Back again after last weeks attempt at Jade Rogue. This week I took a swing at mech rogue and well I dont think it performed as well as Jade did for me, it still turned out to be a fun and relativly competitive deck.
The deck plays a lot like wild mech hunter but has its own unique powerful turn 3 swing cards in iron sensei and cogmasters wrench. Iron Sensei is very powerful when it hits your mechs especially Annoyotron or Mech Warper. Cogmaster Wrench is basically a 3:3 weapon which can controll the board or go face for 9 over multiple turns. Because these cards both require mechs to stick in order to work we run lots of sticky early game mechs so one is bound to stick going into turn 3.
As i said earlier the deck takes a note from wild mech hunter running the galvinizer, mechwarper, jeeves package allowing you to dump your hand and swarm the board early and then refill. The magnetise mechanic gives the flexability to go wide or tall depending on the matchup. Loatheb and Fel Reaver are there for that last push to try an close out the game before your opponent stabilizes.
This decks biggest weakness is a lack of comeback mechanics so it loves and dies by gaining the board and keeping it. Worst matchup by far for me was even for that reason. The deck did very well for me against Druids, Warlocks and Priests. I felt relativly even against hunters and palidins but maybe slightly unfavored. Aside from even shaman the deck the deck has a decent chance in any matchup and is not really polarized no auto losses or auto wins