Bomb Warrior Deck List Guide - Saviors of Uldum August 2019
This guide contains detailed Strategy, Mulligan, and deck-building information to help you play Bomb Warrior in the Saviors of Uldum expansion.
Bomb Warrior is a powerful variation of Control Warrior built around Blastmaster Boom. Its more aggressive strategy makes it less vulnerable to being targeted by greedy decks, making it a popular choice for tournament players.
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Bomb Warrior Mulligan Guide
Bomb Warrior is more proactive than Control Warrior, and is generally looking for early-game Minions in the mulligan. There is one major exception, however: Dr. Boom, Mad Genius. Despite its 7-Mana cost, this card should be kept in the opening hand almost every time. The reason for this is its sheer power level when played on turn 7. Getting it into play as early as possible ensures that you will get maximum value from its permanent effects.
- General Mulligan (keep regardless of what your opponent is playing) — Dr. Boom, Mad Genius, Town Crier, Frightened Flunky. If the rest of your hand is good, feel free to keep Clockwork Goblin.
- Mulligan against Aggro (also keep if you think you are playing against an aggressive deck) — Eternium Rover.
- Mulligan against Control (also keep if you think you are playing against a slow deck) — Blastmaster Boom.
- Mulligan against token decks (also keep if you expect your opponent to play many small Minions) — Warpath, Dyn-o-matic.
- Mulligan against "big" decks (also keep if you expect your opponent to play large Minions early in the game) — Shield Slam, Brawl.
Bomb Warrior Strategy
Bomb Warrior can be considered to be either a very fast control deck or a very slow midrange deck. While it is capable of drawing games out well past turn 10, it can also win much earlier than that if it hits a strong curve of Bomb generators into Blastmaster Boom.
Early in the game, you will be looking to play minions on-curve to contest the board. Town Crier and Frightened Flunky may not provide huge amounts of immediate tempo, but they are very useful for contesting the board until you are able to take control of the game.
As you progress into the mid game, you will be trying to keep control of the board using removal tools like Dyn-o-matic, Shield Slam and Warpath. At this stage, it is helpful to consider the cards you have in hand and the direction they may be pushing you in:
- If you have Dr. Boom, Mad Genius, your priority is getting it into play on turn 7. Because Boom has no immediate effect when played on-curve, it is much harder to do this when you are behind on board. You should therefore play for maximum tempo and use even premium removal cards liberally; any card advantage sacrificed this way will be quickly made up by the repetitive value of the Big Red Button Hero Power.
- If you have Blastmaster Boom, you will want to shuffle as many Bombs into your opponent's deck as possible using Wrenchcalibur and Clockwork Goblin. You can afford to fall slightly behind on the board while doing this, as the Boom Bots will help you recover. Be careful not to lose the board completely, however, as your opponent will be free to hit face with all of their Minions the turn you play Blastmaster Boom.
- If you have neither, you will need to play conservatively and get good value from your removal cards. This will help you stall until you find one of your 7-drops or are able to take control of the game with Omega Assembly and Omega Devastator.
In the later stages of the game, you should be able to pull ahead against most other decks thanks to the tempo and card advantage generated by your Omega cards and your two different Dr. Booms. Any face damage you have managed to deal over the course of the game can become very relevant at this point, as opponents may play more defensively at low health totals due to the high chance of drawing a Bomb.
Bomb Warrior Card Swaps
- Against Control — Add 1x Archivist Elysiana and 1x Augmented Elekk for 2x Frightened Flunky.
- Against Aggro — The featured list is already fairly lean and should not require further adjustment to perform well against aggro. If you are facing an especially large amount of weapon-dependent decks such as Aggro Rogue, add 1x Weapons Project and 1x Harrison Jones for 1x Omega Assembly and 1x Omega Devastator.
- If you are facing Mage decks running Conjurer's Calling, add 1x Supercollider for 1x Omega Assembly.
- If you are facing Mech decks such as Mech Paladin and Bomb Hunter, consider swapping out one or both copies of Dyn-o-matic for Spellbreaker.
- 11 Aug. 2019: Updated deck for the Saviors of Uldum expansion. Added 2x Frightened Flunky, 2x Restless Mummy and 1x Siamat for 2x Augmented Elekk, 2x Militia Commander and 1x Brawl.
- 09 Jul. 2019: Deck added.
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