Quote:
Originally Posted by starvingwriter82
I was thinking about this after a good Arena run with it. The weird part is that if Dark Iron was a 3/3 for 3, it'd probably see play, but for some reason, Metaltooth is getting overlooked.
I rarely play aggro, but next time I do I'll probably be looking at some form of Mech Hunter.
Yeah, it's definitely going to be a bit of a process to get the right build for it. Might as well get started though. I figure since the thread title has "help shift the meta" I can just go on about what I'm doing it with in here. If it needs to be moved to a different thread just let me know.
I guess to start off, my theory is that with the hunter hero power and metaltooth leaper, a mech based hunter has the potential to be the best aggressive deck in the format. It's my belief that the hunter hero power is the strongest thing in hearthstone currently and that the leaper gives a hunter based mech deck a potential for explosiveness that current mech decks can't reach. For completeness sake, the negatives of a hunter based mech deck is that you don't get much use out of the rest of the class cards, since they are mostly beast or secret based, but we'll not have to worry about that until the deck tuning process later.
Goal #1
I want to make sure that Leaper is in fact reason enough to pull us from other classes. This can either be done by being more explosive or more consistent than the other iterations of mech decks. Another 3/3 for 3 mech with a good ability should be both. To test, I've basically just jammed your standard mech lineup together, threw in a filterer, a tech, a cheap removal spell, a couple glaivezookas, some silence, and a potential board wipe with unleash/jugglers.
The deck isn't anywhere close to good - it's just a bunch of things thrown together after all - but it does give us the opportunity to see just how good the mech shell feels with Leaper. Essentially, if the Leaper doesn't feel like it has enough impact here, then it probably won't be good enough when we start shaving off excess mechs for better cards either.
I took that on a small run on the ladder and the results were pretty solid.
The main takeaway I had was that when I drew the Leaper it provided a very real impact and when I didn't draw it I was hoping I did. Even something as simple as turn 2 annoy turn 3 leaper was pretty solid, and the potential for explosiveness is definitely higher than any other mech deck.
As for the hero power, it helped us apply more pressure than I've been able to with other iterations of this deck so far. Additionally, the glaivezookas were fantastic (unsurprisingly) and the Leapers gave us a really great target for time rewinders.
My plan for now is to run a couple dozen games with this list to get a feel for the leaper some more. After that I'll start making some adjustments. Again, the deck is nowhere close to good right now, but I think I can get it there relatively soon. My ideal goal is to have a list I feel is good by the start of next week. Currently I feel like the initial thoughts were correct and this has potential. The hard part of the process starts with the tweaks.