Idk fam, it doesnt look bad, especially because you can thin your deck with tracking (and do it 2x with Zuljin) but I think its hard to vomit your hand onto the board like that. Win con would be 2x Galv. to get Thun to 8 and then use Goblin Prank? Imagine if you lose any of those due to tracking :/
As said above, the combo itself seems reasonable but if Tracking shows you 2 of them, your odds are much worse. And if you play Zul'jin, you can't even control what it picks from the re-cast Tracking(s). Fun when it works but probably would get annihilated on ladder, either to the quickness or to the 15 bombs you will have in your deck that you have to draw to activate Mecha'thun. Let us know about the results though!
Idk fam, it doesnt look bad, especially because you can thin your deck with tracking (and do it 2x with Zuljin) but I think its hard to vomit your hand onto the board like that. Win con would be 2x Galv. to get Thun to 8 and then use Goblin Prank? Imagine if you lose any of those due to tracking :/
you dont use tracking untill you draw galvanizer and mechathun becouse you have Ursatron to tutor them. You want tracking to find Goblin prank, Zuljin and to thin your deck basically.
As said above, the combo itself seems reasonable but if Tracking shows you 2 of them, your odds are much worse. And if you play Zul'jin, you can't even control what it picks from the re-cast Tracking(s). Fun when it works but probably would get annihilated on ladder, either to the quickness or to the 15 bombs you will have in your deck that you have to draw to activate Mecha'thun. Let us know about the results though!
About Zuljin you often play him after you got The three essential mechs in your hand : 2x Galvanizer and Mecha'thun. It isnt hard at all to find them becouse you have Ursatron to tutor them. Becouse of tracking you should be able to find Goblin Prank pretty easy and in the worst case scenario if you burn Goblin Prank by the turn 15 to 18 your opponed should ve played hes Silence card IF he even had one in the deck lmao. He will be forced to kill mechathun else he will need to accept the 10damage to face / turn
So, basically you want to reduce the cost of Mecha'thun with 2 Galvanizers to 8 and then your combo is, once your deck is empty and you have only Mecha'thun and Goblin Prank in your hand and nothing else on board, to play them and click end turn.
There are 2 possible problems I see with your deck - first, does it draw consistently fast enough through your deck and second, what if you get 2 of your combo pieces to choose from those Trackings you have included? You basically can't afford to lose anything.
Historically, hunter is an midrange aggro class with tools to finish the game fast (hero power definitely helps). So, I am not sure how this deck will perform at card drawing, board control and survival till the late game. Yes, you have some nice spells to do that and Zul'jin will cast them a second time, but isn't it better to direct them at the enemy's face and kill it that way? I believe you will have hard time against all those hyper aggro decks like Token druid and Murloc shaman, hard time to remove the big threats that Mech paladin and Khadgar mage can make on the board and even hard time to draw through your deck with all the bombs that may or may not tick there (your only healing is Zileax and some armor from Zul'jin).
But, at the end, the most important thing is to have fun, so if you do, then by all means, unleash this Mecha'Thunter on them alll.
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“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
So, basically you want to reduce the cost of Mecha'thun with 2 Galvanizers to 8 and then your combo is, once your deck is empty and you have only Mecha'thun and Goblin Prank in your hand and nothing else on board, to play them and click end turn.
There are 2 possible problems I see with your deck - first, does it draw consistently fast enough through your deck and second, what if you get 2 of your combo pieces to choose from those Trackings you have included? You basically can't afford to lose anything.
Historically, hunter is an midrange aggro class with tools to finish the game fast (hero power definitely helps). So, I am not sure how this deck will perform at card drawing, board control and survival till the late game. Yes, you have some nice spells to do that and Zul'jin will cast them a second time, but isn't it better to direct them at the enemy's face and kill it that way? I believe you will have hard time against all those hyper aggro decks like Token druid and Murloc shaman, hard time to remove the big threats that Mech paladin and Khadgar mage can make on the board and even hard time to draw through your deck with all the bombs that may or may not tick there (your only healing is Zileax and some armor from Zul'jin).
But, at the end, the most important thing is to have fun, so if you do, then by all means, unleash this Mecha'Thunter on them alll.
