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areallycoolnameformysunkenTempo Warrior

  • Last updated Apr 17, 2022 (Sunken City)
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Wild

  • 16 Minions
  • 9 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Tempo Warrior
  • Crafting Cost: 12600
  • Dust Needed: Loading Collection
  • Created: 4/17/2022 (Sunken City)
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  • Total Deck Rating

    30

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Sup nerds, here's a cool deck I've been playing that I want to share.
If you know how to pilot old rush warrior/tempo warrior archetypes, this one should come fairly intuitively, the only new interactions to learn are the mana-cheating dredge stuff.

This is basically just rush warrior, but it's not quite the same anymore, so I called it tempo instead.

Try to get your 1-2 drops on board asap, and prioritize getting Harbour Scamp down before Ram Commander to thin out your deck, HS + Stonemaul Anchorman into Saurfang should be able to both provide a little board control and keep your hand at a healthy size.

Ram commander likes conditioning, this should be no surprise to anyone that played old rush warrior, the rams also act as cheap execute activators in a pinch. Try to be a little greedy with your rams unless you're confident it'll get some face damage in, also, don't be greedy with your executes, 1-mana execute means tempo executes are back baybeee.

Forged in Flame looks kinda bad on paper, but in practice it's the battle rage replacement I've been dying for.  This deck will almost always have a weapon equipped in the mid-late game, and 2 mana draw 3 isn't exactly something to sneeze at in a deck that runs Smite and handbuffs.  This card can be huge after a FTD-Finley popoff

From the Depths
and Finley is a fun new package Warriors can take advantage of, after a T3 FTD, you can finley on T4-5 and vomit out your hand, sometimes drawing multiple cards if you land some discounted pirates, or a weapon with Forged in Flame.  This combo can be particularly nasty if you can manage to get Ambassador Faelin down the turn before you discount and swap your hand.

Irondeep Troggs (in my experience) are more important to get down early, than wait for a ranked up conditioning, just make sure if it's past T-1, you clear the way for them or you play 2 minions in a single turn so your opponent is forced to make uncomfortable choices.

Nellie just wins games on her own, what can I say? Even if you don't land Smite, our tight pirate package helps up find our regular Smite anyway.  Nellie's crew, + Smite and a conditioning or two?  Sign me up.  This deck gets silly sometimes, dredging up 1-mana Nellies to play alongside our default Nellie, and throw in a free Crabatoa or 1 mana Leviathan, cause why not.

Bloodhoof Brave got dumped in here because I'm having a total nostalgia trip back to WOTG Tempo Warrior, and it's turned out to be a flexible enough card that I haven't taken it out yet.  They're pretty good after a Conditioning.

Sometimes you beat druid by equipping unstoppable force and smacking into their big plant thing twice, it's fun

I could probably be easily convinced to drop Ambassador Faelin, he's pretty situational, and there's not many ways to cheese out Collosals without giving up a ton of cardspots, but 0-1-2 mana collosals are hilarious and I'm still having fun with the memes.
I'd probably replace it with Crowley, Ashvane, Samuro, Okani, or some other midrangey threat.

Mulligans (In no particular order):
Ram Commander, Habour Scamp, Trogg, From the Depths (in slower matches, or alongside Finley), Trident if you think you'll need removal, and Outrider's Axe can be a decent keep sometimes.