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Mecha'thun Rogue deck list guide - Saviors of Uldum - Hearthstone (August 2019)

How to play the latest version of Mecha'thun Rogue in the new Saviors of Uldum meta.

Your primary goal with this deck is simple. Draw through your deck, play Mecha'thun and kill it. Rogue finds this tougher than many other classes though, as it’s tough to survive with its lack of healing and class Taunts. New cards announced for Saviors of Uldum change this up though, offering Deathrattle synergy to contest your foe until the final blow.

Built around the recently revealed Anka, the Buried, we’ve put together our ideal combination of a Mecha'thun win condition built on a solid Deathrattle Rogue shell which should lead you to a swift, merciless victory. You’ll achieve this either through drawing your whole deck with Myra's Unstable Element or using simple Deathrattle tempo.

Mecha’thun Rogue deck list and strategy

Here is the version of Mecha'thun we’re using for the start of Saviors of Uldum. The meta is going to be hotly contested, so come back here for updates and changes!

2 x Backstab1 x SN1P-SN4P
2 x Preparation1 x Zilliax
2 x Eviscerate2 x Mechanical Whelp
2 x Sap1 x Tunnel Blaster
1 x Edwin VanCleef2 x Deranged Doctor
2 x EVIL Miscreant1 x Mecha'thun
1 x Fan of Knives
2 x Necrium Blade
1 x Blightnozzle Crawler
2 x Walk the Plank
1 x Anka, the Buried
1 x Gral, the Shark
1 x Myra's Unstable Element
2 x Necrium Vial

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAaIHCrICmwXn+gLx+wKggAPRgQPXjAOBoAOEpgOftwMKtAHNA4gHhgnA7AK09gLe+gLs/ALOjAOPlwMA

More great Rogue guides:

General strategy

You can theoretically pull off your Mecha'thun combo ridiculously early with this deck. With a bit of luck, you could draw everything with Myra's Unstable Element, play out your hand, discounting Deathrattle cards with Anka, the Dead, then kill your 1 mana 1/1 Mecha'thun with Backstab or Eviscerate and win. Below is our general strategy just in case that’s not how your game plays out.

Early Game: The tempo gained from your super strong Deathrattle cards is key to this deck. In the early game, you’re looking to get to those cards. EVIL Miscreant is an incredible card to have here, as is Edwin VanCleef, as they offer utility above and beyond their mana cost when played correctly. Your Backstabs and Eviscerates can be important in the early game, but keep in mind that they’re vital for your game-ending combo later on, so be careful not to waste them. Necrium Blade is another sound pickup here, as you can hold onto it in the hopes of setting off a friendly Deathrattle in the future, and simultaneously destroying an enemy minion in the process.

Mid Game: Now is the time to start hitting those Deathrattle cards. If you happen to draw your Anka, the Buried and Mecha'thun, feel free to slam Anka on the board to take advantage of other strong Deathrattles in your hand. At this point, you may need to deal damage to the whole board with a Tunnel Blaster, or heal for 8 with Deranged Doctor. If you can manage it, hitting Mechanical Whelp with Anka, the Buried is an extremely valuable play, reducing the cost of the Whelp by 5 mana at the loss of only 1/1 in stats. Playing out Gral, the Shark, even at its full cost, can pay off excellently too. You’ll frequently benefit from the shark eating a big minion like your Mecha’thun or Deranged Doctor, before drawing the card once Gral dies.

Late Game: Now is the time to close in on victory, if you haven’t already. Your Necrium Blades and Necrium Vials should help you achieve constant value from your Deathrattle cards, keeping you alive and in the game. If you can get Myra's Unstable Element, Mecha'thun, Anka, the Buried and either Backstab, Eviscerate or Walk the Plank in hand, then you’re ready to get rid of your deck.

Play Myra's Unstable Element when you get the chance, although your priority is staying alive until you can pull off your combo. Empty your hand, which should be easy enough if you saved Anka, the Buried to this point. If you can generate a big board of Deathrattles, the enemy will be forced to clear it or face certain death.

When you have the opportunity, your combo is ready. Simply play your 1 mana 1/1 Mecha'thun and kill it with the last card in your hand, be it Walk the Plank, Backstab or Eviscerate. There’s a fair bit of flexibility with this finisher, so if your Deathrattle Rogue plan has been dragged out until the end, you should have at least one of the cards needed to finish the game.

Mecha’thun Rogue Mulligan Guide

Your two strategies, being a Deathrattle Rogue game plan and a Mecha'thun win condition, have similar methods. Below are the cards you’ll want to keep hold of.

1. Edwin VanCleef, combined with the cheap spells Rogue has to offer, can win you a game ridiculously early. Even without a hugely buffed Edwin though, you could do worse than a 4/4 or 6/6 body early in the game.

2. Against decks like Mech Hunter, or Deathrattle decks for that matter, Sap is an essential keep. Removing a minion from play without triggering a Deathrattle effect can be vital for maintaining tempo early on, allowing you to play your more dangerous cards afterwards.

3. Early curve minions are extremely important. SN1P-SN4P is a card you can’t really go wrong with, and EVIL Miscreant can allow you to adapt to the opponent’s plays with the Lackeys it generates.

Mecha’thun Rogue tips, combos and synergies

You’re aiming to win the game with Mecha’thun swiftly and efficiently. The main stumbling block with this plan is your lack of survivability, but being a Rogue, you should be able to keep the pressure up on your opponent without succumbing to such dangers:

- Tunnel Blaster is a great tech option against aggro. If you can discount it with Anka, the Buried, it represents huge value and a potential board clear, however even without it being a 1 mana 1/1 you can use its taunt and relatively high health total to stall out opponents.

- If you think you can push for an early victory without the Mecha'thun gameplan, do it. Your Deathrattle cards, including Mechanical Whelp and Gral, the Shark, are strong in this deck, and triggering those Deathrattles early represents an enormous amount of value in the mid game. Sometimes it’ll not go as planned, but a lot of the time you won’t need to even bother worrying about your massive finisher.

- Myra's Unstable Element can be gambled with. If you get outrageously lucky, you might just draw your whole combo, but usually it pays off to be a bit more patient. The only time when you should throw Myra's Unstable Element out there is for a hail mary in a bid to quickly and urgently steal a win.

- Don’t underestimate the power of the EVIL Miscreant. Being a cheap card with a great deal of potential upside, you can gain a massive amount of mileage out of just one copy. In particular, when it generates an Ethereal Lackey, you have the chance to Discover a spell of your choice, allowing you to work with the game state to the best advantage possible.

- Gral, the Shark draws a minion with his Deathrattle as well as buffing himself with his Battlecry. This means that often, Gral will be a larger card than his 2/2 statline would suggest. If the Shark eats your Mecha'thun and the enemy doesn’t have a Silence effect, you’re golden.

- Blightnozzle Crawler doesn’t appear to be the most powerful card, but it’s an annoying stall for the opponent even if you play it alone on turn 4. You can even combine it with your Deathrattle triggering effects like Necrium Blade to get some extra single target removal if necessary.

- Despite Rogue’s struggles with staying alive, this deck plays host to some convenient healing if needed. In particular, the Mechanical Dragon generated from the Mechanical Whelp's Deathrattle is a great target to attach Zilliax to, healing you for a lofty 10 damage.

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