Indeed it is easy to flood the board with Hyenas and lynxes and throw kill commands to the opponent face but i always aimed to create the most odd decks in hunter since is the class i love. I will try to answer your questions:
1. Yes, the deck draws fast enough. You get 80% of the times Ursatron within first 5 turns that can cycle into the deck drawing himself (worst case scneraio) and eventually drawing Mechathun / galvanizer. Galvanizer isnt hard to get in hand my naturaly drawing it since he costs only 2 mana. You will be to busy to control the board with Unleash the hounds, animal companion Marked shot etc to be worrioed about the combo pieces. After you got 2x Galvanizer and Mechathun in hand you can start burning things with tracking trying to find Goblin Prank (if not drawn yet). Buzzard+UTH and lynxes is another easy way to draw on turn 8+.
The most frustrating thing is when you play Zuljin when you try to get your hand empty and he refills it with the twinspells and spells generated my marked shot. At that time there are 2 posibilities: You win becouse zuljin turned the game around or you lose delay your win by 2 turns (becouse you need to replay 1x Unleash the beast )
And hunter got a lot of removal, trust me it does well against aggro. As i mentioned i won against a token druid that played 2x Whispering woods and 4x Forest Aid and 2x Mulchmuncher plus 1 cenarius. I suurely struggeled and got a bit lucky getting Explosinve shot from Marked shot but he wasnt less lucky since he refilled his board 4 turns in a row.
That's impressive. Also if you'd start struggling against aggro, Halazzi, the Lynx could be a solution.
I tried him especially to combo him with Buzzarad but i never have my hand with less than 4 cars and it is pretty hard to get value out of Halazzi.
WHen i have the opportunity to play him while having at most 3-4 cards i am forced to thro a deadly shot/ marked shot to deal with a mountain giant or a hench clan thug.
Hey I've been experimenting with a ton of different builds for the deck. There are a whole bunch of different directions to go in, but none of them feel perfect and obviously this is not a deck that's going to dominate in the current meta/with the current support.
From there I think the strongest option might be mech-heavy. Obviously Ursatron is perfect for the deck. There are a few matchups like Mage, Priest, Druid, where they will go wide with big minions, and your only way out is often a timely Venomizer + Missile Launcher magnetize. Upgradeable Framebot and Bronze Gatekeeper are great versus the Rogue meta right now. And of course Zilliax is essentially an auto-include in every deck right now.
Then there's the secret package where you filter secrets out of your deck using Masked Contender and Subject 9. Note that Masked Contender has anti-synergy with Zul'jin since the Hero card doesn't re-cast secrets cast by them, only by you. I like using these packages as Snipe can be pretty powerful these days, with a lot of popular minions at 4 health. And Freezing Trap is obviously great at delaying.
Then there's spell cards like Marked Shot and Unleash the Beast. These are excellent, especially for the control playstyle that is basically necessary if you want to live long enough to pull off your combo. The probably with both of these is that if you play Zul'jin, he'll clog up your hand with a ton of cards and then you can't play Mecha'thun in time in some games.
One combo that worked really well to draw through my deck was pairing Bloodmage Thalnos with Nine Lives. Only problem is that's really slow in terms of board presence and the meta is very board-centric right now.
Finding the right mix of all these strategies has been a big challenge and I'm still experimenting with different builds but I'll post a couple versions in the next couple days.
This has been my take on ghis idea. Works quite well believe it or not.
### Mecha'thunter # Class: Hunter # Format: Standard # Year of the Dragon # # 2x (1) Springpaw # 1x (2) Flare # 2x (2) Galvanizer # 1x (2) Goblin Prank # 2x (2) Hunter's Mark # 1x (2) Spark Engine # 2x (3) Animal Companion # 2x (3) Deadly Shot # 2x (3) Unleash the Hounds # 2x (3) Ursatron # 1x (4) Arcane Fletcher # 1x (4) Cult Master # 2x (4) Toxmonger # 2x (4) Witchwood Piper # 1x (5) Halazzi, the Lynx # 1x (5) Harrison Jones # 1x (5) Zilliax # 2x (6) Spark Drill # 1x (10) Mecha'thun # 1x (10) Zul'jin # AAECAR8KqwaAB5AH8fsCgv0CkoADoIADm4UD44sD6JYDCo0BtQPFCNsJpvACmPEC6/YC1/4CoIUDtpwDAA== # # To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Edit - I found tracking to be too inconsistent, I added flare and a cult master and haven't looked back. Also using the spark generating mechs has worked fantastic with the other 1/1 Rush minions and all the cards that synergize with them.
