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Season 20 Warrior Mech Aggro/Rush GvG Wild Deck

Last updated on Feb 06, 2015 at 18:10 by Sottle 9 comments

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Disclaimer: this deck has been archived.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.

In the following guide, you will find instruction on how to play Mech Warrior. Mech Warrior is a fast paced Warrior deck that offers a refreshing change to a usually one-dimensional class that has traditionally only been played as a Control deck. It has a similar strategy to other popular Mech decks, but has its own specific strengths and weaknesses that come with the Warrior class.

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 Warrior Mech Aggro/Rush GvG Wild Deck

Our deck costs 4,700 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Mech Warrior is a fast paced Warrior deck that relies on overwhelming your opponent with minion pressure while using the fantastic Warrior weapons to maintain tempo over your opponent. The Weapons offer a unique benefit for this deck that other Mech decks do not have access to, allowing your minions free reign over the board.

As with any fast paced deck, your early turns are extremely important, and you will want to get off to as fast a start as possible. Mechwarper is the key card to enable these fast starts, as its ability to rush out Mechs faster than usual enables you to stay a step ahead of your opponent. Your other key card in the early game is Fiery War Axe. You should resist the urge to hit your opponent's hero directly with Fiery War Axe as it is a far more valuable tool to clear your opponent's early minions, enabling you to seize the board advantage early. You should aim to consolidate a board position early in order to maximise the power of your Mech synergy cards going into the mid-game. With this in mind, Annoy-o-Tron is also an important card, as it allows you to protect your board for a turn in order to create a platform to build on.

The importance of these early building turns becomes apparent when going into the mid-game turns. Cards like Tinkertown Technician and Piloted Shredder rely on having an already established Mech in play in order to get their full value, so if you are unable to create an advantage in the early turns, that lack of tempo carries over into the mid-game and you will find yourself playing from behind. The other consideration during the mid-game is how to use your Death's Bite effectively. Unlike Fiery War Axe, Death's Bite can be used to push damage through to the opponent, ignoring their minions, if you have got off to a fast enough start to make such a push worth it. However, if your opponent is still at a relatively high life total, you should continue to use your weapons to clear minions and consolidate your position.

This deck plays two different ways to refill your hand and create consistent pressure in the form of Battle Rage and Azure Drake. Battle Rage is a situational card, but in the situations where it works, it can be the difference between victory and defeat. The deck has three Whirlwind effects between the 1 actual copy of Whirlwind and the two Death's Bites that can all damage multiple minions on your side of the board, enabling Battle Rage to draw a large number of cards. Azure Drake is a more simple proposition, but do not underestimate the power of putting a 4/4 into play while simultaneously drawing a card.

Should the game reach the later turns, Dr. Boom comes into its own as a fantastic utility card. Dr. Boom is a powerful card that is strong in almost every position. Should you be ahead in the game, Dr. Boom can be played on the board to seal your victory. In even games Dr. Boom can be used to push the board in your favour, and in games where you are playing from behind, Dr. Boom can be used as a board clear tool to bring you back into the game.

If you need to make the final push for lethal damage, this deck plays Grommash Hellscream as a finisher. Grommash is able to be activated through various means in the deck, and can be a big surprise for your opponent as they may not expect to see it in a fast paced deck such as this one.

3.1. Synergies & Combinations

Mechwarper can create some extremely powerful openings. It enables you to rush out follow up minions like Spider Tank and Mechanical Yeti earlier than usual.

Battle Rage + Whirlwind or Cruel Taskmaster can draw you multiple cards to allow you to maintain momentum.

Grommash Hellscream can be activated using Whirlwind or Death's Bite's Deathrattle effect for 10 points of burst damage, or with Cruel Taskmaster for 12.

3.2. Mulligans & Matchup Specific Strategies

Your Mulligan will involve looking for the fastest possible start. The key card to facilitate this is Mechwarper, but Cogmaster, Warbot, and Annoy-o-Tron are all also important. It is important not only to try and get as many of these cards as possible, but to pay attention to your potential Mana curve, and the effect Mechwarper has if you have it. In an ideal world, you want your opening hand to have a strong play on each turn that uses all of your Mana. Fiery War Axe is also vital, and should be mulliganed for in almost every matchup as it can often be the difference between being ahead, and being behind on turn 3 against other fast decks, and is able to efficiently deal with counter cards like Zombie Chow that Control decks use to slow down your starts.

Against Aggro you should mulligan extremely aggressively for a Fiery War Axe for the reasons outlined above. You should also give higher priority to Annoy-o-Tron and Warbot since they deal very favourably with small Aggro minions. Conversely, Cogmaster is less important in the these matchups, since the 2 Health trades poorly against opposing 2/1s.

Against Control you should just push for the fastest possible start. Annoy-o-Tron can be given higher priority since it can protect more important targets from early removal such as Fiery War Axe from Control Warrior. Dr. Boom is a key card against Control because being able to play it on curve will prevent them from stabilising at a point in the game where they usually start to take control. However, with this said, you should not keep Dr. Boom unless the rest of your hand is extremely good.

3.3. Card Swaps

Gazlowe can be included in the deck in place of either Piloted Sky Golem, Dr. Boom or Grommash Hellscream. Due to the number of Spare Parts this deck can generate, alongside the 1 Mana spells that you already play, the potential to generate a lot of Mechs is quite high.

If you are finding that one of Azure Drake or Battle Rage is working significantly better than the other, you can simply play two of the card you prefer.

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