Mecha’thun Druid Deck List Guide – Boomsday – August 2018

Mecha’thun Druid Deck List Guide – Boomsday – August 2018

Our Mecha’thun Fatigue Druid deck guide goes through the potential of this list for The Boomsday Project Expansion! It currently features a lot of hypothetical information, but once the expansion is release will be updated with mulligans, play strategy, and more!

Introduction to Mecha’thun Druid

Is it time for Fatigue Druid to become a real deck? It depends on who you’re trying to fatigue! With the incredible tools at Malfurion’s disposal, it could certainly become one of the many viable options for the class in The Boomsday Project. While the incredible armor gain and stall potential is often good enough on its own against an aggressive deck, Mecha'thun provides an interesting new alternative against the slower opponents. Cycle through your entire deck, play your flashy combination, win the game: in many ways, this is the ultimate combo archetype.

Mecha’thun Druid Card Choices

Essentially, this Druid deck relies on the same shell that all of the class’ already viable options do, utilizing the heavy ramp, armor gain and stall tools at its disposal. The difference here is an emphasis on cycling options while minimizing minion presence as much as possible in order to make it easier to fulfill the win condition of Mecha’thun, meaning almost every single one of them are castable on an empty board.

Since some of these cards are fairly expensive – and are still required to beat your aggressive opponents, Twig of the World Tree is a flexible option to generate a 20 mana turn at some point or even serve as an Innervate replacement in a pinch, especially when you’re getting ready to finish off the game. Keep in mind that Mecha’thun’s Deathrattle doesn’t check for a weapon, meaning it isn’t necessary to use up the weapon before going in for the kill. The deck also packs double Starfire to give you a decent chunk of burn as well alongside the Swipes and the Ultimate Infestations, which can be a useful tool against more aggressive Warlock decks that heavily utilize their health as a resource.

Boomsday Project Mech’thun Druid Deck List


Deck Import

Mecha’thun Druid Mulligan Strategy & Guide

VS Fast Decks

Higher Priority (Keep every time)

  • Wild Growth – Ever since the early days of Hearthstone, playing this card on Turn 2 was the hallmark of excellent Druid players, and that still applies: being able to cast your expensive spells earlier than you should be able to is a huge deal in this game.
  • Lesser Jasper Spellstone – Cheap and effective removal that can help you stop snowball-y cards like Hench-Clan Thug and other nast early-game minions that might bother you on the way to ten mana.
  • Swipe – Since this is your premiere answer to a wide board (at least until Spreading Plague becomes castable), it’s well-worth keeping around against opponents that try to kill you as quickly as possible.

Lower Priority (Keep only if certain conditions are met)

  • Spreading Plague – If you can get to it quickly, this can be a complete shutdown in and of itself against aggressive decks – however, it isn’t enough to stabilize by itself, so you probably only want to keep it with heavy ramp and redraw options already in hand.
  • Malfurion the Pestilent – You certainly want to begin the cycle of decay against aggressive opponents as quickly as possible: again, it’s only worth keeping if you’re confident you can cast it on a prohibitively early turn.

VS Slow Decks

Higher Priority (Keep every time)

  • Wild Growth – Again, having more mana than your opponent is a pretty big deal in this game.Nourish – Depending on the matchup and your hand, both options are viable with this card, and you will definitely be happy to have it available to you on five mana against control decks.
  • Twig of the World Tree – It’s a greedy keep, but setting up your 20-mana turn early on is very useful, and it’s a viable option against opponents that don’t generate a lot of pressure.

Lower Priority (Keep only if certain conditions are met)

  • Naturalize – if you expect a key early threat like Even Warlock’s Mountain Giant, this is worth keeping – otherwise, look for ramp and cycle.Malfurion the Pestilent – If you’ve got your ramp and re-draw set, being able to upgrade your hero power early on might be a consideration against control decks as well.
  • Biology Project – This is very much deck-dependent: some opponents might be able to make better use of the extra mana than you would, so apply discretion when using this one on a very early turn.
  • Ultimate Infestation – If you’ve got enough ramp behind it, this is a monster card before turn 10, and drawing five cards in a deck that really wants to reach fatigue is a pretty sweet option to have.

Mecha’thun Druid Play Strategy

VS Aggro Decks

This is not the time for the mecha-tentacles: your goal is to survive every wave until your opponent is completely exhausted and quits the game in frustration. If you’ve played any of the popular Druid decks in The Witchwood meta, you should be familiar with the basics: Malfurion the Pestilent and a well-timed Spreading Plague can be game-winning on their own, and you’ll have more than enough armor gain to outlast the first set of minions until you blow your opponent out with the aforementioned tools or an Ultimate Infestation. Once they get low on cards, they will not be able to generate enough pressure on you, at which point the game simply becomes a formality – and if they go low enough via Life Tap or weapon usage, you also have burn options to consider.

VS Control Decks

Your goal here is to cycle through your deck as quickly as possible and win with a three-card combo of Mecha’thun, Innervate and Naturalize. You’ll have to get rid of the minions summoned by the Death Knight, Spreading Plague and the two Ultimate Infestations. You should be able to push back against any pressure generated by slower decks – the real issue is Skulking Geist, which, alongside a Silence or a transformation effect like Polymorph, can completely neutralize your plan. This should incentivize you to take risks and even overdrawing multiple cards against decks that likely run this tech option in order to beat them to the punch – since so many of your cards re-draw, it is close to impossible to go for a fatigue plan.

Mecha’thun Druid Card Substitutions

You can discuss general substitution strategy here, or discuss why certain cards are completely irreplaceable here. Below you can list which cards can be replaced more reliably.

  • Biology Project – Since you don’t have the kind of big-bomb endgame finishers for a lot of mana like Taunt Druid or Malygos Druid, this card might not be worthwhile in this deck as your opponents could potentially make better use of the extra Mana Crystals than you – it will take a bit of experimentation to figure out how viable it is.
  • Wrath – It’s a decent anti-aggro card with a cycle option, but it isn’t an auto-include at this point in most Druid decks and it could be cut from this one as well in some cases.
  • Hemet, Jungle Hunter – Though essentially every sub-3 cost card in the deck is a cycle spell, you might want to consider this jolly fella as an option once you’ve got your Innervates and Naturalizes in hand to make the journey to fatigue even faster. It also helps you to find your best anti-aggro tools, though a move like that could easily backfire against those decks due to fatigue considerations.
  • Malygos – It’s not like your opponents are going to let this card live! Replacing the aforementioned cards (or Ferocious Howl) with Moonfires could make this an interesting take on the existing Malygos Druid archetype instead of its own unique entity without losing a lot of its potential.

Yellorambo

Luci Kelemen is an avid strategy gamer and writer who has been following Hearthstone ever since its inception. His content has previously appeared on HearthstonePlayers and Tempo/Storm's site.

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