"Battlegrounds Mech Comp: Magnetize Into One Giant Threat"
Meta note: specific Mech cards rotate with patches. This is the archetype's evergreen plan, not a current list.
Mechs are the "all your eggs in one body" tribe. Instead of going wide, the Mech plan funnels stats and keywords onto a single magnetized monster, then protects it with Divine Shield and reborn so it can carry whole fights alone. When it works, one Mech can tear through an entire enemy board.
The win condition
The Mech package revolves around magnetize — attaching a Mech directly onto another Mech to combine their stats and effects onto one body. Layer that with key protective keywords and you get a single, enormous threat:
- Magnetize stats and effects onto one carry.
- Divine Shield so it survives the first big hit.
- Reborn / extra lives so even when it dies, it comes back to keep swinging.
The result is a "voltron" minion that can solo multiple enemy minions in a single combat.
The tempo angle
Mechs are often a strong tempo tribe in the early-to-mid game: a magnetized body with Divine Shield is huge for its tier and wins combats immediately. That early power can fuel win streaks and gold, letting you stay healthy while you build toward the final monster.
Positioning notes
- Your magnetized carry usually attacks first or is protected, depending on whether you want it trading early or surviving to clean up.
- Divine Shield matters most up front — a shielded body in the line of fire eats the opponent's biggest hit for free.
- Watch for cleave if you keep a couple of support Mechs adjacent to the carry.
When to commit to Mechs
- The tribe is open and Mechs keep appearing in your shops.
- You have a magnetize target and protective keywords lining up early.
- You want early tempo — Mechs spike fast and can carry the mid-game.
What counters Mechs
- Poison / Venomous. This is the Mech killer: poison ignores your giant stats and Divine Shield only blocks once. A single poison hit after your shield pops can erase your carry. Redundancy and multiple shields help, but poison is the archetype's nightmare.
- Heavy removal or zapp effects that neutralize your one big threat.
- Going too tall, too fragile. If everything is on one body and it gets answered, you have nothing behind it — keep a backup plan.
Takeaway
Mechs win by building one unkillable monster: magnetize your stats together, wrap it in Divine Shield and reborn, and let it carry. Lean in when the tribe is open and you've got early tempo — but respect poison, which is the one thing that turns your giant carry into a liability. Don't put everything on one body without a way to survive a poison hit.