Creeps, welcome back. Time to reveal more of the crazy stuff I am working on. This time I want to take you through the building of my Mech Warlock deck.
Why Mechs? Why Warlock?
It’s time for something old to be new again! Warlock is a fun class that has many deck options. With it’s versatile hero power, you can essentially make any deck with card draw, without playing any card draw cards. There are tons of zoo, mid range & Reno decks floating around. I want to create something your opponent won’t see coming…Mechs!
Deck List:
Early Game
The mech shell is pretty familiar. We will start our early game with Clockwork Gnomes, Annoy-o-Trons & of course Mechwarper. Since we don’t have some of the robust spells like Mage, I will have to get a little creative. One of these innovations is Pint-Sized Summoner. Pint-Sized is a darling in this deck. She can act as another Mechwarper like option and can really throw off your opponent. I love the fact that most opponents will waste their removal on this little 2/2 giving a higher survival rate to Mechwarper or other creatures.
Rounding out the early curve is Mortal Coil — a crucial mini damage spell required to help keep boards clear with your minions. Finally Ironbeak Owl. Two of these are crucial to this deck. Priest’s large taunts and/or buffed Deathlords can wreck our plan, making the owl invaluable.
Mid Game
More mechs of course! Spider Tank, Gorillabot, Piloted Shredder are no surprise here. Fel Cannon–the reason why most of my creatures are mechs, is also here. Fel Cannon works great to keep boards clear and activates at the end of your turn guaranteeing at least one use. His 3/5 body make it even stick around a turn or two. I went with Harvest Golem for some stickyness (we always want at least one mech on board to activate Gorilla). I went with Spidertank instead of Demolisher. Demolisher is a strange card. It’s something that your opponent will always want to remove. The random two damage each turning can be huge. The downside is of course the minions very weak body of 1/4. This reminds me of Priest’s Lightwell. Something that can be great, but usually gets cut for better cards.
Late Game
Later game is definitely weak. By this point you should have a stranglehold on the match. If not.. Dr 7 [Dr. Boom] is of course here. It’s just too valuable, and allows us to continue our clear the board plan. One Antique Healbot is here to rescue some health and allow you to draw cards with your hero power. Loatheb is a great card to make it through those final turns, especially against Druid. Finally Siphon Soul is in to remove those really nasty large creatures and of course heal us a bit more.
The Plan
MechWarlock is all about managing the board with your minions. Sort of like Zoo. You need to make value trades and gain board control. Sometimes you can just blow out your opponents with a great early start (especially if you have coin). You really need to maximize your Fel Cannons & Mortal coils to clear minions. Don’t be afraid to use your owls early.
Cards On the fence.
Many cards I want to include: The two discover cards Dark Peddler & Jeweled Scarab. Having options to add more spells to the deck is very appealing. Power Overwhelming is something I really want. I even cut Mortal Coil for it, but found Mortal coil too crucial to the deck.
Have fun meching with Warlock and be sure to let me know your thoughts on the deck.
Original article is here.

















