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Mech Hunter deck list guide - Saviors of Uldum - Hearthstone (August 2019)

Our guide to playing Mech Hunter in the Saviors of Uldum meta.

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About James Law

James can usually be found wearing dungarees, playing Hearthstone, drinking coffee, or all of the above. For his sins, he has been cursed to forever main heavies in Smash.

Our Mech Hunter deck list guide features the best Saviors of Uldum deck list for Season 65 of Hearthstone (August 2019). Our Mech Hunter guide also contains Mulligan advice, card combos and strategy tips.

Mech Hunter has been really successful during Rise of Shadows, and looks to be continuing on the same path with Saviors of Uldum. The Standard Format rotation meant that some ridiculously strong cards from the Year of the Mammoth rotated out, leaving room for Hunter and its mechs to run rampant.

A few versions of the deck exist with minor alterations, although an aggro focus has emerged as the top choice. It involves pushing plentiful burst damage into opponent’s life total, while leveraging all of the Goblin Bomb generation cards in the Hunter class to continue your assault.

Below, we have the best version of the deck for you to try in your ladder games. You’ll also find an in-depth explainer on how to play Mech Hunter, some Mulligan advice for the start of each game and a run through of all the combos contained in the deck, so you can start thinking about how it falls together before jumping on the ladder!

UPDATE - AUGUST 2019 #1

Mech Hunter has been a staple of the Rise of Shadows meta and has even emerged as the deck with the highest win rate - not bad. Of course, this can all change swiftly but for the moment, we anticipate that Mech Hunter will stick around, at least as a decent deck on the ladder. For now, we’re leaving the deck as it was at the end of Rise of Shadows, as there hasn’t been any standout reveals that change the deck significantly. If it ain’t broke don’t fix it, but we’ll be updating the deck if any changes are needed!

This article contains additional reporting by James Pickard.

Mech Hunter deck list and strategy

Mech Hunter has established itself as a strong pick in the Saviors of Uldum meta. This version of the deck is considered the best right now.

HunterNeutral
2 x Tracking2 x Mecharoo
2 x Bomb Toss2 x Upgradeable Framebot
2 x Fireworks Tech2 x Galvanizer
2 x Venomizer1 x SN1P-SN4P
2 x Ursatron2 x Explodinator
2 x Spider Bomb2 x Replicating Menace
1 x Unleash the Hounds1 x Leeroy Jenkins
2 x Wargear
1 x Zilliax
2 x Missile Launcher

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAR8ErwTbCaCAA5+3Aw2XCOD1AuL1Au/1Arn4ApH7Apj7Aqj7Avb9Atf+AomAA8yBA7acAwA=

More great Hunter guides:

General strategy

Mech Hunter is an aggro deck that takes advantage of the synergies between multiple Mech cards and the many ways the class can eke every single drop of value out of Deathrattle effects. As such, it’s a very minion-heavy deck that hopes to build up a significant board presence and then trigger the Deathrattle effects on many of these creatures in order to gain additional value from them. In many cases, this will be too much for your opponent to handle.

With the release of Rise of Shadows, the Hunter class was given a handful of new cards that promote synergy with Mechs and Deathrattles. This has pushed players towards making use of the Goblin Bomb tokens many cards can generate, and then using them – along with big burst damage minions – to rush down opponents. Not much has changed for Saviors of Uldum.

Early game: Fight for the board in the early game with your low-cost minions. Many of the creatures you play have useful Deathrattle effects that can make them awkward for your opponent to fully clear from the board, so take advantage of that in follow up turns with a buff from Fireworks Tech. You also have Bomb Toss as some removal for your opponent’s opening drops too, which will also leave a Goblin Bomb on the board for you to use later.

Mid game: Continue developing your board further as you head into the mid game. You get access to some of the more impactful Mech synergies at this stage too, which is where you can surge out into the lead. You should be filling your side of the board with more Goblin Bomb tokens at this stage too. Trigger them where you can or find ways to activate them using Magnetic effects.

Late game: By the time the late game rolls around you should be in a dominant enough position on board to finish off your opponent. Missile Launcher can also be a fun way to damage your own Goblin Bomb tokens and fling even more damage at your opponent. For an emergency board clear, Missile Launcher magnetised with Venomizer completely destroys every minion on the battlefield (aside from special cases like Divine Shield).

