Metaltooth Leaper Part II
It's a short sample size but we knocked out 31 games with the initial list and I think we accomplished what we wanted to with it. We didn't need to get everything perfect, we just wanted to know if Leaper had potential and if mech hunter seemed viable. There are a handful of issues we've come across, but first let's break down the games (all of which were on ladder).
Total Games: 31
Record: 15-16
Record Breakdown:
Mech Mage: 4-6
Mech Shaman: 3-2
Face Hunter: 1-2
Ramp Druid: 4-1
Priest: 0-1
Pally: 1-1
Warrior: 1-0
Zoo: 0-1
Rogue: 1-2
The first thing that jumps out is the record against the common aggro decks in this meta. 8-10 is certainly not good, but I think it's a good sign that we were able to be competitive with those decks right now. They are streamlined pretty hard and we're a collection of cards thrown together. Mech mage, mech shaman, and face hunter are the 3 decks I really want to focus on how we do against during this process as the goal is going to be having the good matchups they do except being able to beat them as well. The control matchups felt good so I feel ok with where we're at right now.
The positives of the deck so far:
1. Leaper seems really, really good. Even something as simple as turn 2 annoy-o-tron turn 3 Leaper on the play provides a good amount of pressure. Then there's the potential of some really busted starts with Mechwarper and Leaper. Multiple games were won on the back of turn 2 warper/gnome, turn 3 annoy/leaper and those games were not remotely close. It's good to see we keep the free win potential the other mech decks have. As a side note, we'll have to keep an eye on the number of times the Leaper is the difference in a free win vs a normal mech start.
2. Glaivezooka has been incredible in the mech shell. It's boosting an early mech that's going face and clearing up a minion the majority of the time we get it in our opening hand. I don't think that's any breaking news or anything, but it is worth noting how good it is since it's a card other mech classes don't have.
3. The mech strategy in general is obviously strong. We're getting a good amount of spare parts as well, and the leaper has been quite good with the time rewinder as well as giving some small extra value to the reversing switch and stealth ones.
So on to those handful of issues:
1. The current build made it pretty difficult to fire in hero powers a lot of turns. We usually weren't consistently hero powering until turn 6ish (as turn 5 we were usually able to play two spells) and by that point we'd lost a bit of the positives of the pressure the HP provides. I think the 3 slot is just too dense right now, so we'll look at that when we make our first tweaks and see if that enables us to HP a bit more often.
2.The unleash wasn't that great. We don't have a lot of the pieces that help make unleash so good (leok rolls, timberwolf, cult master, 1 mark) so it definitely hurts it some.
3. A real lack of card draw hurts. I'd like to have some way to reload after the early barrage.
Time to make our first tweaks. The MCT was bad and needs to go. I think with the logjam at the 3 slot and the large number of mechs we currently have we can cut the harvest golems. They aren't bad but I think we can find better. The mech synergy will still be strong. Finally the owls can go. I initially wanted them to get through some taunts, but we're not rushing to the face as much as I imagined and just clearing things up as been fine. Plus, we have another way to deal with things that we can add.
The first thing to look for was something to make unleash better and draw cards, so let's try a cult master. I think that's a better plan than Jeeves, as it's one sided and our hand does get cluttered up with some spare parts more often than you'd realize. With taking out the owls I'd like another method to get through these giant taunters, so hunter's mark #2 seems solid. Also improves the unleash a bit. With slowing the deck down a little, I feel good about putting a loatheb in at the top end. A lot of games could have been different with one more turn, the effect is good, and the size is fine. I want to try one enhance-o as another mech, as windfury with buffed creatures seems like it can be good. It's also a mech. I'm hesitant on this one but want to try it out. Finally, with the few additions we've made already, unleash does seem like it can be better, so let's try a second one here. If this doesn't work out then we can safely get rid of that package I think.
So here's what I came up with on version 1.1
- 2x harvest golem
- 1x MCT
- 2x Ironbeak Owl
+ 1x Cult master
+ 1x Hunter's mark
+ 1x Loatheb
+ 1x Enhance-o
+ 1x unleash
That leaves us with Leaper 1.1
We were going to try a secret package, but I want to try this iteration out first.
I took it to the ladder for a little bit this afternoon and liked the early results.
Total Games: 15
Record: 11-4
Record Breakdown:
Mech Mage: 5-2
Mech Shaman: 1-0
Mech Druid: 0-1
Ramp Druid: 1-0
Pally: 2-0
Handlock: 0-1
Zoo: 1-0
Rogue: 1-0
I want to first start with the knowledge that this is a super small sample size still. It's way too early to start drawing real conclusions yet, but I think there are some positives we can see already.
The tweaks have made the deck feel more consistent. The unleash package has been much better this go around and the loatheb has been great. The loss of the golems hasn't hurt our starts much, the leaper is still fantastic, and we've been able to sneak through a hero power or two more per game than we were. I'm not sure how I feel about the tracking: sometimes I wish I had another and others I wish I had anything else.
It's still far from perfect but I feel like we've made some ok progress already. I'll play some more tonight and want to get to around 50 games in with this iteration before I tweak it again. I'm still pretty optimistic.