Wild Mecha'thun Druid Deck List Guide - Rastakhan's Rumble March 2019

Last updated on Mar 03, 2019 at 00:00 by Kat 1 comment

This guide contains detailed Strategy, Mulligan, and deck-building information to help you play Mecha'thun Druid in The Rastakhan's Rumble expansion.

Mecha'thun Druid is a very all-in combo deck that arose from The Boomsday Project expansion. The deck aims to quickly draw through its deck as quickly as possible before using a combination of Mecha'thun, Innervate and Naturalize to finish the game.

With the previous nerfs to Wild Growth and Nourish hurting most Druid archetypes, Mecha'thun Druid has risen in popularity due to its ability to function without relying on additional Mana Crystals.

Card List

Neutral Cards
2 Wild Pyromancer Classic 2
3 Acolyte of Pain HoF 2
6 Gadgetzan Auctioneer Classic 2

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Mulligan Guide

Mecha'thun Druid aims to aggressively draw cards and Mana to activate the win condition of Mecha'thun as quickly as possible. The streamlined strategy of the deck means you require a similar Mulligan for all matchups.

You should be looking for draw tools in your opening hand to begin accelerating toward your win conditions as soon as possible. The key cards you should look for are Acolyte of Pain and Gadgetzan Auctioneer

Against Aggro decks specifically, you can additionally keep a copy of Lesser Jasper Spellstone, Wild Pyromancer, or Wrath to counter early board pressure.


Your early game turns will be very passive as your aim is to simply stall out the game until turn 6 where you can play out a Gadgetzan Auctioneer and begin cycling through your deck. In the turns leading up to this point, you can use cards like Wrath, Ferocious Howl, and Branching Paths to cycle cards if you do not already have an Auctioneer in hand. Alternatively, you can just use Ferocious Howl and Branching Paths for Armor if you already have it.

Against aggressive decks, you may also opt to play a Lesser Jasper Spellstone or Wrath to slow down board development. However, you should avoid using these cards too liberally, as strong board clears are possible late in the game using Wild Pyromancer and reducing the number of cards in your hand will also greatly weaken Ferocious Howl.

If at any point in the game your opponent's board reaches a critical mass, you can choose to use Wild Pyromancer to deal massive amounts of AoE damage. To do this, you should use cards like Barkskin and Earthen Scales to buff the Health of your Pyromancer and then play out any further spells from your hand until the board has successfully been cleared. Against less aggressive opponents, this play can also be combined with Acolyte of Pain as an additional way to draw through your deck.

Once you reach the mid game, your strategy is to simply draw through your deck as quickly as possible. Gadgetzan Auctioneer is essential to doing this, but it is also important to prioritise the order in which you play your spells. With another Auctioneer in hand, it is often better to play your higher Cost spells like Swipe so that they do not clog your hand later on. Otherwise your priority should be to play your cheap spells like Barkskin, Biology Project, Innervate, and Moonfire.

A general idea of when to play each spell is as follows:

  • Innervate can be used to put additional fuel into your Auctioneer providing a card and an additional Mana the process. However, as one of the key cards in your final combo, it is important to make sure only the first copy is used for card draw.
  • Moonfire and Pounce are 0-Cost spells, and as such can be played freely, therefore they should be saved for situations in which you desperately need the card draw, otherwise they can be used later in the game to slow down your opponent's board.
  • Barkskin and Earthen Scales are great tools for buffing your Gadgetzan Auctioneers to make it harder for your opponent to be able to remove them. They can also serve as a way to boost the Health of your Wild Pyromancers to maximise the amount of AoE damage they can do before inevitably destroying themselves.
  • Biology Project provides Mana for both players and therefore you should hold it back where possible. Even if played at 10 Mana, the ability to pay 1 Mana to gain 2 allows it to function as an Innervate for those heavy cycle turns.
  • Floop's Glorious Gloop should be saved until turns you are able to kill off multiple minions. It is strong in combination with cards like Wild Pyromancer, Lesser Jasper Spellstone, and Wrath.
  • Naturalize can be used quite freely as a cheap removal. It can sometimes be useful to finish off your own Gadgetzan Auctioneer later into the game if it gains too much Health from Barkskin. However, you should make sure to save your second copy of Naturalize for your final combo.
  • Other spells like Ferocious Howl and Branching Paths can be played quite freely. If you are close to the end of your deck, it can be good to prioritise playing them to make full use of your Mana.

When it comes to ending the game, your aim should be to have only Mecha'thun, Innervate, and Naturalize in hand and no other minions on board. While this is easy enough most of the time, it is important to manage your board accordingly, making sure to Wrath or Naturalize your own minions beforehand if they gain too much Health from Barkskin and your opponent refuses to remove them.

In rare circumstances when facing opponents using Mojomaster Zihi, holding back copies of Biology Project will allow you to quickly regain all of your Mana Crystals to pull off your final Mecha'thun combo a turn later.

Card Swaps

Flobbidinous Floop can be added to the deck as a way to generate a second copy of Mecha'thun if you are regularly running into opponents playing Skulking Geist to disrupt your final combo.

Budget Wild Mecha'thun Druid Deck

Mecha'thun Druid is a very niche deck and there is currently no Budget version available.

Quick Tips and Tricks

  • Focus on drawing cards if you do not have Gadgetzan Auctioneer in hand and focus on Ramping if you do.
  • If you buff your minions with Barkskin, ensure you have a way to kill them off else they may clog up the board.
  • Try to maintain a full hand of cards to maximise the Armor from Ferocious Howl.

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  • 03 Mar. 2019: Deck has been reviewed for the March play season. Additional notes for playing around Mojomaster Zihi added.
  • 06 Feb. 2019: Deck has been updated following the February balance patch. Removed 2x Wild Growth, 2x Nourish, 1x Flobbidinous Floop for 1x Pounce, 2x Acolyte of Pain, 2x Earthen Scales.
  • 01 Jan. 2018: Guide has been updated for the January play season. No Ramp variant added.
  • 23 Dec. 2018: Deck has been reviewed following the December balance patch.
  • 04 Dec. 2018: Deck has been updated for the Rastakhan's Rumble expansion. Removed 1x Swipe for 1x Pounce.
  • 01 Oct. 2018: Deck has been reviewed for the October play season.
  • 01 Sep. 2018: Deck has been reviewed for the September play season.
  • 07 Aug. 2018: Deck added.
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