Midrange Tempo Warrior Wild Un'Goro Deck
The following guide outlines how to play Midrange Tempo Warrior. The archetype rose in popularity shortly before the release of the Standard format and has remained a strong deck ever since. It uses a powerful curve of minions to pressure the opponent while using the excellent board control options available to Warriors to keep the board in check.
Midrange Tempo Warrior Wild Un'Goro Deck
Our deck costs 8,980 and it is made up of the following cards.
|Warrior Cards||Neutral Cards|
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.
During the early-game you will be playing your turns out as if you were a Control Warrior. Using strong removal such as Fiery War Axe, Slam, and Blood To Ichor you should easily be able to deal with any early minions your opponent puts onto the board. As the deck relies on Tempo you should be willing to proactively equip Fiery War Axe, even if there is no target, to get full use out of your Mana and give yourself the opportunity to create more pressure in the following turns.
Going into the mid-game, you should be looking to get your more threatening minions onto the board such as Frothing Berserker, Bloodhoof Brave, and Kor'kron Elite as Mana efficiently as possible. 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.
It is important to note that this deck lacks the tools to fight back onto the board such as Brawl if your opponent gets into a strong position. It is therefore important to choose minion trades carefully in order to be efficient as possible as taking a more aggressive line of play may cause you to fall irreparably behind. With this in mind, it is important to utilise your Health as a resource, taking full advantage of both Fiery War Axe and Death's Bite to ensure you stay in a dominant position.
Ravaging Ghoul is a great flexible tool for the deck that can be used in many situations. Not only is it great at dealing with tokens spawned from Muster for Battle or Imp-losion, it can be a great follow-up to a Fiery War Axe to remove a 4 health minion. Additionally, the card can be used as an activator for cards such as Acolyte of Pain, Frothing Berserker, or Battle Rage.
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.
Loatheb is a card that demands special attention. By itself, the minion offers reasonable stats and can help bolster your mid-game board presence, however it is able to offer much more strategic value if you can hold onto it. It is the bane of Spell heavy decks such as Freeze Mage or Miracle Rogue and will often win you the game alone if you can play it on a crucial turn such as after Alexstrasza or Gadgetzan Auctioneer have been played. Additionally, Loatheb is excellent at denying your opponent board clears on key turns. While the exact timing comes with practice, if you have a strong board position and do not have the minions to replenish the board then it is usually best to be safe and play Loatheb to protect your board for another turn.
To close out the game, the deck contains Grommash Hellscream and Ragnaros the Firelord to provide burst damage. If you have Grommash and a method to trigger the Enrage effect available, you can more freely switch towards a more aggressive strategy knowing you have 10 less damage to worry about. With Ragnaros in hand, you should be looking for an opening to play it whenever possible. If your opponent is playing a deck that can potentially remove Ragnaros, you should continue you play your smaller minions to force out removal. If you manage to get Ragnaros to stick onto the board you will usually win the game from that point.
Synergies & Combinations
- Armorsmith — to generate additional armour.
- Frothing Berserker — to create huge amounts of damage.
- Acolyte of Pain — to draw additional cards.
- Battle Rage — draw an additional card for each of your damaged minions.
- Bloodhoof Brave — to activate the Enrage effect for 5 damage.
- Grommash Hellscream — to activate the Enrage effect for 10 damage.
Mulligans & Matchup Specific Strategies.
In all matchups you should be looking to keep a copy of Fiery War Axe to help keep the board under control. You should additionally look to keep a copy of Death's Bite as it is a key card in controlling the mid-game and offers great synergy with many cards in the deck. If you already have a copy of Fiery War Axe, you should look for copies of your mid-game minions to follow-up such as Ravaging Ghoul, Frothing Berserker, and Bloodhoof Brave.
Against Aggro decks, you can additionally keep a copy of Blood To Ichor or Slam in your opening hand to help control the board. In these matchups, it is key that you do not get overwhelmed in the early-game otherwise you will be unable to fight back onto the board.
- 02 Apr. 2017: The deck has been reviewed and deemed appropriate for the Journey to Un'Goro expansion.
- 23 Dec. 2016: Deck has been reviewed and deemed appropriate for Means Streets of Gadgetzan meta.
- 27 Oct. 2016: Deck added.
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