Aggro opponents

Here are some tips to keep in mind when facing aggro opponents on ladder:

  • 1. You’ll want to fight very strongly against aggro opponents for board control. Luckily, you have a strong set of sticky Deathrattle minions that can do just that.
  • 2. Try to get the most out of every one of your buff cards to help you trade up into more expensive minions, or ensure they survive for extra value later on.
  • 3. The Goblin Bomb tokens you generate with Bomb Toss are particularly good for trading. Not only can you remove minions but you’ll also chip away at your opponent’s life total.
  • 4. If you do fall behind, Zilliax is a great catch up card as it will make an impact on the board immediately and leave a robust Taunt behind to slow them down further.
  • 5. Prioritise immediate effects over slower card draw or set up plays. If you spend too long preparing for future turns you may get taken out of the game before you can even reach the later stages.

Control opponents

These tips can help you get the upper hand against control decks:

  • 1. Play aggressively and try to finish off control opponents before they have a chance to stabilise the match against your multiple minions.
  • 2. Try to bait out board clears when you know one could be on the way. You want to entice your opponent with just enough so they feel forced to use it, but leave enough resources in hand that you can establish a board again next turn.
  • 3. Another way to counter board clears are all the deck’s Deathrattle minions, as they will stick on the board in some form when killed. Also, if you have some Goblin Bomb tokens your opponent will take a significant chunk of damage when they clear. Replicating Menace is great board clear insurance too.
  • 4. You don’t have much hard removal, so save Venomizer and Spider Bomb for when there’s one specific target you need to get rid of to push damage through.

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Mech Hunter Mulligan guide

Do your best to track down these cards for your opening hand when playing Mech Hunter:

  • 1. Mecharoo: A perfectly OK one-drop which makes it an obvious keep. The Deathrattle is nice to keep you on the board too.
  • 2. Galvanizer: Assuming you've got a decent collection of targets in your hand, this little guy can provide incredible value.
  • 3. Upgradeable Framebot: Provides a great foundation for improvement via the Magnetic effect.
  • 4. Ursatron: A well-rounded minion that comes with the useful bonus of refilling your hand in the early stages.

Mech Hunter tips, combos and synergies

There are quite a few powerful combos important to finding success with Mech Hunter. We’ve listed all of those for you below so you know what to work towards when playing the deck.

- Find ways to enable your Goblin Bombs to attack through buffs or the Magnetic keyword on some of your other Mechs. By doing so you’ll also have more control over how their Deathrattle is triggered.

- Fireworks Tech can be used to both empower a minion and take advantage of its Deathrattle mechanic. Consider cards like Spider Bomb in this context.

- Venomizer, SN1P-SN4P, Spider Bomb, Replicating Menace, Wargear, Missile Launcher and Zilliax are Magnetic, which means you can fuse them with another friendly Mech by dropping them to the left of that other minion. Drop it to the right if you want them to remain separate.

- Spider Bomb has a powerful hard removal effect on its Deathrattle, so ensure you have a way to trigger it and do your best to make it hit your opponent’s biggest threat.

Card choices and substitutions

There’s a chance the cards in this list will continue to be mixed about over the coming weeks as players refine the deck further but these ones are likely to remain key inclusions in Mech Hunter:

  • Mecharoo: A decent and sticky one drop that will make use of many of the buff cards and effects in the deck.
  • Bomb Toss: Some basic removal but it also gets a Goblin Bomb token on the board for you to use later.
  • Fireworks Tech: Another strong buff card but this one comes with the added bonus of triggering a Deathrattle effect at the same time for even more value.
  • Spider Bomb: The deck’s only proper hard removal though it can be finicky to activate. Make sure you save it for when it’s absolutely needed.
  • Leeroy Jenkins: The overzealous Paladin finds its way into another aggressive deck as burst damage and a perfect finishing tool.
  • Zilliax: A strong and versatile late game drop that can help you survive with some healing or push through a troublesome Taunt minion so you’re free to attack an opponent directly.
  • Missile Launcher: With clever use of this card you can destroy your own Goblin Bomb tokens and start flinging a whole lot of extra damage at your opponent.

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  • Victor-E #1 3 months ago
    What is the value of "Unleash the Hounds" at this point? Compared to say, another deathrattle mech? Theres no beast buffs and is negative synergy mid/late game if missiles take them out ,assuming the hounds were used to remove a 0 attack taunt/s or opponent token deathrattle card/s(aside from the fact that the latter would be counter to your own success by accelerating opponents tokens anyway)
    IMO,If opponent has 3+ minions on board and you have enough room on your side to get any value out of a couple 1/1 beasts w/charge, then its probably safe to say youre probably screwed/concede in a mech-aggro deck.
  • Hehexd123 #2 A year ago
    Is this deck still good with giggling nerf, or I have to replace her or change deck?