Mulligans
General Mulligans
Try to get 2 of these 2-drops to secure an early board and swarm your enemy for the win. Good luck!I’ve piloted this deck from Rank 5 to 2, and I’m still trying to refine it. Would appreciate your input.
This token deck offers unique advantages because of an over-powered 1-mana hero power and an abundant amount of tokens that seize the board and punish your opponent for destroying them.
Let’s look at the different pools of cards in the deck:
Early Game Board Stick
- Dire Wolf Alpha: Makes all of your tokens better, makes an existing board stickier.
- Faerie Dragon: This card is crazy sticky at the beginning of the game because almost all decks in the meta deal with early aggro via hero power or spells. High performer.
- Knife Juggler: Testing this card now, seems to be adding a lot of damage.
- Spark Engine: I’ve teched this card in to combat early boards and protect our other tokens. It can be magnetized/buffed, and the rush token works wonders with Venomizer.
- Upgradeable Framebot: Pure attempt to stick on the board early, and snowball via the buff/magnetize cards.
- Sunfury Protector: Forces your opponent to attack the way you want them to, and at worst is a 2/3.
- Venomizer: Only use it when there are no other ways to win back the board. It’s a strong card for value trades later in the game.
- Whirliglider: Great token generator. Often, the enemy ignores the Goblin Bomb which allows for unexpected buffs and board control.
Token Creators
- Explodinator: 4 mana fill the board with tokens your opponent doesn’t want to kill. Sign me up.
- Replicating Menace: This bugger fills with board like no other, and it can activate Goblin Bombs. Solid board control.
Token Buffs
- Venomizer: Again, this card has more value the later you play it. Use it to win the board, otherwise keep it.
- Defender of Argus: Controlled way to activate Goblin Bombs, and makes the board stickier.
- Replicating Menace: +3/+1 to your Goblin Bombs, and refills the board for other buffs.
- Missile Launcher: +4/+4 when you need it, but also a small board clear on its own, and a game changing clear when combined with Venomizer.
Removal/Tech
- Bomb Toss: Weak removal that often requires a board presence, but it helps refill with a Goblin Bomb.
- Venomizer: Great single-target removal, or massive AOE with Missile Launcher.
- Flanking Strike: High value mid-game removal that helps your board.
- Deathstalker Rexxar: This is the one card that will let you have a chance in the late game. Could help push some damage via a board clear.
- Missile Launcher: Small board clear on its own, and a game changing clear when combined with Venomizer.
Missing Cards
This section is about cards that I considered for the deck but either cut or did not include.
- Mad Hatter: Decided this was too much of a win-more card. Only effective if your opponent has no minions.
- Mossy Horror: Great for clearing the opponent’s board and popping your own Goblin Bombs. However, often enough clearing the opponent’s board is how you pop your Goblin Bombs, so it’s not strictly necessary.
- Kathrena Winterwisp: The Kathrena package includes Savannah Highmane and Charged Devilsaur, and is great for finishing games but terrible for dead draws in an aggro deck. Also means you shouldn’t run Dire Wolf Alpha.
VERy interesting concept, i always thought how a odd or even bombhunter could work ( as both optimize the dmg output giving you more reach). Just spitballing here, but do you think sea giant might fit the deck? As you will always have quite a number of tokens on board.
It’s not a very effective deck to climb the ladder when you’re on the lower steps of the ladder. The win rate was a mere 30% for me.
I played this for a few matches before the servers went down for maintenance; I ended up winning all the matches, but there was a close call with an aggro mage where I was low on health and didn’t draw Rexxar yet. Bomb toss as removal worked well and the mech synergies really help with swings.
One potential downside I could see is having nothing to play because many of the cards are 2 or 4 mana. Having Rexxar would make a huge difference since you can just construct a card, but that in-between time (empty hand, no Rexxar yet) could be tough to push through.
I’m going to keep piloting it to see how it works out over a larger game sample. Great work!
Thank you! Glad you are enjoying the deck. I’ve tried my hand at a non-deck Even Hunter to see if I could squeeze more value out. Here’s the link: https://www.hearthstonetopdecks.com/decks/even-hunter-a-new-archetype/