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
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- 18
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Battle Tag:
N/A
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Region:
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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.
This deck isn't nearly as good as it seems. I have lost 6 games in a row with the deck. It is more RNG than anything and doesn't go up against a lot of the meta. It is basically a shitty anti-aggro deck.
But this deck requires board control and isnt aggro? Zzzz
Hey Colma, first, I'm a huge fan of the original deck and its alterations not too long ago (with armorsmiths and whirlwind) and the new changes look amazing for the most part but how is the loss of slam going? The cantrip was nice if i was lucky enough to use it that way and the damage was amazing against zoo to kill Knife jugglers. Any explanation on its loss (or the loss of much of the card draw from the deck?)
Check this Warrior deck ! Try it , Rate it .
Read the guide..
I'm big on shield slam and gorehowl both of which i have two, is there anywhere in this deck where that would be an improvemet?
Whoa thanks!! :D
Thanks for sharing this deck dude. It's really fun to pay. Though, more often than not, the matches I don't draw into acolytes are very frequent and I usually just run out of steam by turn 7 without the acolytes. Are there any ways to combat this? Do you think adding more card draw is essential? Though I like it when it all works out it's a really really fun time to play this deck!
Btw, do you think nax cards like egg and the unstable ghoul is good for this deck against aggro? I usually straight up lose to zoo maybe it's due to my lack of skill. Though against zoo I frequently run out of steam even with the acolyte. Is it possible that you make a summary of the matchups with different classes? Thanks in advance!
P.S. I was rank 7 last season with miracle rogue so that might give you a gauge of my skill level
Any updates on this deck? I love warrior and tempo!
Colma: Thoughts on Unstable Ghoul in this deck?
Im not colma ( obviously). Ive been testing out the unstable ghoul and have had success with it. It wrecks the early game. It trades well. And can synergize with armorsmith, amani and the acolyte of pain. Ive also been trying out sludge belcher. Its been doing ok.
EDIT: Loatheb also works well.
What did you switch out for Unstable Ghouls and Loatheb?
Loot hoarders and an azure drake. It was very hard to find something to replace because the deck is so synergistic. I also want to point out i replaced thalnos for another execute. but if one execute works for you then replace thalnos and the loot hoarders. or just thalnos one loot hoarder and one azure drake.
The big thing is you want to see what is rotting in your hand. So if you noticed that certain cards are rotting in your hand replace those and try.
My first thought was to replace them, like you did, but I started to lose game because my hand gets empty very fast, and I can't keep the board control, or have no chance to finish my opponent, because he keeps droping cards. Any suggestions to use them more effective?
Ive tried to replace an arcanite reaper with loatheb. But the unstable ghouls are very hard to find place for. They synergize with acolyte and they synergize with armorsmith. which ironically enough are the 2 cards that you would replace for unstable ghoul. I'd wait for colma to update us (if he didnt forget about the deck) to really be sure about the ghouls.
Try replacing a reaper with loatheb, if it doesnt work well then I would wait for colma. since he knows better than all of us what the deck is meant to do and what is expendable.
hey colma, i message you yesterday saying thanks for the list. it recently brought me from rank 13 to rank 7 in just one day... however im feeling some cards arent performing as well as id hoped.
the azure drakes feel like a very lack luster 5 drop, and i dont have a thalnos, i tried pyromancer but he was also very weak. ive been experimenting with some cards slots,
have you ever given any thought to cult master? she doesnt replace herself right away, but requires immediate removal and can potentially net more card value. the only problem i see with his card is drawing it lategame when you are in topdeck mode. i tried one yesterday and it went better than expected. she netted 2 cards and direct removal before she died.
also im having issues with zoo lock, zoo shaman and control shaman. ive almost thought about maindecking 2 cleaves because its a seriously annoying match up to lose to, zoo shaman/shaman control has nice aoe wipes and can potentlly drop 3 taunters per turn with 3 health early game. even with good draws im finding it hard to gain control and go for kill.
i must say i really do like the versatility. against zoo you can play like control and use your card to stabalize. and against control you can use your buffers/pingers to throw out alot of early games pressure. i really enjoy control priests losing to a 5/2 buffed armorsmith :p
I reached rank 5 and i faced paladin 3 times and all 3 times i lost! how to beat all that board clearing and healing and tirion??? i tried borad control, he won late game. I tried aggro, they just clearing my minions... almost imposible to win...
The problem with that, is the fact that Bloodsail Raider is not a turn 2 drop, it is actually more like a turn 5. You could Raider turn 2 for a 2/3 (same as berserker). You could Weapon turn 2 and Raider turn 3 for a 5/3 but then you just lost 1 mana. I find myself not using it till turn 4 or 5 with a combo or even holding it till a Arcanite Reaper combo. So then u have a 7/3 which dies before u can even attack.
Overall, it is not an early game card and without using a Warsong Commander to give ur 7/3 charge, it dies very easily to late game spells. The beauty of the Amani Berserker is that you can play it turn 2. Its a solid 2/3 and for me, usually always eats 1 spell for instant removal. If they don't remove it, you are able to attack as a 7/2 next turn.
What do u think about replacing argent commander with ragnaros?
Also wouldn't it be good idea to run silence especially now since ppl are running nerubian eggs? I faced a lot of cairnese aswell.
This deck is really hard to play. I only lose with this deck. Games take forever compared to Zoo. With Zoo you get ranks much more faster :( Maybe I just need to learn to play!