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[Diamond 5 to Legend] Bomb Control Warrior

  • Last updated Apr 30, 2020 (Second DH Nerfs)
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Wild

  • 21 Minions
  • 6 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Bomb Warrior
  • Crafting Cost: 11340
  • Dust Needed: Loading Collection
  • Created: 4/30/2020 (Second DH Nerfs)
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  • Total Deck Rating

    8

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Do you want a fighting chance against those pesky Demon Hunters? Do you want to punish "some" classes drawing 20 cards before turn 10? Do you want to stop Mages and Rogues from generating RNG value late game? Do you want to say no to Zephrys and Alexstrasza? Or do you simply want to see the world burn? 

Then this deck is for you! Here is a bomb warrior with many control features that has access to board control, damage, card draw, armour gain and an underrated power: surprise. Most opponents simply don't understand which cards are in your deck, which you can use to your advantage. 

There are also many other cards you can put into the deck if you want:

- Harrison Jones (turns out Demon Hunter uses around 3 swings with that silly weapon anyways, so you don't get as much value as you'd expect)

- Cairne Bloodhoof (alongside 2 Bloodsworn Mercenaries) - Note: this required me to cut Bladestorm or 2 Boompistol Bullies & Siamat

- Deathwing Dragonlord 

- Evil Quartermaster

- Maiev Shadowsong 

- Captain Greenskin

 

You can see I've made careful choices regarding the  weapon package. I feel like this is the perfect balance, reducing the number of games where you either have no weapons or too many in your hand. 

 

Playstyle: you can grab the board early on if you want to, but it often pays off to take it slower the first three turns in the game so that you can get combos going with Skipper, Armoursmith, Battle Rage and your weapon package. 

Against some classes you're better off with extra lackeys to give you more value, but overall the game usually goes like this: you keep on controlling the board and manage to deal roughly 10 damage to their face, while putting around 6 bombs into the deck. You keep on controlling the board endgame and either close it out with Dr Boom (yes, you can coin a better Dr Boom out on turn 6 or 7 and you just win the game, just like the good ol' days), Grommash or just some bombs and weapon damage. 

Try it out and let me know what you discover - with this list I got to legend fairly easily (of course DH sometimes does some random BS and the same goes for RNG mage or rogue). I'm sure the list can still be optimised, but I'm not sure how to create even more value without losing consistency. 

Enjoy :)