Mech Warrior Overview & Strategy
Let’s start with stating the obvious – Control Warrior was in a pretty poor state for the last few expansion. Despite getting more and more tools, it just fell flat each time people have tried it, never getting to the mainstream meta. Will Mechs change that? It’s impossible to say at this point, as it will completely depend on how the entire meta will look like. However, some of the Mech cards Warrior has got this time around look pretty powerful, so everything’s possible.
I’ve decided to focus on the anti-Aggro part, which might be a mistake, but again – it all depends on how the meta shapes. First of all – Eternium Rover. Despite looking pretty harmless, this card is the Aggro killer. If you drop it on Turn 1, against their 1-drops, you will get 4 extra armor most of the time, on top of the 1/3 body. But that’s not the best part – combining it with Bronze Gatekeeper turns it into an Aggro nightmare. A 2/8 Taunt that gives you 2 Armor each time you take damage, and if you stick Rover on Turn 1, you can have it up as soon as Turn 3. Remember how strong Alley Armorsmith was in some Aggro matchups? Imagine getting it up two turns earlier, when 2 damage is often enough to trade into minions instead of just damaging them. Alternatively, even if not Rove, sticking Gatekeeper into an Upgradeable Framebot can create a massive 2/10 Taunt, which will be really hard for an Aggro deck to get through. And of course, later down the road, there’s also Zilliax, providing another Taunt on top of Divine Shield and Lifesteal. Talking about anti-Aggro Mechs, Dyn-o-matic is another one that should work really well in lots of situations. It’s like a mini-Volcano, in a way that it can clear one midrange minion (like a 5/5) or a few small tokens, which should make it useful in different Aggro matchups. Let’s say that you play against Odd Rogue with a 4/4 Hench-Clan Thug and a 2/1 Southsea Deckhand on the board. Just drop this, clear everything AND get a 3/4 body on top of that. While it won’t be perfect in every scenario, you should find plenty of good uses for it.
When it comes to anti-Aggro tools, it’s worth mentioning Weapons Project. While giving an Aggro deck a 2/3 weapon might not seem very anti-Aggro, trust me that it should work really well. Your weapon will get more value than theirs, since they will be the ones putting more minions that are going to be in range of it. On top of that, the Armor you gave them is pretty much useless for them. But, Weapons Project has more uses than just early game removal against Aggro. Since it gives you 6 Armor immediately, but it takes them 3 turns to do it, it’s also a short-term life gain if you desperately need it. Then, you can destroy your opponent’s weapons by replacing them with a 2/3. Even getting rid of that Candleshot or Unidentified Maul is better than nothing, but later in the game you will be able to destroy bigger weapons, such as Vinecleaver. It will also be a great counter to Legendary weapons – Twig of the World Tree, Skull of the Man'ari or Aluneth. On Turn 7, you will also be able to combo it with Harrison Jones. You will end up putting a 5/4 minion on the board, gaining 6 Armor, a 2/3 weapon and +1 card advantage (while cycling 3 in total), which should be a great swing in your favor.
If you’re looking for more value, Omega Assembly should come handy. At the base level, it’s not adding much value to your hand, that’s why you shouldn’t use it that way against Control decks, unless you absolutely have nothing to do. However, it’s fine to use the basic version of the card against Aggro – to find some mid game play, or another Taunt, or a Magnetic minion to buff your Rover, or basically whatever you need. However, the card really starts to shine when you hit 10 mana. It’s a high tempo value generator – normally it would take a few more mana to get 3 random Mechs (a card like that would probably be priced at 4-5 mana). While the quality of random Mechs isn’t amazing, think about it that way – you’re always getting your best Discover choice anyway, and the other 2 are bonus. Even if they aren’t great, you still get more bodies to drop on the board, which will be especially useful with your Hero Card.
Talking about the Hero card, the bread and butter of Mech Warrior is obviously Dr. Boom, Mad Genius. While initially it’s most likely the slowest Hero card, since it doesn’t have any instant effect besides +7 Armor gain, you can start building back the tempo from next turn. This deck does not have a lot of Mechs to Rush in the deck itself, but keep in mind that you can get up to 6 extra from Omega Assemblies, and every few turns you will be Discovering another Mech with Dr. Boom’s Hero Power. Which ultimately will make the effect worth it. However, the effect isn’t everything – the Hero Power I’ve mentioned is also really powerful. While it’s random (which is a significant downside), basically every option is much, MUCH better than your Basic Hero Power. In slower matchups, dealing 3 damage, summoning 3x 1/1 (which will have Rush, of course) or Discovering a Mech are the best options. Mechanical Whelp is a card I particularly like after playing Dr. Boom – while normally it’s very slow, if you can rush the 2/2 body and kill it immediately, you then end up with an 7/7 minion with Rush. Paying 6 mana for a 2/2 + 7/7, both with Rush, is pretty crazy. So far I’ve decided to put one copy in, but we’ll see, if it turns out to be good, a second copy might also be played.
Other than Dr. Boom, the deck packs some more big threats, although not as many. If the meta will turn out to be slower, it will of course be possible to cut some of the early cards and add more big threats. But keep in mind that there will be a high chance to discover some big stuff from Omega Assembly, as well as the Dr. Boom’s Hero Power. But, as for those threats, they are really standard. The Lich King is about the best late game value card, providing a big body with Taunt (which makes it pretty useful even in faster matchup), as well as very strong cards from his effect. The second late game threat is Grommash Hellscream – another card that is good against both types of decks. It’s solid vs Aggro, since you can trade into something immediately, but it’s also a good finisher vs slow decks – combine it with either Blood Razor or Warpath and deal 10 damage to finish the game. Of course, depending on what decks will dominate the meta, the deck’s win conditions will be adjusted. If Aggro will be a thing, you can go for even more early game, and if Control decks will dominate, you can slow down.
