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Tempo Rogue Mech Wild Deck

Last updated on Dec 27, 2014 at 09:00 by Sottle 32 comments

Table of Contents

The following guide outlines a Mech Tempo Rogue deck. It can be extremely effective against decks that struggle to deal with fast openings, but is more stable in the long term than an all out Aggro deck. It is relatively cheap to craft in terms of a high level deck and is capable of competing at the highest level.

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. Tempo Rogue Mech Wild Deck

Our deck costs 4,040 Arcane Dust and it is made up of the following cards.

Rogue Cards Neutral Cards

2.1. Mana Curve

4
2
8
5
6
2
0
3

3. Strategy

This deck is a variation of the classic Tempo Rogue archetype that looks to aggressively maintain a board presence and out pace your opponent. By combining cheap, aggressive minions, along with a large amount of efficient removal, the aim is to overwhelm your opponent by dealing with their minions far more efficiently than they are able to deal with yours.

Your early game consists of attempting to get off to a fast start with cards like Mechwarper, Annoy-o-Tron, and Harvest Golem, while using cards like Backstab, Goblin Auto-Barber, and SI:7 Agent to control the early minions of your opponent. Rogue has one of the strongest sets of early game cards available, so by adding a powerful pool of early game minions to your deck, you can almost ensure you will get off to a faster start than your opponent.

Your weapons and weapon synergy cards are a very important part of this deck. Since you are able to utilise cards like Deadly Poison and Cogmaster's Wrench to kill 2-3 of your opponent's minions, you are often able to clear the way for your own minions to create repetitive damage to the opponent.

In the mid-game, your key cards are Arcane Nullifier X-21 and Azure Drake. Arcane Nullifier is a fantastic tool to shut down your opponent's counter attack and preserve your board state. The combination of Taunt and the untargetable ability means that spell heavy decks will have difficulty dealing the minion itself where as minion heavy decks will have to fight through the Taunt to be able to challenge your other minions. Azure Drake is also important since it allows you to maintain your resources in hand and keep up the pressure, while also buffing your removal cards like Backstab.

If you do find yourself falling behind on board, or simply being challenged by a board of equal size, this deck plays two copies of Blade Flurry in order to sweep your opponent's board. Due to the high quantity of powerful weapon cards in the deck, you should often be able to cast Blade Flurry for 3 damage AoE or more.

Leading into the late-game, cards like Preparation, Tinker's Sharpsword Oil, and Sprint come into play. Usually, Preparation is only seen in decks that feature Gadgetzan Auctioneer, but in this deck it is simply used as a powerful tempo card to affect your high cost spells. Casting Preparation + Sprint lets you draw 4 cards for 4 Mana, usually leaving you with a significant amount of Mana left over to follow up with the cards you just drew. Using Preperation, Tinker's Sharpsword Oil allows you to add 6 total power to the board for 1 Mana and can be an excellent tool to set up a kill, or simply to overwhelm your opponent with faster damage than they can handle.

Finally, the deck has Dr. Boom as an additional win condition. Should your primary goal of out pacing your opponent through the early and mid-game not come to fruition, Dr. Boom can be used as a late game tool to generate some board presence, or to seal the game for you once your opponent is out of removal options.

3.1. Synergies & Combinations

Preparation + Sprint will draw you 4 cards for 4 Mana. This can be used as a late-game tool to refill your hand without having to use your entire turn on casting Sprint, or as a way to generate significant card advantage in the mid-game.

Preparation + Tinker's Sharpsword Oil will enable you to add 6 total power to the board for only 1 Mana. This can be used to set up a huge Blade Flurry or to generate more Mana in order to kill your opponent.

3.2. Mulligans & Matchup Specific Strategies

Although this deck does contain some cards that you will always be happy to see in your opening hand such as Backstab, Mechwarper, and Deadly Poison, there are various considerations in terms of your opponent, your other cards, and whether or not you have The Coin which can affect your decision.

Against aggressive decks like Hunter and Zoo, you should prioritise cards like Annoy-o-Tron and SI:7 Agent in your opening hand. Annoy-o-Tron will often be able to 2-for-1 your opponent's early minions, and slow them down significantly while you build your own board. SI:7 Agent works in a similar way, since it is able to immediately kill one of your opponent's small minions when it comes into play and then directly challenge another one with its 3/3 body.

If you have Mechwarper in your opening hand, then you should aggressively push for you other cheap Mechs, such as Annoy-o-Tron, Goblin Auto-Barber, and Harvest Golem in order to get off to as fast a start as possible.

If you have The Coin then SI:7 Agent becomes a very high priority, since The Coin is such an easy activator for the SI:7 Agent's Combo ability. Playing SI:7 Agent on turn 2 and killing the first minion your opponent plays is a significant tempo swing in the early-game.

3.3. Card Swaps

Tinkertown Technician is a valid inclusion in the deck due to the high quantity of Mechs, you can consider using one in place of an SI:7 Agent to see which you prefer.

Assassin's Blade can be used instead of Cogmaster's Wrench. Assassins Blade is a little slower, and you may struggle to get the full value out of the weapon charges before the game is over, but it is more consistent.

Dr. Boom can be substituted for another high impact card if you do not have access to it. Troggzor the Earthinator or Ragnaros the Firelord are both reasonable choices in this position, but many high cost threats will work.

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