[SoU update] Reno Mecha'thun

Last updated 1 month, 1 week ago
  • Archetype Mecha'thun Warlock
  • Format Wild
  • Deck Type Ranked
  • Crafting Cost 19140
  • Your Cost Coming Soon
Lightspoon's Avatar Registered User 7


Some thoughts and insights:

  • First of all, this deck is not really difficult to master... but you have to well know the metagame especially during the mulligan phase.
  • This is an attrition/control deck with a Mecha'thun combo package as a main Win Condition.
  • From Rank 15-1 it still hoover around 58-65% win rate, with good matchup against almost anything. There's no auto-loss matchup since the deck has lot of consistency and different solutions.
  • Games are usually long and slow. Most of the time you need 10+ turns to achieve victory. So, you need to like slow/grind type of deck.
  • Like all Reno decks, it's expensive to craft since it has lots of important epics and legendaries that are hard or impossible to replace.





Early Game

  • Draw cards, play on curve.
  • Try to minimize damage.
  • Make efficient trades.
  • Try to be efficient with your AoE.


Mid Game


Late Game



  1. Mulligan for early drops, heal and aoe.
  2. If you have Bloodbloom always keep it since as you draw Hemet, Jungle Hunter you can thin your deck a lot, while also increasing the chance of draw the most powerful card in the deck (like Kazakus, Reno Jackson, Twisting Nether and the like).



The combo is really simple.

  1. You must have at least Bloodbloom and Mecha'thun in hand, while Cataclysm is a plus but not mandatory.
  2. You have to play Emperor Thaurissan so you can discount both combo pieces (so the total cost of playing both Bloodbloom and Mecha'thun in the same turn is 10).
  3. At turn 10+ when your deckpile is empty you just have to play: Mecha'thun followed by Bloodbloom and Cataclysm.



About Hemet...

Apart from Emperor Thaurissan who enables the combo by discounting cards, Hemet, Jungle Hunter is the OP card of the deck. If you have Bloodbloom in hand and play Hemet, Jungle Hunter on turn 6, you will usually win the game. It's also the keycard when you face other combo or control decks.


About The Soularium...

By taking a closer look at the list, you will certainly notice that I do not play The Soularium. A lot of players consider that it is an auto include in Mecha'thun combo Warlock. This is not my case.
In fact, it really depends on which type of Mecha'thun Warlock you are playing. For sure, The Soularium is really a great card for the cycling version of the deck. I'm more doubtful about the inclusion of it in the controlish decklist I'm playing.
The Soularium was in the early version of the deck but I quickly realised that most of the time, it was a dead card in my hand because I never really want to discard anything aside from when I'm really at the very end of the deck (with like 5 or less cards left). So I removed it for another Area of Effect card: Demonwrath, who do wonders in an aggro metagame with so many Odd Paladin running around filling the board each turn.


About Zephrys...

It may be tricky to properly understand how to "force" Zephrys the Great to give you the card that you really want (or at last a good equivalent one), but with some practice and with the help of FrostyFeet's guide you will learn how to get the maximum value possible from it.



  1. As soon as you have Bloodbloom in hand you must play Hemet, Jungle Hunter on turn 6. Playing Hemet, Jungle Hunter on curve is most of the time a game win (unless you are in a very bad position). This is why it's acceptable to keep both of those cards during the mulligan if you have them in hand, especially if you have The Coin
  2. Beware that you must have at least 5 lifepoint when playing the combo or 4 if Cataclysm is discounted.
  3. Beware of the board state and pop effect. Playing the combo with Voidlord on board is not a good idea because of the 3 Voidwalker that will pop. Better to sacrifice Voidlord then play the combo.
  4. Against aggro decks you can win just by attrition, clearing their board almost every turn, healing up and exhausting their resources until you drop Bloodreaver Gul'dan to seal the match.
  5. Versus Big Priest you want to play Hemet, Jungle Hunter asap or at last search for Kazakus and his polymorph effect to counter an early Barnes.
  6. Mill Rogue is the worst matchup: try to dump your hand the more you can and avoid to use Life Tap. He will not put you under much pressure so you may have time to search for the combo pieces and, if you succed in that, just wait until they burn out your deck and then finish them.


  • Boombock's Avatar 20 2 Posts Joined 03/16/2019
    Posted 1 month, 1 week ago

    Have you considered switching the Bloodbloom cataclysm combo out for Plague of Flames? It gives you extra space for a card like Rotten Applebaum or whatever.

    • Lightspoon's Avatar Serra Angel 340 251 Posts Joined 04/01/2019
      Posted 1 month, 1 week ago

      Cataclysm is needed because it also discards your whole hand. That way you "only" have to discount Mecha'thun+Bloodbloom and finish off your deck to perform the combo. Plague of Flames will only destroy Mecha'thun but than you'll have to play each remaining card that is sitting in your hand before effectivly close the match.

  • Haineko's Avatar 0 1 Posts Joined 03/31/2019
    Posted 3 months, 1 week ago

    Awesome deck ! So fun to play. :)


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