Mulligans
General Mulligans
Mecharoo is proving to be an excellent sticky 1-drop, giving you a good chance to build on it with magnetic buffs.
Tracking is always good for finding that Wargear/Replicating Menace you might need to apply more pressure.
Galvanizer is a key card. A Galvanizer in your starting hand along with a range of other mechs increases your win-rate significantly, especially if you can land it on a Wargear. If you do have Galvanizer in your starting hand it is worth looking for that Wargear too. That combo will win you games.
Venomizer and Spider Bomb are great for contesting the board, or just providing a nice little buff to an early mech platform and making things awkward for your opponent.
Super aggressive mech hunter variant. Every card synergises off everything else. DS Rexxar dropped in favour of other late game cards that push plan 1… deal damage! Could drop the Missle Launcher for DS Rexxar if you want more late game survivability, but why would you want to do that? It’s Firebat’s favourite card of the set for a reason!
This deck has been refined with 1 rule in mind: every available card that summons goblin bombs must be included. Against aggro decks you stand a good chance at winning the board due to the amount of bodies you can create, with ways to buff them later. Against druid you have the means to build high instead of wide, playing cards like Galvaniser into your magnetic buffs (Wargear being a standout) in order to create huge bodies they sometimes can’t deal with. If you get Naturalised, the draw gives you a chance to start the process over. Spiderbomb is also a standout card, with play dead and terrorscale stalker being great ways to proc them (a very effective strategy against even warlock).
This deck preys on Warlock, as the face damage potential is so high (with much of that being unavoidable with the goblin bomb generation) that their hero power often half wins the game for you. The healing can catch you out, but your damage output is so high that with a bit of luck (them not drawing both spellstones in the first 5-6 odd turns) you can push out the win relatively comfortably. I’m an average player that has never breached rank 13 before, but just breached 12 with this list that I have refined myself, due to the relatively low experimentation with super aggresive mech builds (with most wanting to slot into the recruit hunter archetype). Inspiration was drawn from Thijs and Kripparian’s early builds. The Galvanizers were included after watching Firebat deck doctor a mech paladin deck with great success after including the card, and I felt the same principles applied here.
If you want to build a budget version, you could drop the Zilliax and the Boommaster Flark (even though you would be breaking the Goblin Bomb rule) with another Giggling Inventor and Fungalmancer, which are both great cards in the list that give the deck some midrange bite.
I hope sharing this will inspire more people to play with some mechs, because I think they are being sleeeeeeeept on!!!
This deck is a ton of fun to play. I don’t normally enjoy playing hunter but I am having a blast…
Seriously though I have gone 5-1 at rank 9-10 with this deck. It has been great. My only loss was to a spell hunter and he was down to 7.
Really glad you’ve had fun with it! It feels a little different from the most controly lists out there which I’m chuffed with. I had a lot of success with it once I settled on this version, but over the past few days have been struggling. I’ve just had an unlucky few days though generally so maybe I’ll put it down to that haha. I kind of like that it feels a bit explosive and unpredictable, which fits nicely with the volatile goblin theme. Sometimes you just waste everyone, and sometimes it just seems to blow up in your face against the more oppressive aggro decks, and decks with tonnes of healing and armour. Thanks for the feedback 🙂