Mulligans
I’ve been working on this fully aware that mech warrior might not be viable in any form once things settle. But I’ll have my fun trying to make it work.
Unsure about bladestorm but I wanted to have a small dash of control cards in there and at the moment I chose that and Trial by Fire. I figure location can sometimes help even the board for bladestorm. It also has draw synergy with acolyte, and can “add” damage to the testing dummy deathrattle by pinging minions so more damage goes face instead of the board.
This list tries to run the minimum amount of taunts that I believe is necessary (6) in order to include quality assurance and not lose draw. 4 of those cards are part of our top-end “win-con” type cards in testing dummy 2x, Zilliax, and botface. The other two are Bronze Gatekeeper 2x. The ladder two aren’t part of our win-con BUT they do curve nicely into turn 3.
Caricature artist draws a minion that costs 5 or more, which means it can only draw from a pool of 5 cards (testing dummy 2x, grommash, inventor boom, and botface). The goal here, between quality assurance and caricature artist both tutoring specific cards, is to have the good stuff in hand for when we chemical spill on 5.
There is of course some anti-synergy when it comes to Boom and chemical spill, so we’ll see how often and how difficult it is to navigate that.
Why is location there? Just made sense to me. Besides the aforementioned uses, it also serves as part of a draw package, allowing us to play acolyte of pain. Besides that, it can also ping botface after he’s chemical spilled to give us 4 mini cards right away with 2 more likely coming. Lastly, there is the obvious synergy with Grommash. It lets us either play him raw on 8 and activate the effect for 12 charge damage or , more importantly, it lets us do more charge damage with our turn 8 grommash combo. That combo is chemical spill on grommash followed by a faceless copy for a minimum of 20 charge damage and as much as 28 if it gets both location pings. Location can also be used to ping other units to copy like testing dummy.
Turn 5 is when we start doing powerful things. And on paper, we have one turn 5 play in chemical spill. However, the idea and the goal of oscillator is to provide us with two very strong turn 5 plays – the second being a discounted Testing Dummy. And if we manage to play the weapon on turn 4, this turn 5 testing dummy should be an extremely powerful play. Follow that by a turn 6 Trial and we’re cooking! The deck may or may not include a 7 cost card – that depends on what Zilliax combo we choose. If we don’t run 7 cost Zilliax, then that turn will have to be a combination of cards/float mana that turn, we’ll see.
Turn 8 is another big powerful turn. Options include raw grommash with location, 8 cost Zilly, Boom to Rez our testing dummies/botface/zilly, or the very powerful chemical spill -> grommash -> faceless combo.
If you made it this far, thanks for reading! I put a lot of time into this and I think on paper it makes pretty good sense, but its viability is going to be dependent on whether or not it just gets out-muscled by what the other decks are doing. Further tweaks may come once the expansion goes live but that list and that explanation should provide a pretty good idea of what I’m going for.