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Bondage Warrior

  • Last updated Jul 15, 2019 (Rise of the Mech)
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Wild

  • 21 Minions
  • 6 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Tempo Warrior
  • Crafting Cost: 8520
  • Dust Needed: Loading Collection
  • Created: 7/1/2019 (Rise of the Mech)
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  • Battle Tag:

    epikpie#11118

  • Region:

    US

  • Total Deck Rating

    50

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Due to popular request I wrote a more in-depth guide.

Credit to tofu for the deck idea

If you wanted to play warrior but didn't want to sit through 30-minute games this is the deck for you. It's called Bondage Warrior because it's built around whipping all your minions. I ended rank 1 with this deck last season but couldn't hit legend due not playing for the majority of the month.

Plays like a midrange deck except almost all your cards have synergy with Overlord's Whip. This makes Rampage an actually playable (and actually fantastic) card, while Battle Rage becomes an insane source of card draw. Also Security Rover becomes a total nightmare for opponents to deal with.

General Tips & Mulligan

One of the biggest mistakes I think most people make with this deck (and a lot of other decks too) is that they start playing crappy control warrior instead and try to remove all their opponent's stuff. Don't do that. This is a proactive deck, so go face unless there's a good reason not to.

Mulligan: keep Overlord's Whip and your 1-drops. On coin keep Dozing Marksman and Cruel Taskmaster if you have both. If you already have a 1-drop I'd also consider keeping Cruel Taskmaster. In general if you have a good curve starting from 1 you're set.

Matchups

Hunter: Bomb Hunter is heavily favored and probably this deck's best matchup.. Almost all your minions trade favorably into their minions while gaining tons of armor and applying lots of pressure while doing so. Also with Security Rover up, the Venomizer + Missile Launcher combo will spawn a 2/3 taunt, which makes Venomizer + Missile Launcher a lot easier to remove.

Against Midrange Hunter you're heavily unfavored. Their removal kit lines up nicely with your minions, their lategame is a lot stronger than yours, and this deck can't reliably answer a strong Zul'jin turn. In this matchup you're trying to rush them down before turn 10 but their removal kit doesn't make that easy.

I haven't played against much Secret Hunter but in the few I have played it's felt pretty favored. This deck doesn't have trouble playing around secrets and can access a lot more resources than they can; the only way they'll win is through a massive Zul'jin turn. Remove their minions till they inevitably gas out, then SMOrc them down.

Shaman: Should be slightly favored against both Murloc Shammy and Burn Shammy. Your 1-drops, Overlord's Whip and Militia Commander do a great job at bullying them off the board. Against Murlocs you want to beat them off the board and SMOrc them down because their value generation is kinda insane. Burn barely runs any minions so just remove the ones they do put out and try to gain a ton of armor/taunt up while you're at it.

Rogue: Slightly unfavored. Kinda feels like playing against Midrange Hunter in that their removal kit wrecks your stuff but instead of an insane lategame they kill you fast instead. If they draw crazy well and you don't you're kinda screwed, but you should be able to steal a lot of games off the times they don't draw the nuts.

WarriorControl Warrior is pretty unfavored. They run Weapons Project and Harrison Jones so the whip never sticks, remove all your minions, gain a ton of armor and grind you out. Despite this my winrate against them is actually far from abysmal. Rampage is a total MVP in this matchup because going tall early makes their removal miserable to use. Also Security Rover is really great because it makes them hate ever running Warpath.

Bomb Warrior is similar but you'll do a lot better because they don't run weapon destruction or as large a removal package. You're able to tank through their bombs and easily remove their minions on-curve. Obviously when they get the nut Bomb --> Bomb --> Blastmaster draw you're screwed but otherwise it's winnable.

Mage: Against Cyclone Mage you're unfavored. This matchup is hard for me to pin down because almost every game I've whittled them down to under 10 health until they do their crazy Conjurer's Calling turn, get down a bunch of massive taunts and kill me next turn. Try to set up multiple large threats and kill their giants so they don't conjure them into more giants.

Druid: Very favored. Traditional Token Drood gets completely farmed by your 1-drops and Whip. Security Rover and Frothing Berserker get totally bonkers in this MU. It's ok to leave 1-2 minions up if it means you can go face super hard. The new mech version is harder to deal with since they make stickier boards faster, but you should still be able to deal with their early boards.

Warlock: Like Druid or Shammy but bad. If they don't draw a total nut opening you just gas them out and kill them.

Paladin: Mech Pally can make some pretty big stuff pretty fast but you're also able to make some pretty big stuff pretty fast that can trade into their pretty big stuff or go face. They have no comeback mechanisms or AoE so don't bother playing around anything. You're able to both gas them out or SMOrc them down. Pretty favored.

Holy Wrath Pally is a bit of a tougher MU but you should be able to apply enough pressure that you can kill them before they hit you for 25.

Priest: this is a class?

Let me know if you have other questions.