I've came up with this variant of Mecha'thun Hunter and i am pretty satisfyed by it.
http://www.hearthpwn.com/decks/1265781-mechathunter Here is the deck
Please leave your feedback !! I am cruious of new ideas for improvement
Idk fam, it doesnt look bad, especially because you can thin your deck with tracking (and do it 2x with Zuljin) but I think its hard to vomit your hand onto the board like that. Win con would be 2x Galv. to get Thun to 8 and then use Goblin Prank? Imagine if you lose any of those due to tracking :/
As said above, the combo itself seems reasonable but if Tracking shows you 2 of them, your odds are much worse. And if you play Zul'jin, you can't even control what it picks from the re-cast Tracking(s). Fun when it works but probably would get annihilated on ladder, either to the quickness or to the 15 bombs you will have in your deck that you have to draw to activate Mecha'thun. Let us know about the results though!
you dont use tracking untill you draw galvanizer and mechathun becouse you have Ursatron to tutor them. You want tracking to find Goblin prank, Zuljin and to thin your deck basically.
About Zuljin you often play him after you got The three essential mechs in your hand : 2x Galvanizer and Mecha'thun. It isnt hard at all to find them becouse you have Ursatron to tutor them. Becouse of tracking you should be able to find Goblin Prank pretty easy and in the worst case scenario if you burn Goblin Prank by the turn 15 to 18 your opponed should ve played hes Silence card IF he even had one in the deck lmao. He will be forced to kill mechathun else he will need to accept the 10damage to face / turn
So, basically you want to reduce the cost of Mecha'thun with 2 Galvanizers to 8 and then your combo is, once your deck is empty and you have only Mecha'thun and Goblin Prank in your hand and nothing else on board, to play them and click end turn.
There are 2 possible problems I see with your deck - first, does it draw consistently fast enough through your deck and second, what if you get 2 of your combo pieces to choose from those Trackings you have included? You basically can't afford to lose anything.
Historically, hunter is an midrange aggro class with tools to finish the game fast (hero power definitely helps). So, I am not sure how this deck will perform at card drawing, board control and survival till the late game. Yes, you have some nice spells to do that and Zul'jin will cast them a second time, but isn't it better to direct them at the enemy's face and kill it that way? I believe you will have hard time against all those hyper aggro decks like Token druid and Murloc shaman, hard time to remove the big threats that Mech paladin and Khadgar mage can make on the board and even hard time to draw through your deck with all the bombs that may or may not tick there (your only healing is Zileax and some armor from Zul'jin).
But, at the end, the most important thing is to have fun, so if you do, then by all means, unleash this Mecha'Thunter on them alll.
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Indeed it is easy to flood the board with Hyenas and lynxes and throw kill commands to the opponent face but i always aimed to create the most odd decks in hunter since is the class i love. I will try to answer your questions:
1. Yes, the deck draws fast enough. You get 80% of the times Ursatron within first 5 turns that can cycle into the deck drawing himself (worst case scneraio) and eventually drawing Mechathun / galvanizer. Galvanizer isnt hard to get in hand my naturaly drawing it since he costs only 2 mana. You will be to busy to control the board with Unleash the hounds, animal companion Marked shot etc to be worrioed about the combo pieces. After you got 2x Galvanizer and Mechathun in hand you can start burning things with tracking trying to find Goblin Prank (if not drawn yet). Buzzard+UTH and lynxes is another easy way to draw on turn 8+.
The most frustrating thing is when you play Zuljin when you try to get your hand empty and he refills it with the twinspells and spells generated my marked shot. At that time there are 2 posibilities: You win becouse zuljin turned the game around or you lose delay your win by 2 turns (becouse you need to replay 1x Unleash the beast )
I'd run nine lives to cycle through the mechs faster. It'd make tracking a safer card to use.
