Bomb Quest Warrior
- Bomb Warrior
- Wild
- Theorycraft
General Gameplan
The goal of this deck is simple: keep control of the board while pushing face damage via weapons and bombs. After we get the quest completed, our hero power can help stabilize against aggro and outlast control.
Mulligan
Always keep: Hack the System (duh), Questing Explorer or Frightened Flunky, Town Crier
Against Aggro: Warpath
Against Control: Augmented Elekk, Clockwork Goblin, Wrenchcalibur
Card Choices
Armored Goon - Even if you only swing once with this on board, it's a much better Shieldmaiden. If you're lucky enough to combo this with Sul'thraze, you just win the game vs aggro. Not bad.
Frightened Flunky - Tons of good taunt minions to find in standard, and he's one of those few low-cost minions that feels great to play at any point in the game.
Woodcutter's Axe - This is probably the worst weapon in the deck, but I couldn't think of a better thing to do on turn 2 and none of the other weapons look particularly powerful either.
Possible Inclusions
Livewire Lance - I like lackeys as much as the next guy, but it seems a little too slow for my tastes. There's also a lot of competition in the 3 mana slot.
Arcanite Reaper - Seems a bit too aggro to me. However, that extra aggression might be what this deck needs, especially against Mage.
Gorehowl - Comes online too late against aggro, but you could get 7 hits in with your weapon. Notably, this also can't kill giants.
Bone Wraith - A 4-mana Sludge Belcher is great, but our other 4 drops have more synergy with the deck overall.
Eternium Rover - Great for getting through the early game, but I'd be terrified to draw this against control later in the game.
Shield Block - Excellent card for cycling, but it seems a little too slow for our purposes.
Changes Made
- 2 Bone Wraith, +2 Militia Commander
Vote On This Deck!
Enjoy this deck guide? Help others find it and show your support to the author by giving it an upvote!
12- 00
- 01
- 02
- 03
- 04
- 05
- 06
- 07+
- 1 Hack the System x 1
- 1 Town Crier x 2
- 1 Upgrade! x 2
- 2 Frightened Flunky x 2
- 2 Warpath x 2
- 2 Woodcutter's Axe x 1
- 3 Clockwork Goblin x 2
- 4 Militia Commander x 2
- 4 Restless Mummy x 2
- 4 Wrenchcalibur x 2
- 5 Brawl x 1
- 6 Armored Goon x 2
- 6 Sul'thraze x 2
- 7 Blastmaster Boom x 1
- 2 Questing Explorer x 2
- 3 Augmented Elekk x 2
- 5 Captain Greenskin x 1
- 5 Zilliax x 1
More Bomb Warrior Decks
More Decks From CableKnight
Leave a Comment
You must be signed in to leave a comment. Sign in here.
Comments
Tempostorm has a bomb warrior list that's much like this one. I'd like to cut the warpaths, brawl, woodcutter axe, and eleks for 2 rovers, 2 frothing berserker, and 2 bloods worn mercs. From there maybe get a Gromm and 2 inner rage in. Armorsmiths over flunky. Just my 2 cents. Think this needs more tempo.
I played it, warrior is lacking too much survival. It is taking lots of damage through using weapon.
Violet Illusionist could have a spot in the deck. But it is only available in wild, and definitely not an easy mode.
I'm honestly not sure how to fix this problem, because the more removal we put in the less tempo we have (and the more we just look like a sub-optimal control warrior). I think a complete rework of the list is probably needed at some point, but I'm going to wait for the meta to settle down first so I have a better idea of what to change.
I think its actually a basic or classic card?
Actually, it's the card from the adventure called One Night in Karazhan, 3 mana 4/3 minion that makes you Immune during your turn.
You're thinking of a Violet Teacher. Some name of cards are very similar and can get easily be confused with another one when certain cards don't see much play.
So you want to take a second look by searching it up before you see someone talking strange thing, like Violet Teacher in Bomb quest warrior.
Whoops sorry.
I just moused over the card and didn't see any tower in the background like they would have for the expansion.
My bad
I think this need brawl
Yeah I think you're right.
I lost 5 games in a row with this deck. It missing so much, a clearer like brawl.
I would personally exclude 1 Upgrade! and minus 1 Sul'thraze (if not the 2) for 2 Brawl instead.
Maybe this is just me--everyone else seems to thinking the opposite--but I think Sul'thraze is extremely greedy for this quest. The dream is--what? You play this on T6 and then maybe get one extra attack and summon 1 extra golem on T7? Meanwhile its a dead card until T6, it prevents you from using your hero power on the same turn (which hopefully you're completing the quest on T6 so if this was a lower cost weapon you could do both). At the least, I think you cut it to 1 copy, and maybe put in Darius or a Seaformium Bomber instead.
I believe this quest wants to go fast. For your bomb variant--which I like, by the way--I think you're banking on swarming the board on turns 6-9 and a combination of S'MOrc and Boom bots and bomb draws to smother your opponent. If the game draws out and your opponent stabilizes, I think other decks just get way better long-term value propositions than summoning a couple of 4/3s each turn.
Thanks for the feedback. I agree that we're trying to go fast, but I'm 99% sure there are going to be multiple decks that go a lot faster than this, meaning that we need to have ways to keep control of the game. Sul'thraze does that extremely well, especially with Armored Goon. I've played Sul'thraze before, and I'd say on average you get 3 hits in on decks that care about the board.
Oh I like Sul'thraze in general--I just don't like the way it lines up with this quest, especially in this deck. If you're trying to complete through an Axe on T2 and a Wrench on T4, then either you're using a different weapon for your completion swing on T6 or you're missing out on golem opportunities and/or overkill swings. It's OK if we hit Greenskin or Upgrade and get our fifth swing off the Wrench, but then we're still holding our Sul'thraze in hand, hoping to use it off-curve. Perhaps that's the price we need to pay to be viable, but it just feels so bad to me. I think I could justify it if we were taking the quest slower--say, no Axe on T2, and then being out of mana on T6 doesn't matter because we still need 3 more swings for completion anyways. But then we need to think about how to contain aggro before T6 AND how to keep up with value decks afterwards, and I think the deck starts to want to look like conventional Bomb Warrior with Quest and a few extra weapons sprinkled in.
I'm just going off my own gut though--obviously I haven't actually played anything yet, and like I said, everyone else seems to be predicting that Sul'thraze is all-around great for this quest. We'll find out for sure tomorrow. Good luck!
I'd swap the Woodcutter's Axes for Livewire Lances in a heartbeat. I think I'd also try to include an extra Town Crier and Rush minion; probably in the place of these weird Bone Wraith's.
I think this deck also needs Eternium Rover.
The deck already have 2 Town Criers, and I cut the Bone Wraiths last week. The two main reasons Eternium Rover is a great card in control warrior is that you can play it turn 1 or give it rush later in the game with Dr. Boom, and this deck can't allow either of those things. If we play Rover turn 1, it disrupts our entire gameplan.
Weapons Project + Harrison Jones combo should work too. Maybe cut 2x Woodcutter's Axe and 1 Sul'thraze
D
My problem with Weapons Project is that it gives your opponent armor, which in a more tempo-driven deck can be game losing.
I like most of these choices, but why Bone Wraith?
Yeah I've been thinking of swapping him with Militia Commander, both seem like pretty strong midrange cards imo.
Definitely stronger