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Tempo bombs

  • Last updated Jun 30, 2019 (Rise of the Mech)
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Wild

  • 20 Minions
  • 6 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Bomb Warrior
  • Crafting Cost: 12320
  • Dust Needed: Loading Collection
  • Created: 6/21/2019 (Rise of the Mech)
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  • Capped
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Do you like Bombs but don't like playing the top deck in the meta? Maybe you don't like a plodding control warrior and want to make some actual decisions instead of one removal card after another? Welcome to a more aggressive tempo based version of bomb warrior that is doing relatively well at high ranks! I didn't actually mean to post this deck a week ago - meant for it to be unlisted but I guess I misclicked it. I've been playing with this since pre snip-snap, and it’s always been fun to play but struggled to get past rank 5 or so. Currently at rank 3 while playing just a couple games a day - I'm confident that this has legend potential as it is at it's core a version of bomb warrior but it probably still needs some optimization.

This deck has a lot of interesting combos and I find myself planning 2 or 3 turns ahead for different scenarios. Bombs are a secondary win condition or a way to pile on damage - ultimately this plays like a tempo/face deck where we keep setting up big damage turns and exhaust our opponents resources in dealing with our high damage minions like Frothing Berserker, a buffed Redband Wasp, Darius Crowley or magnetized mechs frequently into a Blastmaster. Don't ever be afraid to hit your own Acolyte of Pain with Inner Rage or Improve Morale, especially if you aren't able to curve out well with your current hand.

Oftentimes a turn 2 coin + Acolyte into turn 3 Berserker + inner rage (on the acolyte) is enough to snowball. Opening with Coin into Axe, hit face, Wasp, face again especially if we have an activator for the Wasp next turn put's a lot of opening pressure too. We also want to play for the prospect of additional damage with a bit of rng. If the opponent is at 17 health and we have the classic combo of grom + inner rage on turn 8 with a few bombs in the opponents deck, I'll almost always slam it down and hope to see a bomb or draw some face damage ourselves.

 

Obviously, always keep Town Crier. Usually keep Woodcutter's AxeRedband Wasp, and Clockwork Goblin. Every other card is matchup dependent but we want to look to keep evolving overbuffed threats on turn 2, 3, 4, and 5 while placing bombs as often as possible. Playing Leeroy Jenkins and using the 1/1's to enrage our Wasps, buff our Berserkers, or set up a good target for Crowley is oftentimes a good play as well.

 

Possible Substitutions: No Seaforium Bomber as we use the Blastmaster more as a tempo play - we aren't going for as many bombs as possible and a 5/5 for 5 with no additional synergy hurts our tempo a fair amount. I've toyed around with a few other mechs like Replicating Menace, Wargear, and Missile Launcher but then the deck seems to want Dr Boom and then we may as well play the standard bomb warrior. I've had some success with RampageSpirit of the RhinoCruel TaskmasterMortal Strike, The Black Knight, Spellbreaker, and Arcanite Reaper in various iterations of this deck. Many of those are good tech substitutions based on what you see on the ladder.

 

The weakest card right now seems to be Heroic Strike. I feel like I'm seeing a lot of taunt minions right now and want to put TBK or a silence back in. Definitely room to grow with this rush based bomb deck though.