Greetings Traveller!
Welcome to the first of a new format of articles showcasing the most popular and powerful decks of the meta! The first deck in this series looks at one of the most prevalent and dominating decks of the Rise of Shadows expansion: Mech Hunter Rexxar.
This deck has been through a number of iterations and versions before settling on the current version which is arguably one of the strongest.
So, what can you expect when you find yourself facing an opponent playing this deck?
Read on to find out...
Quote fromIf the opponent has a mech on the board, it will probably be even bigger and deadlier the next turn, so deal with it quickly!
The Deck List
Quote fromThere are variations of this deck that you may face, and this is one example with the core cards that you will likely see.
Hunter Cards |
Neutral Cards |
1 x Tracking | 2 x Mecharoo |
2 x Bomb Toss | 2 x Upgradeable Framebot |
2 x Fireworks Tech | 2 x Galvanizer |
2 x Venomizer | 1 x SN1P-SN4P |
2 x Ursatron | 2 x Explodinator |
2 x Spider Bomb | 2 x Replicating Menace |
1 x Unleash the Hounds | 2 x Wargear |
1 x Oblivitron | 1 x Zilliax |
1 x Boommaster Flark | 2 x Missile Launcher |
Quote fromYou can check out the three most top-rated versions of Mech Hunter (for Rise of Shadows) right here on Hearthpwn using the following links:
Turns 1-2: Mecharoo, Framebot & Galvanizer
Quote fromThe first turns are crucial for the Mech Hunter and it is vital that he is able to establish good tempo with strong early drops. It is important you have an answer to these cards.
Mecharoo
This is the standard first turn 1-drop that you will usually see. Ideally you will need to contest this minion straight away, though it can be awkward to remove. If you choose to play a bigger minion in response, be wary of a magnetised Venomizer on turn 2.
Upgradeable Framebot
The Framebot provides the Mech Hunter with a solid base on which to start building his bigger Mechs through magnetising. At 5 health, this minion is hard to remove efficiently, but removing it may be your best option if possible, since there is a likelihood of something being attached to it on the next turn.
Galvanizer
Galvanizer is the Mech Hunter's means to add pressure to the board tempo by playing his Mechs earlier and faster. If you see this card played, then treat each section of this guide as being a turn sooner due to the reduced mana costs.
Turn 3: Sn1p-Sn4p & Spider Bomb
Quote fromAt this stage of the game, the Mech Hunter will be looking to solidify his control on the board. Early contesting with minions and efficient removals make this a difficult time to get the upper hand.
Spider Bomb
Spider Bomb is very often played as a turn 3 swing play, especially if you are contesting the board with a large minion. The deathrattle will destroy a random minion, however, so sometimes the best counterplay to this card is to go wide, or (even better) to find a silence effect for it.
If you are not contesting the board, sometimes the Spider Bomb will be magnetised purely for the extra damage and body.
Sn1p-Sn4p
The newest Mech on the scene (at the time of writing), SN1P-SN4P has been seeing a lot of play. It may not seem efficient to play this on turn 3, however many Hunters are using it for the extra damage and the guarantee of two more mechs if removed without a silence.
Turn 4: Explodinator & Replicating Menace
Quote fromFrom turn 4, the Mech Hunter's mechs will usually start to go wide on the board with Goblin Bombs and spawning Microbots. What you choose to do here will likely determine the course of the game. You can race the damage with the Hunter, risking being overwhelmed, or try to absorb the damage from the bombs and minions and keep clearing the board.
Explodinator
Explodinator is a similar card to Upgradeable Framebot in terms of its functionality. It serves as a platform to build bigger and more powerful mechs on both itself and the Goblin Bombs that it spawns. It has the additional advantage of the 4 explode damage on top of this. These bombs will likely be magnetized on the next turn.
Replicating Menace
Replicating Menace is a card that can sometimes cause great surprise to the opponent. The additional attack when magnetized is often enough to remove the minion it is attacking and then will spawn 3 Microbots to follow up after it. Silencing this minion (or attached minion) is usually the most efficient way to deal with this.
Turns 5-8: Zilliax & Wargear
Quote fromThe mid-to-late stage of the game is where the Mech Hunter is going to want to seal the victory by overwhelming you with minions and bomb damage before you can stabilise. If you can deal efficiently with each threat as it appears here, the Hunter will likely run out of steam. Be aware of your health total at all times and the possible burst damage from these cards.
Zilliax
Zilliax is currently the single most played card in all decks across Hearthstone, and for good reason! It's large array of keywords, along with its Magnetic ability make it extremely versatile and a good option in a host of different scenarios.
Its Divine Shield also gives it staying power and attaching Lifesteal to another Mech can often get the Hunter out of dangerous situations.
Wargear
Wargear is the powerhouse of the Mech Hunter package and is where the finishing comes into play for this deck. The stats may be pretty average for a 5 mana minion but when magnetised onto another mech, Wargear gives it some serious damage and a strong body to keep it alive.
