- Mech Paladin D5 to Legend - feat. Alliance Bannerman
- Mech Paladin
Hi Everyone! Well I finally went from D5 to legend with my own deck. It's a little sad that it took this me this long, but I don't always have the time to grind. : )
The goal here is simple. Like most mech decks, you want to mulligan for Galvanizer and Mechwarper (also Crystology). Get a Flying Machine to stick and buff it for some serious damage. Obviously, DON'T CRAFT Mimiron's Head if you don't have him. Fun card, but I only assembled V-07-TR-0N a few times on my climb. It's one of my fav cards so I always run him, but he's got one of the hardest effects to pull off in the game.
Of course, you don't need Flying Machine to win. Often times you can out tempo your opponent with buffs and magnetic effects. SN1P-SN4P, Annoy-o-Module, Replicating Menace, Wargear, and Zilliax are all magnetic and can buff other mechs. For the other magnetic cards: Skaterbot is great to help regain the board, and Glow-Tron can help one of your mechs stick for a turn in the early game.
You can def cut Mimiron's Head to make the deck better. You could try a buff card or two like Grimestreet Outfitter (synergizes w/ Crystology), but I like to run as many mechs as possible. I'm trying Alliance Bannerman to provide some hand buffs and card draw. It's not a mech, but it felt alright. At times I wanted to cut one of them, but the card draw aspect made me keep it.
The weak point of the deck seems to be card draw. I was trying Divine Favors, but they were useless too many times. Hand of A'dal could be ok.
I'm not sure about Micro Mummy. Also, not sure about 2 Sky Claws, but they felt good. You could try some other cheap mechs like Shotbot.
Good Luck and Thanks for checking!
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