Passage to Mecha'thun Rogue

Last updated 4 years, 2 months ago by
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Hey everyone!  Yeah this deck is def a meme, so please CRAFT CARDS AT YOUR OWN RISK!

This is fun.  With all the new cards, there has to be a way to make this work, imo.  It's tough to figure out exactly which cards to run.  I've tried a few versions.  Here's what I'm running for now.  Let me know if you have any other ideas for this one.

If you don't already know, the goal here is to play Hemet, Jungle Hunter.  Then play Anka, the Buried after you have Ticking Abomination and Mecha'thun in your hand.  This will reduce their cost and stats to 1.  For the final turn, make sure your minions on the board will have less than 6 health and make sure you can empty your hand.  (This can be an issue with Reno Jackson, but I think he belongs in the deck.)  Play all your minions and use Walk the Plank (or Backstab) as the final card to end the game.  (Make sure to kill the Ticking Abomination and not Mecha'thun or you will lose.)  Sometimes I'll try to keep a Backstab just to help kill Reno Jackson.  I've always been able to get rid of an extra Backstab, but I'm sure there are scenarios where that can stop you from winning.  Usually your opponent will have minions on the board and the 6 health thing isn't an issue, but it's good to keep in mind.

I'll explain my card choices later....I've gotta a busy weekend.  But I want to test some more and maybe change a few cards out. 

I did have Shiv in the deck for card draw and as another cheap spell to win the game.  I also had Skyvateer for card draw.  WANTED! is another option to give you a Coin for the last turn.  Coerce could be good too.  Other removal cards might make this deck better.

I don't think Myra's Unstable Element belongs in here, but you can try it. 

Good Luck!  I'll try to update soon.

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