General Gameplan
The goal of this deck is simple: keep control of the board while pushing face damage via weapons and bombs. After we get the quest completed, our hero power can help stabilize against aggro and outlast control.
Mulligan
Always keep: Hack the System (duh), Questing Explorer or Frightened Flunky, Town Crier
Against Aggro: Warpath
Against Control: Augmented Elekk, Clockwork Goblin, Wrenchcalibur
Card Choices
Armored Goon - Even if you only swing once with this on board, it's a much better Shieldmaiden. If you're lucky enough to combo this with Sul'thraze, you just win the game vs aggro. Not bad.
Frightened Flunky - Tons of good taunt minions to find in standard, and he's one of those few low-cost minions that feels great to play at any point in the game.
Woodcutter's Axe - This is probably the worst weapon in the deck, but I couldn't think of a better thing to do on turn 2 and none of the other weapons look particularly powerful either.
Possible Inclusions
Livewire Lance - I like lackeys as much as the next guy, but it seems a little too slow for my tastes. There's also a lot of competition in the 3 mana slot.
Arcanite Reaper - Seems a bit too aggro to me. However, that extra aggression might be what this deck needs, especially against Mage.
Gorehowl - Comes online too late against aggro, but you could get 7 hits in with your weapon. Notably, this also can't kill giants.
Bone Wraith - A 4-mana Sludge Belcher is great, but our other 4 drops have more synergy with the deck overall.
Eternium Rover - Great for getting through the early game, but I'd be terrified to draw this against control later in the game.
Shield Block - Excellent card for cycling, but it seems a little too slow for our purposes.
Changes Made
- 2 Bone Wraith, +2 Militia Commander
-1 SN1P-SN4P,+ 1 Brawl
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