Howdy guys, how are you all doing? It’s Miguelosz here back from a slight ladder break, played tons of Gauntlet with different/weird playstyles (my favorite one was a ridiculous draft with bae Lilithe, which had 4 Shadowdancers, 4 Rot9Ms and a Variax). Anyway Faie is as annoying as ever, so I decided it’s time to go back to chill out with the good ol’ Abyssian memery.
This time we’re doing something different: You know how people seem to be always picking on the adorable robokid Z0r, saying that he’s not fit to go on the ladder and should just go home like the little wussy he is (how dare they!). So here comes daddy Mechaz0r with some Dying Wish bodyguards to show those bullies their place!
Mech engines… ignite!
(If you’d like a more refined take on Z0r, see @Nwardezir’s ZirixZ0r lists, great stuff)

Originally the deck had no Spelljammers, with 2x Grasp of Agony and a third Ritual Banishing instead, but it ran out of gas often so I tweaked a bit to include more draw power. I piloted the deck from rank 10 to rank 6, at best I was 2 wins away from Diamond with a nice winstreak but the meme dream doesn’t seem to be quite strong enough to enable a convenient entry at this time of the month. Anyway the list fares very well in lower ranks where people don’t play that well around Mechaz0r and/or Dying Wish minions.
A word on some of the card choices: I went with Cannons instead of Swords, because they are generally better removal bait to make way for your later stuff. Necrotic Sphere kills those few people that love to vomit their whole hand in your face, and Ritual doesn’t seem to be that great in many situations these days so I let it at 2x. No Revenants because Mirage exists and if someone doesn’t stop using auto-includes as auto-includes things will never change around here…
The deck plays differently from a general mech deck (it is Abyssian, after all). In fact, you only get to play enough pieces for Mechaz0r in about 50% of the games. That’s fine, because besides mechs, there are alternative win conditions in the form of a late-game unanswered Vorpal, Vorpal into Shadowdancer, overwhelming your opponent with a swarm burst+Shadowdancer and even the occasional Z0r into Mechaz0r or Rot9M into something stupid.
With 12 p1t1 plays, the deck has many nice combos in the early game. I tend to prioritize them as follows:
Going first:
- Wings on mana tile, Helm in front of the enemy general
- Wings right in front of the general (the “classic” one)
- Lurking Fear into either Dioltas/Cannon + Helm/Z0r on the following turn
Going second:
- Helm+Cannon
- Lurking Fear+a combination of Z0r&Helm
- Double Wings on mana tiles +optionally Helm (beware of losing your hand though)
The list loses pretty hard to Songhai and many of the typical cheesywheezy lists out there, but feels great when you get some powerful combos out (like summoning Rot9M/Vorpal and Mechaz0r on the same turn). So all in all, it’s a deck that’s just really fun to play.
Oh yeah, and #IreallyreallyreallyhateEMP



I feel that without any Dancers I’m often just easily killed around 5-6 mana (or lose all my hand even with the Spelljammers), but I could see Void Pulse working nicely instead.
I just love my thicc waifu stuff too much I suppose!