Unity, Precision, Perfection - Mech Deathrattle Hunter ft. Star Aligner

Last updated 5 years, 5 months ago by
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Description

This is a slightly different take on Mech Deathrattle Hunter that I'm working on at the moment. It's probably not the most efficient build of that archetype, but it is strong enough to play ladder with.

I built the deck around Star Aligner, so it has a lot of 7-health minions, plus Upgradeable Framebot which can be magnetized to reach 7 health. This in turn allows Faceless Rager to copy high health totals and this creates very nice tempo swings.

The deck name is obviously taken from Zilliax's voice line, but it also refers to copying or magnetizing (unity) to get to exactly 7 health on a minion (precision) and then activating Star Aligner (perfection).

Game Plan

Versus aggro you just want to stay alive in the early game. Around turn 7 you should look at the board and the life totals and decide whether you want to keep defending until the opponent gives up or counter-push for lethal. Decks like Zoo Warlock and Rogue take damage even if you never went face, so if you can for example magnetize Wargear onto something you can often set up a 2-turn lethal.

Spider Bomb and Safeguard are the most valuable deathrattles to repeat versus aggro. Ursatron can draw you those two cards, so it's a bit slower but still useful.

Versus control you have to find the right balance between doing damage and still having options if your opponent uses AoE. It is difficult for opponents to kill your Mechanical Whelp and the 7/7 it summons in the same turn, so think of your Whelp as an insurance policy against AoE and keep it alive rather than voluntarily sacrificing it. Put a taunt next to the Whelp to prevent weapon swings or minion trades from killing it.

Mechanical Whelp is the main reason you're favored versus control, so try to get as many copies of that and its deathrattle as possible.

Pretty much every control deck runs Zilliax, so you can save your Zilliax to respond to theirs and let your divine shield deny their second heal.

If you magnetize Missile Launcher and Venomizer together, the missiles do poison damage and kill every minion they damage.

Keep track of the deathrattle minions that died (silenced minions do count, but transformed minions do not) so you can evaluate when is the right time to play Nine Lives and Da Undatakah.

Mulligan

Good keeps In general:

  • Galvanizer: accelerates your game plan
  • Upgradeable Framebot: a lot of stats for its mana and you'll likely have the opportunity to magnetize something onto him at some point
  • Ursatron: you can just play this on-curve and not feel bad about it, also it puts something extra in the deathrattle pool in the mid-game
  • Faceless Rager: if you have a high-health minion already

Versus aggro:

  • Zilliax: taking out a minion and healing at the same time increases your odds immensely
  • Bronze Gatekeeper: buys you time
  • Rabble Bouncer: good versus decks that go wide, such as zoo, token, lackey or murlock decks

While Missile Launcher and Safeguard are very good versus aggro, you do have to make it to turn 6 first. You could consider keeping them if you already found Galvanizer.

Versus control:

  • Mechanical Whelp: this is the key card to winning versus control, so I recommend just keeping it in your opening hand so you don't run the risk of drawing it too late; sometimes you can play it early with Galvanizer or The Coin

Replacements

  • Mossy Horror: this is both defensive against wide aggro and a 7-health minion; a second Missile Launcher can address both
  • Da Undatakah: this is a bit of extra ammo vs control; I think Oblivitron could fullfil the same role; Alexstrasza can help you get lethal before the Omega cards activate on turn 10; a budget alternative would be Cybertech Chip to provide extra value but that doesn't provide tempo as well, so maybe you'd be better off by just picking a generally useful card like Spellbreaker
  • Zilliax: best neutral in the game, craft him unless you really don't have the dust, in which case you could try Proud Defender or Hecklebot
  • Nine Lives: key card; you can play with one or even without, but you have to be more frugal with your Fireworks Tech and you will likely get more games where the deck fizzles
  • Star Aligner: the deck still works without him, but you'd miss out on the puzzle of setting up the board and the satisfaction when you succeed

I think the deck could use a second Galvanizer, but I'm not sure yet what to take out.

I haven't crafted Oblivitron yet, so I wasn't able to evaluate that card.

Cards I tried in earlier iterations:

  • Mecharoo: deathrattle Hunter doesn't need to stay ahead on the board like beast decks do; we have enough taunts to deal with aggro; it messed up the deathrattle pool (not getting [Hearthstone Card (Mechanical Drake) Not Found] really stings)
  • Necromechanic: at 5 mana it was too expensive to play on the same turn as a Deathrattle minion and too low impact to play by itself; obviously this needs to be reconsidered at 4 mana
  • Zul'jin: repeating Nine Lives is very nice, but that isn't enough by itself, so I also played Animal Companion and Unleash the Beast and the latter in particular didn't fit well in the deck, since it's not a mech and we have a lot of good 6-mana options already

 

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Comments

  • Xil's Avatar
    45 3 Posts Joined 06/05/2019
    Posted 5 years, 5 months ago

    I have been looking for a deck like this ... something new and fresh. I will definitely craft me a Star Aligner, and give this a day in court.

    0
    • Xil's Avatar
      45 3 Posts Joined 06/05/2019
      Posted 5 years, 5 months ago

      First Game on Casual .... Win... very powerful deck. I approve! ... I guess I'm Down With U.P.P. !

      0

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