HearthStone

Gurubashi Offering is Better than People thought, new Mecha’Thun Druid Guide

hearthstone 4 - Gurubashi Offering is Better than People thought, new Mecha'Thun Druid Guide
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I would be more than happy to answer basically any questions you may have, from “What’s your favorite color?” to “What would you take out if I don’t have ___ or ___?” Hearthpwn guide link at the bottom, although all the information is here as well.

### Mechathun

# Class: Druid

# Format: Standard

# Year of the Raven

#

# 2x (0) Innervate

# 2x (0) Moonfire

# 2x (0) Pounce

# 2x (1) Barkskin

# 2x (1) Biology Project

# 1x (1) Earthen Scales

# 2x (1) Gurubashi Offering

# 2x (1) Lesser Jasper Spellstone

# 2x (1) Naturalize

# 2x (2) Wild Pyromancer

# 2x (2) Wrath

# 2x (3) Acolyte of Pain

# 2x (3) Ferocious Howl

# 2x (4) Branching Paths

# 2x (6) Gadgetzan Auctioneer

# 1x (10) Mecha'thun

#

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Overview:

Mechathun Druid is the budget Hearthstone deck I have been playing this week and I have to say I personally think that it is pretty good. It is like the only good Druid deck in the meta right now and to be quite honest I think that it severely underrated. The main goal of this deck is to play a ton of cheap spells to synergize with Wild Pyromancer/Acolyte of Pain, and the Gadgetzan Auctioneer in order to draw through your deck in a matter of like 9 to 10 turns. Additionally, you have ferocious howl, branching paths, and oaken summons for a TON of armor and some added cycle as well. The deck is hard to kill and has decent removal options and board wipe with the pyromancer and spellstones and naturalize and even Wrath.

Why
90276 gurubashi offering - Gurubashi Offering is Better than People thought, new Mecha'Thun Druid Guide
Gurubashi Offering?

It is a cheap card that provides armor but COULD also be used as a minion to dump a few final target spells on if the opponent stopped playing minions so you can't use your final spells. HOWEVER, you had one last trick up your sleeve and were able to dump the final cards in your hand. It has 2 useful stages in the game, the beginning first few turns which is why you can use it in your opening hand or at the end like the turn or 2 before you lose to gain a little more armor or to dump removal or a pump spell on.

I took out
76966 oaken summons - Gurubashi Offering is Better than People thought, new Mecha'Thun Druid GuideOaken Summons, because I think that it was a decent card but was too expensive to draw late in the game and only mediocre card to play because of the rng based on what card it could bring out (because sometimes it could be the option you DON'T want to take out of your deck and it could lose you the game).

Mulligans:

General Keeps that I like to use are early removal like Wrath and
lesser Jasper Spellstone, but also card draw (maybe more important) like
428 acolyte of pain - Gurubashi Offering is Better than People thought, new Mecha'Thun Druid Guide
Acolyte of Pain,
89432 ferocious howl - Gurubashi Offering is Better than People thought, new Mecha'Thun Druid GuideFerocious Howl
, and Branching Paths. I like to keep as much draw as possible because it helps cycle through the deck but also because all of them except
Acolyte of Pain give armor and defensive options as well. Most of the other options that you have in this deck are cheap spells that you use to combo with
25 wild pyromancer - Gurubashi Offering is Better than People thought, new Mecha'Thun Druid GuideWild Pyromancer
and the Gadgetzan Auctioneer which you don’t need till later.

Matchups (Mulligans and Strategies)

Druid:

This matchup is generally a mirror match so for this you keep very little removal, and if you have any you want to save it to kill your OWN minions rather than his (unless it turns out to be aggro obviously). Literally keep all your options that give you draw, and in this case I may even keep the Gadgetzan Auctioneer so that way as soon as you can combo off you are able to draw as many cards as possible and try to get to the end of your deck before the other one.

Hunter:

Well this matchup is like ONLY midrange now, so into this you want to keep a little more removal than draw, basically meaning through in a Wild Pyromancer into a normal hand with a little removal and draw already in it. Basically, keep a removal spell, a draw card, and a Wild Pyromancer. Into this matchup, the plan isn’t necessarily to rush through your deck to get to your combo, its to perform some damage control and make sure the early wave of beasts don’t kill you and THEN you start trying to draw. Dealing with the wide boards is the biggest problem because of the fuel that Midrange Hunter has which makes the deck a fairly bad matchup, especially with the potential for early aggression, but the fact that getting over that first wave of beasts buys you a little time to start developing your combo. There is also Deathrattle Hunter which is another bad matchup for you because the minions are big, if you kill them with Wild Pyromancer on accident they get MORE value, and they have an earlier combo that will end the game over the next few turns.

