Mulligans
General Mulligans
Mulligan Guide
Relatively self explanatory. If your'e starting without the coin,hard mulligan for your one drops, Goblin Bomb or Mecharoo. If you have a one drop, keep Firework Tech or Venomizer, which allow you to build some tempo/aggression when played after your mech one-drops. If starting second with the coin, its okay to keep two drops like Upgradable Framebot as long as you have another two drop, so you can coin two drop into two drop. Against board-flooding decks, think about keeping Unleash the Hounds or Deathstalker Rexxar since they're your only two board clearing cards.
Hunter
This is a fresh spin on midrange hunter, looking to control the board versus aggressive opponents such as Zoo warlock and to charge down controlling decks like the various late-game druid builds. The Boomsday Project’s new mech and magnetize synergies for the Hunter class are really good at single removal, important against other aggro/tempo decks, and when slotted with Hunter’s already good tempo cards such as Flanking Strike or Savannah Highmane, you have a competitive midrange deck.
Synergies
-
Magnetic is a new keyword from the Boomsday Project. When played on the left-side of a mech, it merges with the mech already on board, acting as a buff.
-
Void Ripper flips the health and attack of all minions on board. In this deck, it serves mainly to add some extra face damage when used in addition to Goblin Bomb or Boommaster Flark . Also can be used to get through some pesky taunts or push through surprise face damage with Upgradeable Framebot.
Fireworks Tech activates the deathrattle of a mech along with buffing the mech, synergizing with a lot of the deathrattle mechs in this deck.