My Self-Built Deck hit Top 500 Legend, 66% Wins (Mechathun Warlock Mini-Guide)

hearthstone 5 - My Self-Built Deck hit Top 500 Legend, 66% Wins (Mechathun Warlock Mini-Guide)




Final Decklist: AAECAf0GCu0F2wbECJfBApDHAs7pApz4AvH7AqCAA4+CAwqKAZwC+wznywLy0AKI0gLH0wKW6ALX/gLXiQMA

### Mecha'thun Warlock

# Class: Warlock

# Format: Standard

# Year of the Raven


# 1x (1) Glacial Shard

# 2x (1) Kobold Librarian

# 1x (1) Mortal Coil

# 1x (1) The Soularium

# 2x (1) Wax Elemental

# 1x (2) Bloodbloom

# 1x (2) Bloodmage Thalnos

# 2x (2) Cheaty Anklebiter

# 2x (2) Defile

# 2x (2) Doomsayer

# 2x (2) Galvanizer

# 2x (2) Novice Engineer

# 2x (3) Acolyte of Pain

# 1x (4) Cataclysm

# 2x (4) Corpsetaker

# 2x (4) Lesser Amethyst Spellstone

# 1x (5) Zilliax

# 1x (7) Lord Godfrey

# 1x (8) Twisting Nether

# 1x (10) Mecha'thun




# To use this deck, copy it to your clipboard and create a new deck in Hearthstone

# Generated by HDT – https://hsreplay.net

I didn't invent the archetype (it was briefly sorta-popular a few patches ago, up to the giggling inventor nerf) – but I made a couple innovations that brought this deck back to be highly relevant. I made a post about it on CompetitiveHS last week, so an older version of my list has been seeing a little play recently.

The basic idea of the deck is to cycle through your deck as fast as possible, play 2 galvanizers with mechathun in your hand to drop the mana cost to 8, and then play thun – bloodbloom – cataclysm after your deck is empty to win the game (catacylsm clears the board, triggering thun's deathrattle, and also discards your hand to enable the empty hand requirement). It has the nice perk, compared to other mecha-thun decks, of not requiring you empty your hand before comboing. You do, however, need to have 5 or more health; bloodbloom does not allow you to cast the spell with insufficient health, so it's not possible to draw the game when your health is too low.

This deck farms control decks that can't put on enough pressure… if piloted correctly, winrate vs stuff like OTK paladin, odd warrior, big spell mage, etc shouldn't be far off 100%. It also performs surprisingly well vs a lot of more aggressive decks. Lots of aoe and the corpsetaker package let you stall out the game long enough for a win pretty often. In my experience the deck was actually favored vs several of the stronger aggressive lists – I had positive win-rate vs both odd and even paladin, odd rogue, even shaman, and zoo. The weakness is definitely aggro decks that rely less on maintaining a board… odd hunter is probably the hardest matchup I ran into and seemed nearly impossible without perfect draws or a really slow hand from the opponent. The most popular hunter variants – spell, secret, and midrange are all pretty close to 50-50. Deathrattle hunter, cubelock, and combo priest are also unfavorable matchups but they are definitely winnable.

It's not a super easy deck to pilot. You need to blast through the deck ASAP, and often run into clunky hand issues. One of the most important techniques for drawing as quickly as possible is toconsistently draw multiple cards off your acolytes – most frequently using defile. Since overdrawing any one of 5 card is pretty much an instant loss, you need to be planning this ahead – both in getting the board to a state where you can draw off acolytes AND making sure there is space in your hand.

Read:  (Un)popular opinion: Defile is the best designed Hearthstone card Blizzard has ever made.

The biggest change I made vs the old lists I saw was loading up the corpsetaker package significantly. Old version has zilliax as the only divine shield minion and a single scalehide as the only additional lifesteal support. I drop the scalehide and put in 2 cheaty anklebiters (probably the star of the list). I also swap the voidwalkers out for wax elementals, which fill the role of a cheap card you can get out of your hand to block some damage more effectively even ignoring the DS/taunt support it gives. With this package, corpsetakers drawn in the mid to late game will still be buffed fairly consistantly, and that card plays a huge role in helping you survive long enough to get through the deck.


