The goal of this deck is simply to gain high amounts of armor while removing threats from your opponent in order to stall and play Mecha’Thun for an instant OTK. This deck cycles cards very fast and sometimes you’ll find yourself playing a card just to get rid of it…don’t worry that’ll happen a lot. I typically like to save a Naturalize and Innervate as my last two cards along with Mecha’Thun so I can kill him off instantly on the same turn and watch my opponent shatter into pieces by his totally awesome animation (which by the way is extremely satisfying). If you make it to the end of the game, however, and don’t have innervate because you had to use it in the early game to control your opponents aggression, you CAN play Mecha’Thun by himself and use Naturalize on him the next turn in hopes that your opponent can’t kill it before you can play your last card. This is a fairly high gamble though. As far as the mulligan goes, I usually look for Wild Growth, Lesser Jasper Spellstone, and Wrath in my starting hand. Ferocious Howl can also be a good keep against control/midrange decks too in some match-ups. It all depends on what class you’re matched up against and whether you think ramp is more important, or if early game removal is top priority. So far after experimenting with this deck and making some changes while learning how to play it, I have a 7/13 W/L ratio. I do feel it has potential to stand up to some of the new decks right now such as Bomb Hunter, Aggro Paladin, and any form of slow deck that gives you time to set up the combo, although I don’t imagine it being more than a tier 3 deck at it’s best. I have a lot of fun playing it, and if you’ve got the dust for it and want to give it a try, go for it! You won’t be disappointed when you sit back as your opponent inevitably accepts their fate as the robotic-monstrosity enters the board…

















