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Season 20 Low Budget Tempo Druid Mech GvG Wild Deck

Last updated on Dec 16, 2014 at 21:57 by Sottle 1 comment

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

The following guide outlines how to play the Mech Druid deck, it is a fast paced tempo deck that aims to be in control of the board from the early turns, leading to an eventual combo finish with Savage Roar. The deck is fairly simple to play outside of the early turns and is highly competitive.

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. S20 Low Budget Tempo Druid Mech GvG Wild Deck

Our deck costs 3,200 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Mech Druid aims to aggressively seize control of the board in the early turns through use of Mana acceleration tools like Innervate and Mechwarper. Then aggressively push damage to your opponent throughout the mid-game, before delivering the finishing blow with a Savage Roar combo.

As with many Druid decks, managing your early turns is key to playing this deck correctly. You will often have combinations of cards like Innervate and Mechwarper in your opening hand that will give you multiple ways to play the opening turns. The dream scenario when holding The Coin is to Innervate out a 3 Mana Mech on turn 1, and then follow it up with Tinkertown Technician on Turn 2. However, there are various combinations you can use to rush out cards early. Pay close attention to your Innervates and Mechwarpers and plan several turns ahead to make sure you understand everything you can do with all the Mana effects.

Figuring out whether to rush Mechwarper can be a key decision. Often you will have the situation with The Coin in hand, where you can Coin out a Mechwarper on Turn 1, to enable you to play a 3-drop Mech on turn 2. However, if the Mechwarper is removed, you will end up with no turn 2 play and will have wasted The Coin. This decision usually comes down to class matchups. Classes like Warrior and Shaman are excellent at doing 3 damage in the early game, so they are particularly likely to be able to remove your Mechwarper, where as a class like Paladin has almost no possible way to answer it.

Another complication of the early turns is the choice on whether to play Anodized Robo Cub as a 2/3 or a 3/2. As a general rule, 2/3 is preferred since you want your minions to be difficult to remove, but there are situations where 3/2 is stronger. For example, against Priest, playing it out as a 3/2 provides you with some protection against Northshire Cleric. Outside of these situations, you should simply assess the board state and evaluate which form is stronger.

After the initial turns, the deck smooths out and becomes a lot simpler to play. You will mostly just be looking to use your Mana each turn as efficiently as possible and trying to make favourable trades with your minions to create a powerful board state and allow repetitive damage from your minions. Although the deck is aggressive, it is not an all out rush deck, so you should take efficient trades when they are presented to you.

In the late-game, your key cards is Ancient of Lore. Ancient of Lore is important for refilling your hand and providing you with the additional resources to finish the game. The games in which you do not draw Ancient of Lore, you will often find yourself struggling to use all of your Mana in the later turns.

When looking to end the game, it is always important to look for opportunities for 2-turn guaranteed lethal. For example, it is not always correct to hold on to the Force of Nature plus Savage Roar combo until you can kill immediately with it. Sometimes it is in fact correct to use it a turn early, before any possible taunts come down, to reduce your opponent to a very low life total and enable you to finish the game the following turn with cards like Swipe that cannot be stopped by Taunt.

3.1. Synergies & Combinations

The Force of Nature plus Savage Roar combo is your primary finisher and provides 14 points of burst from an empty board for 9 Mana.

The Mech cards in your deck provide various synergies. Pay attention to Tinkertown Technician and Mechwarper in particular, as they are your key tools to gain a significant advantage

3.2. Mulligans & Matchup Specific Strategies

The Mulligan strategy with this deck is fairly consistent. You will want to look for Innervate and a fast curve of Mech minions, preferably involving Mechwarper. As mentioned previously, you should pay close attention to the effects that Mechwarper and Innervate have on your Mana curve and work out your plan for the first 3 turns before you make your mulligan decision.

Against Aggro decks, a key card is Keeper of the Grove. Since this deck cuts Wrath in favour of a smoother curve of minions, Keeper of the Grove is one your only tools to reverse the tempo on your opponent by playing and removing a minion simultaneously. Outside of this, you should aim for your usual curve of Mechs, with higher priority given to Annoy-o-Tron than usual.

Against Control decks, you should mulligan extremely aggressively for a fast start, since it is important to out pace the slower deck in the early turns and gain an advantage. If you do not find yourself ahead in the early game, you are likely to fall behind in the later turns where their hugely powerful minions can take over the game. Against Warrior, Annoy-o-Tron is a fantastic keep since it can protect your more important minions like Mechwarper from the threat of an early Fiery War Axe. Against Priest, Anodized Robo Cub is a fantastic keep because of the flexibility it has against their early options.

3.3. Card Swaps

Big Game Hunter can be removed from the deck if you are not finding enough targets for it. Consider adding an Azure Drake or Sludge Belcher to the deck to fill in the missing 5 Mana spot.

Loatheb can be swapped out for a second Piloted Sky Golem if you do not have access to the Curse of Naxxramas set.

Piloted Sky Golem. can be exchanged for Legendary cards if you have access to them. Cairne Bloodhoof, Sylvanas Windrunner, Troggzor the Earthinator and Dr. Boom are all good additions to the deck.

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