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Guides / Mechanized Menace
Fury / Mind Intermediate Midrange Tribal

Mechanized Menace

Mech Tribal Strategy Guide

Flood the board with Mechs that gain Shield from your legend. Stack Assault and Shield bonuses for Mechs that dominate both offense and defense.

In this guide
OVERVIEW
Mechanized Menace (Rumble) is a Mech tribal swarm deck built around Fury/Mind. Your legend gives all Mechs Shield (+1 Might while defending), making them incredibly tough to remove in combat. Flood the board with Mechs and Mech tokens, buff them with Assault and +Might effects, and overwhelm your opponent.
YOUR LEGEND'S ABILITY
Mechanized Menace: All your Mechs have Shield (+1 Might while defending). This means every Mech is effectively +1 tougher than their printed stats when blocking. Combined with Assault from Rumble Hotheaded, your Mechs are stronger on both offense and defense.
EARLY GAME (Turns 1-2)
Play Seal of Rage for free rune generation.
Drop Forecaster to a battlefield — she gives all your Mechs Vision (see hidden cards).
Danger Zone at 1 cost gives all Mechs +1 Might as a Reaction with Repeat.
Stupefy is great early — 1 cost, reduces enemy Might, draws a card.
MID GAME (Turns 3-5)
Bubble Bot readies another Mech on play — chain plays for tempo.
Rumble, Hotheaded gives ALL Mechs Assault (+1 Might while attacking). Combined with legend's Shield, your Mechs are +1 on offense AND defense.
Rumble, Hotheaded can also recycle a unit to play a Mech from trash at reduced cost.
Dangerous Duo with Legion gives a unit +2 Might — play after another card for the trigger.
Production Surge costs 2 less if you have a Mech — play a 3-Might Mech token + draw 1 for just 2 energy.
LATE GAME (Turns 6+)
Rumble, Scrapper gives ALL Mechs +1 Might permanently. When holding, spawns 3-Might Mech tokens.
Ferrous Forerunner has Deathknell — when he dies, play TWO 3-Might Mech tokens.
Mega-Mech is a massive 8-Might body. With Shield, that's effectively 9 on defense.
Breakneck Mech is the ultimate finisher — gives ALL Mechs Deflect AND Ganking. Enters ready if you have another Mech.
Singularity deals 6 to up to two units — clears the way for your Mech army.
KEY COMBOS
1. Rumble, Hotheaded + Legend ability = Mechs have both Assault AND Shield. +1 attack, +1 defense.
2. Danger Zone + Mech board = +1 Might to ALL Mechs at Reaction speed. With Repeat, that's +2.
3. Bubble Bot + any Mech = Play Bubble Bot, ready another Mech for immediate attack or ability.
4. Production Surge + existing Mech = Costs only 2 energy. Creates a 3-Might Mech token + draws 1.
5. Ferrous Forerunner death = Two 3-Might Mech tokens. Block with him, get rewarded.
6. Breakneck Mech + Mech board = All Mechs get Deflect + Ganking. Game-ending.
7. Rumble, Scrapper hold = Free 3-Might Mech token every turn you hold a battlefield.
8. Assembly Rig + weak unit = Recycle a small unit to create a 3-Might Mech token.
MULLIGAN GUIDE
✓ KEEP: Forecaster, Seal of Rage, Danger Zone, Stupefy, Hextech Ray
KEEP IF GOOD HAND: Bubble Bot, Dangerous Duo, Production Surge
✗ SEND BACK: Breakneck Mech, Mega-Mech, Singularity, Ferrous Forerunner (all late game)
★ IDEAL HAND: Forecaster + 1 cheap spell (Danger Zone/Stupefy) + 1 mid-game Mech (Bubble Bot)
TIPS
Danger Zone is your best card. +1 Might to ALL Mechs at Reaction speed wins almost every combat.
Your Mechs are always +1 tougher on defense thanks to Shield — trade aggressively.
Rumble, Hotheaded's recycle ability lets you replay dead Mechs from trash at reduced cost.
Don't play Breakneck Mech until you have 3+ Mechs on board — Deflect + Ganking on all of them is devastating.
Assembly Rig turns weak or damaged units into fresh 3-Might Mech tokens.
Production Surge with a Mech on board is incredibly efficient — 2 energy for a token + draw.
Hextech Anomaly can ramp your energy with rune recycling — great for reaching Breakneck Mech faster.
Premonition drawing 3 cards refuels you after an aggressive early push.