Mecha’thun Paladin

Last updated 4 years, 9 months ago by
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To set up the combo, we need Licensed Adventurer to get 2 coins, and Galvanizer to lower [Hearthstone Card (Mecha’thun) Not Found] to 8 mana.

the final turn usually goes [Hearthstone Card (Mecha’thun) Not Found], Coin, Wild Pyromancer, Coin, and finalllySubdue on [Hearthstone Card (mecha’thun) Not Found]

Aggro matchups are very draw dependent. you need to heal big and try stalling and baiting the opponent into misusing their resources. nullify their board just long enough to stay alive.

 Crystalsmith Kangor andAmber Watcher is the best healing combo.

Disrupt your opponents board with shrink rays and equality and consecration or pyromancer. preferably right after they use a lot of resources to make a big board.There are times where you need to get rid of a card to make space in your hand so you don’t burn a combo piece, your board disrupting cards as well as time out should be a last resort but sometimes you have no choice. 

Most of the time you should try to finish with 2Time Out! turns in a row as we empty our hand, but you can burn one mid game if you need to cycle cards for another turn. 

there are some scenarios where the combo has to be changed. For example vs priest if they have a 1 health infiltrator you have to play both coins before pyro and then subdue on pyro so it kills the infiltrator which then kills your mechathun. sometimes you burn a combo piece but you can always just play mechathun last and hope for the best. It can be kind of tricky toward the end so try and think ahead to predict what turns you’re going to clear, heal, draw and time out. 

 

 

 

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