Colma Tempo Warrior, top 50 legend
- Last updated Sep 1, 2014 (Naxx Launch)
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Wild
- 21 Minions
- 5 Spells
- 4 Weapons
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 4040
- Dust Needed: Loading Collection
- Created: 6/23/2014 (Live Patch 5506)
- user-9231873
- Registered User
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- 7
- 9
- 18
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
1522
Update August 29th
- 2 x Inner Rage, 1 x Stampeding Kodo, 1 x Arcanite Reaper
+ 1 x slam, 1 x Armorsmith, 2 x Sludge Belcher
After the last wing of Naxxramas was released I started having some troubles with the old version of the deck but in the last few days I have been using this new updated version of the deck that has been working a lot better.
The inner rages were not working as well for me as they used to for a few reasons, one I only have one spelldamage minion in the deck instead of the 3 I used to have meaning that as offense it usually only does one damage. The second reason is that I'm just not facing as many good targets for it as I used to, instead of Leper Gnomes and young priestesses I'm seeing Undertakers and Haunted Creepers. Lastly the deck has another way to enrage Grommash now in Death's Bite.
I took out an Arcanite Reaper because I was finding myself with a bit too many weapons sometimes and I wanted some extra minions in the deck instead, the 2 Sludge Belchers fit the role perfectly. I added another Armorsmith because I found myself without anything to play on turn 2 too often. The Stampeding Kodo is still decent but I was not getting as much use out of it as I used to either since a Haunted Creeper for example is not exactly a great target most of the time. The Slam fits in to make up for the lack of removal the 2 Inner rages have left in the deck.
I also changed the video at the end with a new more recent one of myself playing the new version of the deck.
Update August 13th
- 1 x Slam, - 1 x Arcanite Reaper, + 2 x Death's Bite.
The new Axe from Naxxramas is good, so I added two of them, because of the extra weapons in the deck I removed an Arcanite Reaper, and because the weapons are good against Zoo I decided to remove a slam to make room for the second one.
Update August 12th
- 1 x Argent Commander, + 1 x Slam.
I made this change to improve the match up vs Zoo since sometimes I just didn't have enough removal, at the same time it shouldn't hurt the match up vs control much either since you can use it as a card cycle instead of direct removal as well.
I also changed the video to one of me playing the current version of the deck in the game that took me to legend for the season.
Update August 7th
- 1 x Armorsmith, + 1 x Azure Drake.
As other people have noted as well the new version of the deck was a bit light on card draw, this change helps with that. The reason for the removal of the Armorsmith is that it was mainly there as a counter to rogues, now that rogues are not as popular anymore they are not as essential.
Update August 2nd
After a lot of experimentation after Naxx I have finally come up with a new version of the deck that I'm happy with and that I have been winning with.
- 2 Slam, - Bloodmage Thalnos, - Loot Hoarder, - 2 Azure Drake
+ Execute, + Spellbreaker, + Loatheb, + Stampeding Kodo, + The Black Knight, + Grommash Hellscream
I have removed the outdated videos and added a new one of me playing the deck early in the new season on my way back to legend.
Update july 10th
I have made some small changes to the mulligan description and added a card replacement section. I have also added a link to a one minute guide from Tales of Lumin featuring the deck. Lastly I have reached legend now in season 4 with this deck and added a video featuring my 3 attempts at getting the last star needed.
Update july 6th
-2 Argent Squire, -1 Cleave, -1 Arathi Weaponsmith
+2 Armorsmith, +2 whirlwind
Added new video with gameplay of the new version of the deck.
Introduction
Hey everyone, I have reached legend the last 5 seasons and I ended last season as legend rank 94 with the aggro mill rogue deck. I played that deck up to legend this season as well but I wanted to try something new. I got the idea to make a tempo warrior deck, inspired by the tempo rogue. I figured the warrior has a lot of similar tools, inner rage as the no cost removal backstab, fiery war axe in place of deadly poison+hero power, cruel taskmaster in place of SI:7 agent and so on. I crafted the deck and it did pretty well, I kept adjusting it until I could get into the top 50 legend with it, and this is the result.
Tempo talk
This deck is not a pure aggro deck instead it has more value based minions and a bunch of removal it aims to get board control and never let go of it. The deck also has a lot of card draw to keep it going until the end, it is not uncommon that I end up with 6+ cards in my hand at turn 5 even though I have been using all my mana every turn thanks to acolyte pain/taskmaster synergy and so on. As well as all the card draw the deck also has a lot of weapons and chargers to gain and keep board control quickly.
It is not an ordinary control deck either, even though it does aim to control the board it does it while filling up the board with minions at the same time instead of just stalling until you can get late game legendaries out like with the usual control warrior deck.
That is why I call it tempo warrior, it gains control of the board and game with fast and mana efficient plays.
Mulliganning
Against control mulligan for Armorsmiths/Loot Hoarders/Amani Berserkers/Fiery War Axe I will also keep harvest golem/Acolyte of Pain if I already have one of those 4 cards. Against aggro also keep taskmasters and if I am going second vs aggro meaning I have an extra card I will even keep whirlwind.
Replacements
The Black Knight, He can be replaced by a Spectral Knight, it's a different kind of card than The Black Knight but it fits into the deck extremely well. Harrison Jones or Acidic Swamp Ooze can also work as good replacements if you are facing a lot of weapon users.
Grommash Hellscream, If you don't have him I would replace him with a second Argent Commander, the Commander does less damge but it does have the advantage of being cheaper which can actually be a pretty big advantage in some games. I got to legend in a previous season without Grommash, so don't worry too much if you have to make this change.
Gameplan
Board control, board control and more board control. Get the board under control at all cost, after you get board control it is perfectly fine to hit face with your weapons if you have another weapon ready to go, but not before that.
