Mulligans
General Mulligans
Please read the description of the deck! This is generalised.Hi Guys, my name is Olikka985 and this is my first deck guide. I hope this deck will bring you the same loads of fun, like it did to me.
Click on this to see a video of this deck guide and its’ gameplay
Deck guide:
Starting hand against aggro matchups:
Always need to keep: Preparation, Frequency Oscillator and Gear Shift
Good to have: Click-Clocker, Drone Deconstructor, Invent-O-matic, Serrated bone spike
Optional: From the Scrapheap (if you also have a preparation in hand), SP-3Y3-D3R (if every other cards in your hand is higher)
Big NO NO: Everything above 3 mana
Playstyle: Control over board -> then take them down with big mechs
Starting hand against tempo matchups:
Always need to keep: Preparation, Serrated Bone Spike, Click-Clocker, SP-3Y3-D3R,
Good to have: Drone Deconstructor, From the Scrapheap, Invent-O-matic, Scourge Illusionist
Optional: Coppertail Snoop (if you have other small mechs in your hand and you are confident about they will stay alive), Mimiron, the Mastermind (if you have 2 Drone Deconstructor, or have From the Scrapheap, best with Preparation + From the Scrapheap), Gear shift (if you have desperately bad other starting cards), Pit stop (if you have a Preparation)
big NO NO: Thunderbringer, Neptulon, the Tidehunter
Playstyle: Tempo build big mechs or play through Scourge Illusionist combo – only trade minions if it is necessary to not die your mech what you want to magnetize, or if the enemy is a buffer. For example the now trending Tempo Warrior.
Starting hand against Control matchups:
Always need to keep: Pit Stop, SP-3Y3-D3R, Scourge Illusionist
Good to have: Preparation, Serrated Bone Spike, Invent-O-matic, Coppertail Snoop
Optional: Click Clocker + Drone deconstructor + From the Scrapheap (If you also have Mimiron in hand), Coppertail Snoop (if you have other small mechs in your hand)
big NO NO: Frequency Oscillator (most of the time it has no value in control matchups only if you also have a V-07-TR-0N in hand for example, and then you can play that on turn 5, but otherways it is not really good), anything above 4 mana
Playstyle: these are the hardest games, because of so many board clears in the game right now. Either way you can try and out tempo them with you early mechs and can play aggro as hard as you can, or what I prefer is to build up slowly, using Scrap from the Heap, Pit Stops to farm magnetic mechs, strong cards – then with the Scourge Illusionist combo you can catch control decks, because after Scourge Illusionist dies you get the 4 mana Thunderbringer. If they clear the Thunderbringer, then you will get atleast a Neptulon on your board what they usually can’t handle.
Best tipps:
2nd round: Preparation -> Serrated Bone Spike -> Scourge illusionist, 3rd round: coin + thunderbringer (if you get this combo – it is a win)
Watch for Frequency Oscillator, it’s giving you 1 less mana for the next mech! It is not necessary to be in the same round! Use it on turn4 to summon the V-07-TR-0N on the 5th round.
If you have Neptulon and Thunderbringer in your hand: don’t just surrender. If you topdeck a gearshift – you can easily rotate them back into your deck!
Don’t rotate back coin and preparation with gearshift because then you will have some seriously bad top decks in the near future.
Scourge illusionists will always add a copy of your Thunderbringer but only if it is in your deck! – there are many beasts in your deck but only one Elemental
Thank you for choosing this deck to hit high rank! Hope you liked the guide!
Peace, Love, Unity,
Olikka985

























