

Trade in the early game, and then close it out in the midgame with powerful magnetic minions. Minions like phase stalker or the guy that lets his hero power target minions let him lock you out of the board, and with mech pally being a board based deck, that means you lose the game. You also always want to be trading in the early game vs hunter. While playing crystology turn 1 has a good chance of drawing galvanizer and giving you the nuts combo, you forfeit your turn 1 and have a chance to not even draw galvanizer. For example, if you have a crystology and a mecharoo in your hand turn 1, you go for the mecharoo.


In practice, this manifests itself in hard mulliganing for cheap minions. In this matchup you really have to bring the heat - the 80% winrate can only be achieved by playing fast and furious. Highlander is less favored than dragon, and dragon is less favored than face, but all three major variants struggle to deal with the sheer early game pressure you are able to exert with the mechs. I had over an 80% winrate vs all varieties of hunter with this deck. You ideally want to draw them in the midgame to buff the early game minions you played earlier. Mech pally is a snowball deck and these cards bring the progress of your snowball to a halt. These cards are too slow to clog up your hand and ruin your early game. (the rest are 4 and 5 mana burn cards like truesilver champion, blessing of kings, and wargear. Sky claw, replictating menace, and galvanizer you really only want to keep when you have galvanizer in hand, otherwise they are too slow. So, you keep goboglide when you have a mecharoo OR any 1 drop with glowtron. A turn 3 4/4 with rush is better than any mech you could play on turn 3 except a value trade with a magnetic sn1p sn4p. You want to keep goboglide tech when you have sticky early game minions that you know will make it to turn 3 so your goboglide is activated. (These cards require a little more explanation. Mecharoo takes precedence due to how hard to remove it is - and any minion that sticks lets you snowball the early game board with magnetics like Glowtron.ĪLWAYS KEEP: crystology, galvanizer, mecharoo, hot air balloon, glowtron, shotbot, micro mummy, and sn1p sn4p.ĪLMOST ALWAYS KEEP: goboglide tech, sky claw, replicating menace, annoy-o-module. If you have both crystology and galvanizer in your hand, always play the crystology first so that your galvanizer gets you maximum value. However, even though crystology and galvanizer are the highest priority, you should almost never send back any 1 drops and you should rarely send back any 2 drops. The wombo combo that almost never loses is T1 crystology, T2 galvanizer, T3 flood the board with sticky mechs that snowball into a T6 win. In general, you want to be doing a hard mulligan for crystology and galvanizer. The games are fast, the deck is cheap, and you don't have to put a huge amount of thought into each turn. If you've been struggling to make the final climb to legend before the season ends I would highly recommend this deck. I re-downloaded Hearthstone a week ago and cruised from rank 25 to legend in 2 weeks (albeit logging about 6 hours a day over those 2 weeks) with a massive win streak on the home stretch of rank 5 to legend. Honestly, mech paladin is in a really good spot right now with this meta a lot of the most common meta decks are great matchups for you. Hey guys - I've been playing Hearthstone off and on for a few years now and just got to legend for the first time with this version of mech paladin. Mysteries of the Phoenix: Druid and Hunter Mysteries of the Phoenix: Warrior and Rogue Duels Advanced Guide - With Deck Lists and Treasure Tiersĭuels: Practical Guide to go Infinite in HC Duels
