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Warrior Mech Aggro/Rush Wild Deck

Last updated on Sep 30, 2015 at 13:07 by Sottle 14 comments

Table of Contents

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 slow class that has traditionally only been played as a Control or Combo 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. Warrior Mech Aggro/Rush Wild Deck

Our deck costs 1,760 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.

Since this deck plays no form of card draw, your mid-game pressure will rely heavily on cards like Clockwork Knight, Screwjank Clunker, and Fel Reaver. The former two of these cards are extremely important in order to maintain pressure on your board, as they will be able to consolidate your smaller minions into larger threats, and help you maintain board control as well as create pressure. Fel Reaver on the other hand, is your finisher in the deck. Although you should play Fel Reaver early if it is the only proactive play available to you, ideally you should hold it back until you have seen key removal options from your opponent being used. The drawback of Fel Reaver is often overestimated, since Mech decks will generally only draw 15 cards or less in a game, if you simply imagine the cards that are burned to be from the bottom of your deck, these are cards that you never will have drawn, and the true nature of the card becomes more apparent. Fel Reaver is also hugely important to allow you to race other Aggro decks in the mid-game, since they will almost never be in a situation where they will be able to out-race an 8/8.

The other key to a successful strategy with this deck, aside from timing your Fel Reaver well, is choosing the right turn to switch from a board control strategy to outright damage. You should constantly be evaluating your hand, and count up how much damage you can deal over the next 2 or 3 turns. If that number is higher than your opponent's remaining Health, and you feel you can beat crucial defensive options that they may have, such as Taunts and heals, then you can decide to flip the switch and go for all-out aggression. Arcanite Reaper is a great card to enable this strategy because it is a cheap and efficient way to deal 10 damage to the opponent.

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.

Screwjank Clunker and Clockwork Knight are both very effective minions to buff up the numerous Mechs in your deck.

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 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.

3.3. Card Swaps

Dr. Boom can be included in the deck in place of Clockwork Knight.

A single copy of Battle Rage can be included in the deck to create some potential card draw options.

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