Cheaty anklebiter is the only rastakhan card in my list, but it is a very significant upgrade vs scalehide and even warrants 2 copies IMO. At worst, it is functionally the same (2 mana ping, heal 1, support corpsetakers), but it also provides a number of upsides. Having 1 health and being able to ping around taunts makes it a significantly better card for setting up defile or godfrey plays. Also very relevant is the fact that you can ping your own hero to buff up your spell stones; older versions of the deck had only the kobolds and maybe one hellfire so it was very difficult to get them up to level 3. Finally, you can ping acolytes with them to guarantee a double draw when you're not able to use the acolyte with a defile play.

I also added Soularium to the deck. The obvious downside is that if one of the 3 combo cards is in the very bottom of your deck, then it is a dead card for the whole game (you CAN play it before drawing galvanizers, as long as you'll be able to play them if drawn.) But in spite of the downside, I think a 1 mana draw 3 is just way too powerful to pass up when your goal is to get through the deck as fast as possible. It winds up getting played in about 3/4 of games that get through the deck, so I think the upside clearly outweighs the down. With this card in the deck, you should often keep any combo pieces in your mulligan in most matchups. Note that this card isn't key to the deck and I'm not even 100% confident that it is optimal. Don't feel like you have to craft it to play the deck, a 2nd mortal coil or a hellfire instead would both be perfectly reasonable.

I am pretty happy with the final list I came up with – it might not be 100% optimal but I think it's pretty close. Go ahead and experiment if you think you can improve it. For reference, I tried out the following cards and I'm pretty confident that none of them belong in the deck: Jeklik, Ashemore, Ooze, Shriek, Dark pact, soup vendor, 2nd Bloodbloom. Possible cards to cut: 2nd doomsayer, soularium, 2nd wax elemental.

Read:  Embrace The Face: How to Draft Arena Aggro Hunter

Brief mulligan guide:

(Almost) always keep: Mechathun (galvanizers get stuck in hand until you draw him), kobolds, corpsetakers, spellstones

Usually keep: Doomsayer

Consider keeping: Defile, acolyte, mortal coil, anklebiter,

(Almost) never keep: Novice inventor, wax elemental, glacial shard, zilliax, godfrey, nether

If you have a strong hand, consider keeping bloodbloom or catacylsm since you won't be able to play soularium until you've drawn the 3 combo cards.

Brief matchup guide:

Spell/secret hunter (even to slightly favored):

Don't trigger traps if you don't have to – usually the only good reason to is to enable your lifesteal minions to attack. If you can get a few heals with lifesteal, these matchups are usually a win. Be aware of when their zul'jin turn might be coming and save enough resources to clear it if it's at all possible.

Deathrattle hunter (Highly unfavored): Save wax elementals/glacial shard to stop a big hit. Mulligan hard for corpsetakers, they are key to winning the matchup.

OTK Paladin/Odd warrior/Big Spell Mage/Most other slow control decks (Extremely favored):

Draw efficiently and don't mill anything and these matchups are very nearly a free win. They have no way to kill you before turn 11-12 at which point you win the game.

Odd Rogue (slightly favored):

Most of the times I lost this matchup was due to their 3 drop snowballing. Try to avoid that at all cost.

Most priest variants (even to significantly unfavored):Draw as fast as you can because priest will often win the OTK race. If they are familiar with the deck, psychic scream can really screw you over – try to play around it by not keeping the board as empty as possible.

Even Paladin (highly favored):

Don't let a buffed windfury minion whack you. Try to be aware of what buffs they might have coming and play around them as well as you can.

Cubelock (unfavored): They can often kill you with cubed doomguards before you can get your combo off. If they draw well it's very hard to win this, but play around it as well as you can – don't leave doomguards on the board if at all possible. Godfrey can occasionally bring a huge board clear when nothing else could.

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