Since most of the decks in the meta right now are extremely burst heavy the warriors hero power can be quite useful mid to late game buffing yourself out of combo range. Armor is especially powerful vs freeze mages, if you can have 5+ armor up by turn 9 while keeping board control they're in trouble.
Overall I find that this deck feels very similar to playing tempo rogue, so if you have played that before it should feel familiar, but I actually think this deck is stronger than tempo rogue at least right now.
Thanks for reading this far, if you like the deck go ahead and show support by ranking it.
Video
Video of myself using the deck at legend near the end of season 5.
Many feel the need for a finisher but a legend rank player feels it'd upset the balance and backs it up with game play. What rank do regularly play at?
Just because he is a legend rank player doesn't mean his opinion should be valued over others, they're not always correct, you know. Besides, he probably netdecked his way to legend and then started crafting this piece.
Very possible. Could someone try the suggestions and see if it is an improvement, please? I don't have all the cards but would be willing to craft them. Good to see the community working together on this deck.
I replaced Cleave with Brawl, and I've found it's a pretty good backup against Zoo-style decks and handlocks. When you only have a weapon left, Brawl has the chance to take out those annoying taunts and clear the board (at least in my experience)
What should i replace Thalnos with? Kobold fits good? Please some thoughts...
Thanks for the deck mate!
Yes, fits well.
Also changed one Inner Rage for a second Execute, works really well against Druids and their high HP Taunts.
Ive played like 30 games with this deck and went from rank 9 to 11 in two days... The deck doesnt seem very strong to me but I might just not be used to the playstyle yet. Going to give it another shot though.
Great deck, very fun to play.
I have made a few modifications that seems to work nicely:
- 2x Amani Berserker +2x Frothing Berserker with baord control, especially in the early game trading minions creates a nice threat.
-Azure Drake and - Argent Commander +2x Rampage with all the inner rages and cruel taskmasters it's easy to have a good combo with Harvest Golem and there is a lot of card draw power with Loot Hoarder and another Azure drake it feels that the other drake can be switched.
Great deck, cheap and competitive but I had to make some changes.
+1 Execute (to deal with big taunts)
+2 Bloodsail Raider (works really well, 5/3 minion in second turn, when I go second and have FWA)
+1 Brawl (sometimes saves live)
-1 Bloodmage Thalnos (I don't have him)
-1 Argent Commander (I've got only one)
-2 Harvest Golem (I'm still thinking about it)
What do you think? Sorry for my English.
Harvest Golems are worth keeping, takes 2 cards to get rid of them
Thanks for your suggestions. I'm going to craft Argent Commander and put 2 Harvest Golem instead of Brawl and Amani Berserkers.
This deck is too much hat trick and not enough teeth. I have faced it on ladder 3 times and always stomp it.
What deck are you running? What was the deciding factor? Any constructive feedback would be useful.
Control Paladin, so maybe it's just a bad match-up, but since there's not that many control pallys you can probably take that being a bad matchup.
Yeah, I totally agree. I kept a lot of stats from this weekend and this deck tore through the aggro / rush meta but it suddenly switched up to all control and I went on a big losing streak until I changed decks.
I now main Colma's Aggro Mill Rogue (the all-rounder), this deck (anti-rush / zoo) and Backspace's Oracle Rogue (anti-control / Miracle.) I got my highest rank today: Rank 9 greatly due to Colma's decks and his support.
Just played about 10 games for the first time. My 2 cents would be that it a great tempo deck with good draw, board clear and dominates early to mid game. It can't keep up with the expensive high health minions late game but it's not designed to.
I found that at a certain point you do much better to give up the board control battle and just go for face, eg when you have reapers and charge in hand. Shaman likely fall into that category often, especially as there's no AOE in the deck as they swarm the field.
Are you having trouble with taunts or lack of AOE? Could be a way to slip in Black Knight, Rag or Barron Geddon...
Thanks for the reply. I took it on the ladder and went 3-1 at rank 11. Some close games but never felt like I was out of options so it was a fun deck! I'd love to know how you feel this compares to your previous Tempo and Mill Rogues.
Thanks for the support! I'll run this deck exclusively this weekend and try to go from rank 11 to 9. Wish me luck.
I ran into this deck a couple of times today, at first I didn't understand why I saw that much Hunter all of a sudden....then I saw this deck on here and was like no wonder... I think I read a post somewhere on here that mentions this deck lacks finishing power, and I would have to agree. By having said that, it is decent at board control, but a major concern is that in all the matches I played against this deck, it ran out of steam around turns 10-12 and the opponents would all be forced to top deck.
I'm sorry, but this deck fails in most departments when compared to almost any other popular deck in the game. A slightly more aggressive control warrior deck (think 2 reapers) outperforms this on every level. This "colma" warrior just does not have the juice to keep up with miracle, druid, shaman, etc. The only decks you stand a reasonable chance against are freeze mage and bad-luck zoo. I think this is just one of those oddball decks (i.e. kolento's "tactics") that performs well for one or two legendary players simply because no other players at that level are expecting a deck like this. It's the surprise factor, that's it. No one who's trying to ladder from, say, 10-5 or 5-L should be relying on this deck. If it works for you, it's luck. You would have probably done as well or better with almost anything else.
Also, I have no clue what the fascination with Argent Commanders is all about. People claim they are great in this meta due to the prevalence of Auctioneers, Azure Drakes, and other 4hp minions. Okay....so you pay 6 mana to remove one of those 5drops. Then the commander is dead next turn in 99.9% of all cases (hell, even if played vs an opponent who's top-decking I would bet against the commander living). I don't think 6 mana is worth removing a 4hp minion and baiting out a single backstab, shiv, arcane shot, lightning bolt, slam, etc, etc, etc. There are usually better options.