Mage:

Aggro mage is one of the hardest matchups you have because it has a lot of draw but isn’t a totally minion based damage, like there are secrets and hero power, and RAGNAROS as well (which you might want to save a naturalize for). This may come as a surprise, but into this matchup the general hand keep is probably the best way to go, but maybe prioritize the draw and armor because of the fact that there are few minions to remove. This is true not just for the Aggro matchup but also just all the other matchups for Mage because the all lack minions and have a lot of spells, but for the other Mage decks are control decks that are very slow that OTK is meant to beat.

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Paladin:

This matchup is actually not bad for you. You are faster than the OTK deck, and you have Wild Pyromancer to deal with the wide board from Odd but you want to save it for after he buffs them in some way to get the most value out of your wipe. Into Odd you also have so much armor that his army of 1/1’s won’t get through your armor, and you have some fairly hard single target removal for some of the stronger cards he puts on the board. Obviously the fact that he can produce so many minions so fast is an issue, but it is not as bad as many other wide board matchups because the minions are too small to break through all of the armor.

Priest:

Into this matchup you want to draw as much as possible and close out the game before the priest an by getting as much draw as possible. The minions that he gets are too big and while I would say that this class as a whole is probably your worst matchup as a whole. Wall priest has too many big minions for you to deal with and if you get faced with a high health minion early like a Tar Creeper that can easily be pumped up go a 14/14 with a couple of spells at the beginning of the game you could very well just lose the game in a few turns. If you happen to get through the first few turns, he can get a giant minion out and revive all of his large minions which you CAN’T deal with after you used it all on the first set of minions. Combo priest is a problem because it also has minions and a way to revive them all, which is actually an issue for all of the priest matchups. Your best hope is that you get your combo first, but the issue is the that priest doesn’t need to draw out its whole deck to get its combo and win the game, so you gotta keep as many draw options as possible to draw out your deck before they get their combo. Keeping a Gadgetzan Auctioneer into this matchup would be good because of the extra draw power it gives you and the fact that it is the only way you can combo off and draw enough to maybe match the pace to beat the priest to its combo, even tough it probably won’t happen.

Rogue:

This matchup is decent for you, especially since the cold blood nerf limits the early game threat and late game finish potential by quite a bit. This matchup is single target removal focused, because if you can kill the first 3 minions (that aren’t the 1-drop because that doesn’t really matter) you are in a very good spot due to the Rogues lack of draw. Wild Pyromancer is not needed into this matchup because rogue doesn’t develop a wide board, it simple develops a few minions that try to snowball out of control). Deathrattle rogue is probably the worst matchup because if you wipe the board with a Wild Pyromancer you activate deathrattles, and the deck has a earlier game combo that isn’t an OTK, but is a combo that puts threats on the board that can lead to a loss in a couple of turns.

Shaman:

Even Shaman is a deck and so is elemental shaman, but I am going to be straight with you, I have no idea how this works. I mean it is similar to Odd Pally AND even shaman was just nerfed so it has less aggression so it is probably a decent matchup for you, but at the same time, I have played 30ish games with this deck this season and last season and played 1 Even Shaman that I beat because I wiped his board and killed off an early see giant effectively.

Warlock:

This matchup is terrible for you. Zoo has a wide board that you need Wild Pyromancer for, but since it is the least popular Warlock deck I would not recommend keeping (even though it makes your best Warlock matchup winnable…), Cubelock and Even Warlock cheese out a lot of power between turns 4 and 8 and then can refill the board with a Guldan play, and
Mecha’thun is I think more consistent because its combo automatically empties the board and hand so they don’t need to fear having minions on the board and protecting themselves throughout the course of the game.

Warrior:

This matchup is not that bad for you because it is very slow. It is true they build towards their quest which gives them a win condition, but for the same reason that Warrior isn’t good into Priest is the same reason it isn’t good into this deck, its aggro option is just too slow. If you are playing into a Rush Warrior, which you shouldn’t be but I guess it is possible and if that is the case you better hope you draw removal because into warrior you should keep all draw. If you keep removal it doesn’t get you anywhere into the most popular Warrior decks and it could help into Rush Warrior but it’s the same reason you don’t keep the Wild Pyromancer into Zoolock, it just isn’t a common enough deck… You want to draw and get your combo off before they are able to get to their option of killing you with the quest of giant minions with taunt. Keeping a Gadgetzan Auctioneer into this matchup would be good because of the extra draw power it gives you and the fact that the game will be slow and you will probably get a chance to play it.

Hearthpwn Guide if you like the list https://www.hearthpwn.com/decks/1237391-gurubashi-offering-mechathun-druid

Source: Original link


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