And hunter got a lot of removal, trust me it does well against aggro. As i mentioned i won against a token druid that played 2x Whispering woods and 4x Forest Aid and 2x Mulchmuncher plus 1 cenarius. I suurely struggeled and got a bit lucky getting Explosinve shot from Marked shot but he wasnt less lucky since he refilled his board 4 turns in a row.
I was thinking about switching nine lives with masters call but masters call doesnt require Ursatron to be played or to DIE
That's impressive. Also if you'd start struggling against aggro, Halazzi, the Lynx could be a solution.
I tried him especially to combo him with Buzzarad but i never have my hand with less than 4 cars and it is pretty hard to get value out of Halazzi.
WHen i have the opportunity to play him while having at most 3-4 cards i am forced to thro a deadly shot/ marked shot to deal with a mountain giant or a hench clan thug.
thank you for the suggestion tho :)
Hey I've been experimenting with a ton of different builds for the deck. There are a whole bunch of different directions to go in, but none of them feel perfect and obviously this is not a deck that's going to dominate in the current meta/with the current support.
The only constant for me has been the combo: 2x Galvanizer, 1x Goblin Prank, and Mecha'thun.
From there I think the strongest option might be mech-heavy. Obviously Ursatron is perfect for the deck. There are a few matchups like Mage, Priest, Druid, where they will go wide with big minions, and your only way out is often a timely Venomizer + Missile Launcher magnetize. Upgradeable Framebot and Bronze Gatekeeper are great versus the Rogue meta right now. And of course Zilliax is essentially an auto-include in every deck right now.
Then there's the secret package where you filter secrets out of your deck using Masked Contender and Subject 9. Note that Masked Contender has anti-synergy with Zul'jin since the Hero card doesn't re-cast secrets cast by them, only by you. I like using these packages as Snipe can be pretty powerful these days, with a lot of popular minions at 4 health. And Freezing Trap is obviously great at delaying.
Then there's spell cards like Marked Shot and Unleash the Beast. These are excellent, especially for the control playstyle that is basically necessary if you want to live long enough to pull off your combo. The probably with both of these is that if you play Zul'jin, he'll clog up your hand with a ton of cards and then you can't play Mecha'thun in time in some games.
One combo that worked really well to draw through my deck was pairing Bloodmage Thalnos with Nine Lives. Only problem is that's really slow in terms of board presence and the meta is very board-centric right now.
Finding the right mix of all these strategies has been a big challenge and I'm still experimenting with different builds but I'll post a couple versions in the next couple days.
This has been my take on ghis idea. Works quite well believe it or not.
### Mecha'thunter
# Class: Hunter
# Format: Standard
# Year of the Dragon
#
# 2x (1) Springpaw
# 1x (2) Flare
# 2x (2) Galvanizer
# 1x (2) Goblin Prank
# 2x (2) Hunter's Mark
# 1x (2) Spark Engine
# 2x (3) Animal Companion
# 2x (3) Deadly Shot
# 2x (3) Unleash the Hounds
# 2x (3) Ursatron
# 1x (4) Arcane Fletcher
# 1x (4) Cult Master
# 2x (4) Toxmonger
# 2x (4) Witchwood Piper
# 1x (5) Halazzi, the Lynx
# 1x (5) Harrison Jones
# 1x (5) Zilliax
# 2x (6) Spark Drill
# 1x (10) Mecha'thun
# 1x (10) Zul'jin
#
AAECAR8KqwaAB5AH8fsCgv0CkoADoIADm4UD44sD6JYDCo0BtQPFCNsJpvACmPEC6/YC1/4CoIUDtpwDAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Edit - I found tracking to be too inconsistent, I added flare and a cult master and haven't looked back. Also using the spark generating mechs has worked fantastic with the other 1/1 Rush minions and all the cards that synergize with them.
Hey, love the idea to use the Spark generators.
I'd recommend Elven Archer for this deck, such great synergy with Toxmonger.
I had them and cut them. Just not enough value in the card slot and the body never got a kill.