Special Mentions and Extras
Quote fromWhile the cards lists above are likely to be played and seen on those turns, they are by no means the complete package that Mech Hunter has at his disposal. Here are some key cards and combos that you may also see and should be aware of...
Ursatron
Ursatron is the main source of card draw for Mech Hunter, and will serve to replenish his hand with more mechs when running low. It is often played on turn 3, if the hunter does not feel the board is being contested too hard or there are threats to deal with.
Fireworks Tech
Fireworks Tech is a card that should not be underestimated in this deck as it is a key means to activating strong deathrattles such as Spider Bomb and Replicating Menace without fear of losing the minion from the board. Not to mention the extra buff to stats it also provides.
Venomizer & Missile Launcher
These two cards are quite possibly Mech Hunter's biggest and scariest combo that they have at their disposal.
Individually, they are already both very strong cards with great abilities; however the Magnetize keyword gives these two cards something extra special.
By attaching these two cards together, at the end of every turn it will deal 1 damage with poison to ever other minion and player.
This means that any other minion who is not Immune or has a Divine Shield will be destroyed.
You will need a way to deal with this minion (which is now a 6/6 in stats) otherwise it could well be game over at this point!
Final Thoughts
Quote fromIt would be nearly impossible to include all the variations of cards that can go into this deck, and you may also see some other extremely strong cards included, such as Oblivitron, Leeroy Jenkins, and even Nine Lives in some versions.
Lastly, a nod to Boommaster Flark. You would think this dastardly cad (typo intended) would see play in all bomb-based hunter decks, but it seems he is currently not in favour so much. But he is definitely worth a look if you have space and are thinking of options.
However, the cards listed above should give a good and in depth analysis of what you are likely to face in any average match against Mech Hunter.
If you enjoyed this guide and would like to see more guides for other popular decks, feel free to make your suggestions in the comments below.
Thanks for guide
A couple of additional bits of advice I'd give.
- prioritize killing a 1/1 mech over 2/1 fireworks technician to disable next turn magnetizes. This is where most mech hunter damage comes from, same turn additional magnetize damage. Take the extra 1 point next turn to save yourself taking 3,4 or 5.
- Leading into the venomizer / missile launcher turn, if you don't have a viable removal option, try to setup one of the following conditions: a minion on board that has a summon deathrattle (or soul of the murloc on a few minions). A zilliax or other divine shield minion (it will absorb the missile launcher). Be sure to note, the above situations require an empty board on the mech hunter side. If you can preserve the above by removing his threats and keeping divine shield or deathrattle summons, the mech hunter will be unable to use the missile launcher/veno combo effectively.
- It's important to carefully assess when best to use your silences / saps / hexes etc. Sometimes it's good to allow a hunter to over commit to a magnetize and then silence. You take the additional damage but you weaken their overall options.
- If you trade with every 0/2 bomb, you will end up taking too much damage. Not all of the mech hunter deck is a magnetize, so make sure you are chipping away at their health otherwise their persistent face damage will force you to always play defensively.
I'm sorry but why are people complimenting an article with the same level of analysis as is already given on the description of the cards?
Can hearthpwn stop promoting brain deck deck please? There is enough brain dead deck in hearthstone meta right now. Please start with something creative like silence handlock or whatsoever. Appreciate your effort on this article.
Great article! Loved the formatting and style!
Perhaps missing is information on it's best favoured matchups and worst ones?
Honestly, I'd appreciate this analysis on any deck. All of em. I'll read them all.
I love this article, really appreciated it. My suggestion for the next one could be something like Cyclone Mage, Control Warrior, Mech Paladin, Murloc Shaman, you know, the other meta decks we face in the ladder. Keep up the good work :)
No offence, nice post, but still i m thinking that mech hunts = face hunts. At least face hunters are proper for hunting theme.
YEEAH I HATEE MECHS HUNTS
Yeah, +1 to the author, i ilke when ppl make invests to this community but really... Mech hunter guide.... Lol, need a f... Ing guide for mech hunter?!?! Where are the Hard deck guides? Well who cares huh?
Yeah, +1 to the author, i ilke when ppl make invests to this community but really... Mech hunter guide.... Lol, need a f... Ing guide for mech hunter?!?! Where are the Hard deck guides? Well who cares huh?
It’s the first one. We have to start somewhere. ;-)
Hard decks in Hearthstone?
Am i missing something?
BLAH
Great article very good job
Love the guide. Great work and can't wait to see more of these (for cards and for decks)
That being said, I hate mech hunter. Such a boring deck to play with and against. The meta is flooded by it too...
This format is awesome, keep them coming!
Good article...keep doing this for the most popular decks.
I wouldn't say he's a kind guy just cause he made this. Ask all the other people he insulted.
Well that's unexpected ... i dont follow all his replies and coments but at least this time he does a great job imo , maybe he can insulte some people with his opinions but this time he deserves some backslaps.
i'm that guy who believed in mech hunter b4 mech hunter was mech hunter ..