+1
Favorite this Deck

Bombs Over Uldum

  • Last updated Aug 8, 2019 (Saviors of Uldum)
  • Edit
  • |

Wild

  • 20 Minions
  • 7 Spells
  • 3 Weapons
  • Deck Type: Theorycraft
  • Deck Archetype: Bomb Warrior
  • Crafting Cost: 11680
  • Dust Needed: Loading Collection
  • Created: 8/1/2019 (Saviors of Uldum)
View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    136

View 93 other Decks by Dingding123
BBCode:
Export to

Hey!  I brew assertive Warrior decks on this site every expansion and have made it to Legend with a couple of my wonky brews.  My take for Uldum so far is Bombs but with some neat midrange packages.

Bomb+Magnetic package:

SN1P-SN4P plus Zilliax is great no matter how you slice it; good enough in fact that they hardly need any other mechs in the same deck to do well!  The Bomb cards speak for themselves - the second copies of a number of the bomb cards, however, are too tough to fit in  as they're just too slow for what the Uldum meta is looking to be.  Ideally at least 2 bombs is all it takes to make Blastmaster worth playing (that or the bombs exploding prematurely can help set up lethal) and the deck's draw power can help find the bomb cards and Blastmaster himself.

Ping package:

Inner Rage and Acolyte are the inventors of the package as they have cycle synergy, but it's Warpath, Frothing Berserker and the additions from Uldum that will give it some real oomph.  Bloodsworn duplicating damaged minions AND being a 3/3 is insane tempo and the duped minion potentially having Reborn or bearing the name SN1P-SN4P, Frothing Berserker or Zilliax is a huge plus.  Frothing plus Warpaths can end the game, even with a relatively small board.  Leeroy is also a huge addition as he can be duplicated by Bloodsworn for lethal. 

Rush cards and removal:

The few Rush minions are good cheap threats and versatile removal.  If there's one thing this deck will be good at it'll be clearing the board while maintaining a threatening board presence, and the Rush cards will help accomplish that.  While minions just help control the early game, however, the key forms of removal in the deck that take down big boardstates and create lethal openings are the duplicatable Rush/Reborn minions, the various pings, Warpaths and the singleton Execute and Supercollider.  The deck cuts a lot of fat regarding hard removal as the idea of the deck is to win with assertive minions and not to play for turns 10+.   

I'm currently climbing with this brew on ladder!  I'll keep this list updated as I go.