Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Mech Hunter LoE

Last updated on Feb 21, 2016 at 22:08 by Sottle 2 comments

Table of Contents

The following guide outlines how to play Mech Hunter, a variation on the popular aggressive Hunter archetype that uses Mechs and powerful minions like Fel Reaver to create pressure on the board without relying on the usual Beast synergy that is common in other Hunters. It is much more board focused than a regular Hunter due to the omission of cards like Kill Command and Unleash the Hounds, and because of this, you need to ensure that you fight for board control on the early turns.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Mech Hunter LoE

Our deck costs 3,600 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Mech Hunter is a deck that follows the strategy of a regular Midrange Hunter deck. It aims to be aggressive by pushing minions out onto the board, and leveraging an aggressive strategy, backed up by the Hunter Hero Power to create a lot of pressure on the opponent. The difference here though, is that instead of relying on Beast synergy using cards like Kill Command and Houndmaster, it instead tries to gain an early advantage using Mechwarper and Metaltooth Leaper and snowball their board from there.

You early game turns with this deck are not quite as resilient as a regular Midrange Hunter that will often lead out with Haunted Creeper in order to resist removal. In place of this card you have a whole host of small Mechs that can quickly gain you a foothold on the board, however, due the lack of Deathrattle minions early, you are more susceptible to potential removal from your opponent such as Darkbomb and Frostbolt and should keep these options in mind when developing your early-game minions.

The key card to facilitate your openings is Mechwarper, this card as with all Mech decks is crucial to be able to accelerate your plays beyond what your opponent will be able to answer on the same turn. It is advisable on your early turns to play out other minions first and only use Mechwarper when you get immediate value from it. For example, it is usually stronger to play a Mad Scientist on turn 2, and then follow it up with Mechwarper plus Annoy-o-Tron on the following turn. This is preferable for a number of reasons. Firstly it protects your Mechwarper from on-curve removal options like Frostbolt and Darkbomb and furthermore it immediately generates a Taunt wall that your opponent will have to fight through with their minions before they are able to attack your Mechwarper with melee attacks.

Having said that, there will be turns where leading with Mechwarper is the correct play. The two best examples of this are where you can play a Mechwarper on an empty board on turn 2 with the potential of following up immediately with a Piloted Shredder, and using The Coin to play a Mechwarper on turn 1 alongside a Clockwork Gnome. The opening turns with this deck are the most complicated, and the most important to get right as the overall strategy of the deck is quite straightforward. Making sure you get the right combination of Cogmaster, Mechwarper, Clockwork Gnome, and Annoy-o-Tron onto the board is crucial both to set up the most early pressure possible, and also maximise the potential of your Metaltooth Leaper on turn 3.

Moving into the mid-game turns, your goal will be to consolidate a board presence in order to set up the game for your explosive mid-game minons like Loatheb, Fel Reaver, and Savannah Highmane to be able to take control of the board. Although the temptation may present itself to play this deck like a Face Hunter and constantly attack the opponent's face, it is much more beneficial to adopt a more Zoo style trading style, picking up favourable trades where they present themsevles. The reasons for this are that you do not carry as much direct damage as a standard Hunter deck due to the lack of Kill Command, which can lead to you struggling to finish the game if you lose control of the board. On top of this, your comeback potential is limited due to the lack of Explosive Trap and Unleash the Hounds. Finally, cards like Metaltooth Leaper and to a lesser extent Loatheb are made exponentially more powerful when they have a board of minions alongside them. Due to all these reasons, you should focus on making the play that limits your opponent's options the most, and preserves the largest board possible in order to keep your advantage.

Once you have navigated the mid-game turns, you can feel more comfortable in making aggressive attacks to your opponent's Hero directly. Having a Savannah Highmane or Fel Reaver in play will cement your position as the aggressor in the matchup and you can start to be much more direct with your strategy since these minions are unlikely to be answered effectively alongside the rest of your board. On the subject of Fel Reaver specifically, do not be afraid of the card discard effect. Since this is an aggressive deck that does not draw a lot of cards, the game will be unlikely to reach the fatigue stages where the card discard will matter. Although it can feel bad to see important cards get burned off the top of your deck, those cards will just as often be on the bottom of your deck and the cards being burned will just progress you further towards drawing them. There are some matchups where Fel Reaver needs special care however, Paladins are capable of hitting your Fel Reaver with an Aldor Peacekeeper that can render it useless, while Control Mages can often Freeze your Fel Reaver repeatedly with Frost Nova, Blizzard, and Frostbolt.

After this, as with most board focused decks, you have Dr. Boom in the deck as a final finishing minion. Dr. Boom is a very effective minion in most situations, but one special note with this deck is that the Boom Bots are Mechs, which means they are able to be buffed by the Metaltooth Leapers in the deck.

3.1. Synergies & Combinations

Mechwarper is a crucial card in this deck that can both enable an explosive start by discounting the cost of your early Mechs, and enable you to rush out a Fel Reaver a turn early, dominating the board and representing a lot of pressure.

Metaltooth Leaper is a further key card that can turn your board of small Mechs into a huge attacking force.

3.2. Mulligans & Matchup Specific Strategies

Your Mulligan in every matchup will consist of looking for the most aggressive combination of Mech Synergy cards as well as Mad Scientist. Cogmaster, Mechwarper, Clockwork Gnome, and Annoy-o-Tron are the key cards to look for. If you have a very strong start, you can consider keeping a Metaltooth Leaper to create a lot of aggression on turn 3 or 4. However, in order to do this, you need to be sure that you are going to have a strong curve of early Mechs, and you will usually be better served by a mulligan that looks for stronger individual early game cards.

3.3. Card Swaps

Jeeves can be included in the deck in place of one of the Secrets in order to create some card draw in the deck.

The selection of secrets is flexible, and can be used to adapt to the Meta that you are facing, with Explosive Trap being an excellent inclusion against decks like Zoo and Secret Paladin.

Force desktop version
Force mobile version