seen Dane play it a little in wild. So not exactly the same, but same general gist.
Yes, attaching another mech to it is the idea, but you are only running one magnetic mech in your deck (Zilliax) and no omega assembly. This means that you won't be able to reliably attach another mech to it in most game states. If you are running a more defensive game and have some Bronze Gatekeepers, this would make that card more consistent, but I don't know if you have the space
Yes, attaching another mech to it is the idea, but you are only running one magnetic mech in your deck (Zilliax) and no omega assembly. This means that you won't be able to reliably attach another mech to it in most game states. If you are running a more defensive game and have some Bronze Gatekeepers, this would make that card more consistent, but I don't know if you have the space
That looks WAY more competitive than the first draft. You have a decent curve, ideally going from eternium rover into coin Clockwork goblin, and tools to handle wide boards (odd paladin in wild). Your Dyn-o-matic will ignore your early game minion and let you deal 5 to a single large threat or spread across smaller threats.
Actually thinking about it more, you might be better off boardwise if you just find time for Elekk + Clockwork Goblin turns, and then just Brann + Oracle x2 at the end. I guess that opens up the possibility of it being midrange with a finisher. This complements the tempo warrior approach with loads of whirlwind effects and card draw (battle rage/acolyte).
So this is my take on it, cutting down on the bombs a bit in that there's no eleks or seaforiums. It's more of a mech control deck with bombs as a win condition.
I guess it's viability will depend on how slow warrior can afford to go with less armour gain!
The best plan for this deck is to get the essential components for the bomb package, then fill your deck with board clears and draw cards. Maybe run 2 Upgrade!
I made this
What do you think? too little card draw? and what to cut for it
I'm thinking maybe -1 sweeping +1 acolyte?
Okay, so how about drop Zola, one copy of DMH, Hecklebots? Annnnnd maybe Supercollider? Even though I am a huge fan of Collider. I am not sure my friend...how many card do you think I need to free up in order to add the packages you want me to add? (Being some draw and early game removal)
Personally, I would prioritize adding in shield slams to combo with your strong early armor gain. Run through some games in your head and image how your deck will deal with a 7-8 health minion by turn 5, which you often see in wild (e.g. barnes into ragnaros and then resurrect). At the same time, what tools will also let you deal with the polar opposite matchup where they have a wide board you have to continuously kill? These are the matchups you have to worry about because combo decks typically draw hard towards their condition and your bombs will tear them apart as long as you can survive (this is why forced drawing isn't really that valuable here--they will do that for you).
Omega Assembly is really powerful and you need to remember that it is biased in favor of warrior mechs, two of which are clockwork goblin and iron juggernaut. This acts as a psudo-draw in the early game and a large resource generator in the endgame.
You may also want to remove a brawl and add a second dyn-o-matic because they serve a similar purpose but dyn-o-matic leaves a body on the field, ignores your most valuable minions because they are mechs, and lets you kill a 5-health enemy.
I would suggest running either zola or lynchen, and one DMH because you are never going to need to go infinite.
This looks very similar to what I have crafted; if I had one suggestion, I would add two wrenchcaliber instead of your seaforium bombers or your acolyte of pain and one warpath. With Elekk in you deck you can set up your weapon, attack, and then, next turn, drop the elekk for a guaranteed double bomb (If you are at turn 6, you can play Elekk + Goblin on the same turn for 6, as opposed to the seaforium for 5). This generates 8 damage with the weapon and three bombs (or 5 if you play the goblin), opposed to a 5-drop and 1 bomb.
You probably run mostly removal in wild, you can look at the fatigue warrior decklists to get an idea of which are key if you need to.
Then lategame (after planting a few bombs with Wrenchcalibur) you probably wanna do something like Brann + Clockwork Goblin + Zola (On Brann), then next turn Brann + Iron Juggernaut or another Clockwork Goblin, and hopefully you're still alive at this point to pull the Brann + Coldlight Oracle + Coldlight Oracle.
If the opponent doesn't kill your Brann from previous turn you can just pop off the Clockwork Goblin + 2 Coldlights on the second turn.
The problems I see with something like this is that it's not an OTK in the sense that it's not 1 turn and it's not even a guaranteed kill. It should be good fun to see the bombs go off from the Coldlights, though.
Do you think I should find a way to slot this in as well? I am sitting at 27/30 cards. 2 Scraphounds and 1 Sweeping Strike or the other way around?
In general pretty sure its going to be broken
Fun > Meta
Personally, I see sweeping strikes as more versatile, as it actually acts as a pseudo-removal if you have anything on board, so I would run 2 of them if you are forced to choose. Look at it this way: If you are behind on board, your scraphound is unlikely be useful on its own because it doesn't have a ton of raw stats; conversely, if you have a seaforium bomber on the field and your opponent is ahead of you, sweeping strikes deals 10 damage for 2 mana and lets you attack around taunts (if you played with the Grommash hero, you know how useful this can be).
Bomb Warrior ever was a thing?
Perhaps this is too gimmicky, but this is what I'm going to run in wild. Lots of bombs, lots of control cards, lots of draw from your opponent. We'll have to see whether it gets any traction but I'm excited to try it.
Well I figured the idea with Scraphound here would be the merge it with another mech, no? Sorry I am not exactly sure what to slot in now. :thinking:
No, it was a meme when Iron Juggernaut and Brann Bronzebeard were in standard, but it never really got support. 4/6 of the bomb cards (the best ones) are coming out in this expansion and it appears to be anything but a meme. Based on the theorycraft streams yesterday, the bomb archetype is really powerful and will likely be a high tier 2 or maybe even tier 1 deck in the coming meta.
I mean...just generally in the sense of playing control and throwing a lot of mines into the deck from Iron Juggernaut. I seen Dane play it a little in wild. So not exactly the same, but same general gist.
Yes, attaching another mech to it is the idea, but you are only running one magnetic mech in your deck (Zilliax) and no omega assembly. This means that you won't be able to reliably attach another mech to it in most game states. If you are running a more defensive game and have some Bronze Gatekeepers, this would make that card more consistent, but I don't know if you have the space
How is this then?
That looks WAY more competitive than the first draft. You have a decent curve, ideally going from eternium rover into coin Clockwork goblin, and tools to handle wide boards (odd paladin in wild). Your Dyn-o-matic will ignore your early game minion and let you deal 5 to a single large threat or spread across smaller threats.
Will think about this after a night's rest! Hopefully will see and talk with you to greater lengths about this tomorrow! See ya later ya'll!
Actually thinking about it more, you might be better off boardwise if you just find time for Elekk + Clockwork Goblin turns, and then just Brann + Oracle x2 at the end. I guess that opens up the possibility of it being midrange with a finisher. This complements the tempo warrior approach with loads of whirlwind effects and card draw (battle rage/acolyte).
Either way, good luck! :)
So this is my take on it, cutting down on the bombs a bit in that there's no eleks or seaforiums. It's more of a mech control deck with bombs as a win condition.
I guess it's viability will depend on how slow warrior can afford to go with less armour gain!
https://www.hearthpwn.com/decks/1247871-ctrl-alt-boom