Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Legendary Tempo Warrior Standard Deck

Last updated on Oct 05, 2016 at 10:20 by Sottle 17 comments

Table of Contents

The following guide outlines how to play Tempo Warrior. This deck rose to popularity originally just before Standard released as a list created by ShtanUdachi was piloted by Navi's Xixo to Rank 1 Legend. Prior to Standard's release, the deck was retooled by Torpedo Gaming's BoarControl and is showing great success for a lot of players on ladder.

Since the patch on October 3rd, this deck has been reviewed and is deemed fit to see play unchanged. Execute being increased to 2 Mana does have an impact on the deck, but it is still Warrior's best removal option regardless and should still be used.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Legendary Tempo Warrior Standard Deck

Our deck costs 9,080 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Tempo Warrior is a powerful deck that builds on the early Tempo shell of the Midrange Patron Warrior build but instead of scaling into huge mid-game Grim Patron boards it instead relies on more powerful individual threats to seal the game.

Your early turns will function much the same as standard Control Warrior. You will look to kill your opponent's early minions using Fiery War Axe, Slam, and Blood To Ichor and stall out the game into the later turns. You also have multiple removal cards and early game minions at your disposal to help you to navigate your way through these early turns.

Going into the mid-game, you start to create more proactive turns with cards like Bloodhoof Brave and Frothing Berserker. Your best play is usually simply developing the board into the best position that you can with your available resources. Cards like Battle Rage can help you to refill your hand on options, but it is less often correct to take the low-tempo play of drawing cards when you have a strong board development play available. If you are able to maintain board dominance with your powerful minions, then you can usually wait until a turn where you do not have powerful play using all your mana to activate a big Battle Rage. There is of course the possibility of a Battle Rage that is too good to pass up and if you can draw 3 or 4 cards on a turn, then it is usually never far from correct do so.

One thing that is missing from this deck in comparison to a lot of Warrior decks is Brawl and because of this it is important that you keep a handle on your opponent's board state. If you do not trade efficiently and instead choose to be greedy by attacking your opponent's face or drawing too many cards then you may just fall irreparably behind on board. To help with this strategy the deck does add in Arathi Weaponsmith to help fight for the board in the mid-game and to compensate for the loss of Death's Bite from the format.

Ravaging Ghoul is another mid-game addition that adds a lot of utility to the deck. Not only can it be used as a powerful anti-aggro tool that can provide much needed removal for your opponent's small tokens, it is also a powerful followup to a Fiery War Axe in order to remove a second threat with 4 Health. On top of this it can be used to activate Acolyte of Pain, Enrage Bloodhoof Brave, or set up a big Battle Rage play.

In the late-game turns your goal is just to build on the platform that you laid down with your early game dominance by simply chaining big threats that your opponent is unable to deal with. The deck plays a huge number of late-game power cards that all demand a response from your opponent. Making sure your early-game was tight is key to setting this up however, as if you do not establish some board dominance early, then most of these cards will simply be too slow to regain the board.

Malkorok is a card that demands special attention. On the surface, the statistics are very favourable for this card in terms of average outcomes, however there is a 5% chance to get Cursed Blade which can potentially lose you an otherwise won game. If this situation comes up you should look to overwrite this weapon with a Fiery War Axe or Arathi Weaponsmith from your hand as quickly as possible.

Varian Wrynn is your final win condition that can create enormous board states out of nowhere and will usually end up game winning if you find the time to play it. There are two considerations with this card however. Firstly you should assess whether your opponent is likely to have AoE effects such as Equality or Twisting Nether in their hand and play around them accordingly. Secondly, if the game looks to be approaching fatigue then you are probably better off not playing Varian, as you will end up drawing those cards anyway without accelerating your fatigue count.

3.1. Mulligans & Matchup Specific Strategies

You will want to mulligan for Fiery War Axe in every matchup. Prior to Standard Fiery War Axe was not a very strong card against a lot of Control and Midrange decks because they did not have many early minions to play that Fiery War Axe could interact with. In the Standard meta, most Control decks are playing early minions that synergise with their Old God win condition, which makes Fiery War Axe a very strong keep still. On top of this, you will simply want to look for a strong curve of playable minions to go with it.

Against Aggro you can give extra weight to Blood To Ichor and Ravaging Ghoul, since both of these cards function very well in tidying up their opening board states. Against aggressive Shamans in particular, keeping Execute is also reasonable as their biggest threats come down very early.

3.2. Card Swaps

Malkorok can be removed from the deck in favour of Sylvanas Windrunner.

3 copies of Frothing Berserker and Fierce Monkey can be played in either configuration.

4. ChangeLog

  • 05 Oct. 2016: Deck has been reviewed and is deemed appropriate for the meta after the Oct. 3rd patch.
  • 01 May 2016: Deck added.
Force desktop version
Force mobile version