Mech Warrior Mulligan Guide
Since it’s just a theorycrafting and there are no statistics to back it up, I’ll just post some general guidelines for early playtesting rather than a full mulligan guide.
- Against Aggro decks, you absolutely want to mulligan for early Mechs – Eternium Rover, Upgradeable Framebot and Bronze Gatekeeper. In particular, either of the first two with Bronze Gatekeeper can make a massive Taunt that will be hard to pass through without a Silence.
- Your weapons – Weapons Project and Blood Razor – are two other cards you want against Aggro. Weapons Project will give you a 2/3 weapon to control the board early, while the weapon on your opponent’s side will be much less useful (as you won’t be dropping many minions anyway, and definitely not in the 2 damage range). Blood Razor is useful for its double Whirlwind effect, especially handy against any board flood deck.
- Against slow decks, you don’t have much to do in the early game. You still want to get your Mechs, after all that 1/5 will be better on Turn 2 than on Turn 8. But Acolyte of Pain is your highest mulligan priority. You want the card draw / cycle to find Dr. Boom as quickly as possible. Harrison Jones is also a good keep – it works best against decks which have their own weapons, but it also combos nicely with Weapons Project. You don’t even have to wait until Turn 7 – playing Weapons Project on 4 and then Harrison on 5 means that you will draw at least 2 – or even 3 if they (doubtfully) decide to not attack.
- If you’re sure that you face another Control deck, keeping Dr. Boom might also be a good idea. Ultimately, that is your main win condition, and you want to start pressing those upgraded Hero Power as quickly as possible.
This deck is utterly useless.. all I did was rank 12 to rank 14… 0/12 rofl. Didn’t manage not 1 win~
Harrison Jones it´s really necessary?
It’s for the weapon’s project combo. Also, just a good card in general against weapons, which are popular enough to run this card. Obviously, most neutral legendaries aren’t essential, but just help bolster your winrate.
What do you think about adding Blackhowl Gunspire instead of 2 omega assemblys? They didnt work very well for me and neither did the Dyn-o-mats and gunspire seems to fix that for me.
Playing a (mildly) budget version of this and Mechs have some promise for Warrior. Even the app’s deck recipe has some teeth. I lucked out pulling Dr. Boom and already have Lich King. I know Zilliax is a good bet – but that 4-drop Coppertail Impostor is worth a spot. HAving STealth on your Magnetic threats is great tech against Silence and hard removal.
Really like this deck! Although i would really like to see Security Rover included, just because with a taunt from Gatekeeper, Zilliax, rush from Dr. 7 and so on, it could really create som massive value, maybe switch the mech welp with 1 x Security Rover. I get the 2/2 rush into a 7/7 rush is great tempo, but imagine a large Security Rover with warpath and Dr. 7 rush 😛
I’ll trying a more Dr. Boom oriented control version with Baku.
We will see how strong this version of Dr. 7 will be.
If you want to check it out:
https://www.hearthstonetopdecks.com/decks/oddboom-warrior/
This is a deck I’ve been trying to mentally theorycraft as well, so it’s nice to see your take on it. What are your thoughts on building an odd version of the deck? Tank up seems like a great payoff if you’re wanting a more control focused deck, and if burst combo becomes a major force, being able to stack as much armor as possible seems like the best plan.
i think this is way to focused on the mecha-theme. you re fitting a bunch of mediocre and even bad cards in this just to benefit of:
gatekeeper and booms effect. so we re talking about building a deck around 3 cards and none of them is gamewinning by itself…. i guess ziliax aswell, but then again zilliax is a bad card, in a vacuum it might be good, but as everyone will run around with doublespellbreaker and most ctrldecks will propably have 1 mech-destroyer so that card is, at least as long as everyone s walking around with doublespellbreaker, very very very bad.
i’d kick out:
2xdyno
2xframebot
2xgatekeeper
ziliax
whelp
add in:
warpath
2x spellbreaker
1x deathknight (maybe)
1x emp operative
1xgeist
2xgiggling inventor
1xshieldblock
not sure about crystalizer
That’s why its called “Mech Warrior” not “Control Warrior”.
It’ s also sais “potential upcomming archetype” there is nothing potential about that deckversion above.
Terrible c0l0rs , taking out some cards that work really well with magnetic and dr boom synergy for some clunky tech cards
This looks frickin AWESOME! Exactly the kind of deck I love! Great deck building and fantastic guide – thanks as always Stonekeep!
Great guide! i really like the idea of this deck.
I would add a silence tho, cos i think that the possibility of silencing a magneticed mech will be really powerful, especially against Hunter (and I’m pretty sure there is going to be at least one, probably two, deathrattle hunter competitive decks in the meta)
Thanks for the great theorycrafts Stonekeep. I always looked forward to seeing your brews on your old site before it shut down too. Which of these (or 2) are you going to try in the first few days and which do you think (with refinement) has the best chance of being a tier 1 archetype?
I think Mech Warrior has potential as a combo deck with Mecha’thun:
– its based on the control/Fatigue “Kernel” which is strong vs. Aggro
– heavy cycle via acolytes and big battle rages by using discounted/rushed SECURITY ROVER and whirlwind effects
– Also for drawing you have the Harrison combo with the weapon project
– To destroy Mecha’thun you can use it’s rush (applied by Boom) + shield slam.- I submited my deck so you can review it 🙂