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Odd Warrior Deck List Guide (The Boomsday Project October 2018)

Last updated on Oct 01, 2018 at 05:00 by Kat 1 comment

Table of Contents

This guide contains detailed Strategy, Mulligan, and deck-building information to help you play Odd Warrior in the Boomsday Project expansion.

Odd Warrior is a very defensive Control Warrior variant that utilises the Tank Up! Hero Power to stay relatively safe while playing very slowly to obtain maximum value.

The archetype has seen a surge in popularity with the release of The Boomsday Project expansion with the addition of Dr. Boom, Mad Genius and various other Odd-Cost Mechs. The deck now has the option to go for slow Armor plays to simply outlast opponents or to use Dr. Boom to extract even more value from the deck over the course of long games.

1. Odd Warrior Card List

This Odd Warrior deck costs 11,680 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards
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2. Odd Warrior Mana Curve


3. Odd Warrior Mulligan Guide

Odd Warrior is a very slow and reactive deck. With minimal proactive cards available, there will be a range of Mulligan options available based on the deck your opponent is playing.

As the only true proactive card in your deck, Stonehill Defender should be your number one card to keep in all matchups.

Against Aggro, you should look for defensive tools like Reckless Flurry, Shield Slam, and Mind Control Tech.

Against classes that regularly use weapons, such as Hunter, Druid, Paladin, Rogue, and Warrior you can keep a copy of Gluttonous Ooze.

Against Even Warlock specifically, you can keep Ironbeak Owl and Big Game Hunter in addition to Shield Slam to deal with early Twilight Drakes and Mountain Giants.

Against other slow decks, you can keep Dr. Boom, Mad Genius in your opening hand to allow you to start utilising the additional Hero Powers as soon as possible.

4. Odd Warrior Strategy

Odd Warrior offers very little to do in the early game and you will be doing very little other than using Tank Up! until at least turn 3. Once you have 3 Mana, you will have 2 proactive options available, Stonehill Defender and Shield Block. Stonehill Defender should be your first choice as it not only develops the board, but there is also very little merit to holding onto it, however, the Taunt minion you choose from its Battlecry effect will vary depending on the matchup. Against Aggro, you should look for a cheap minion, or something you can fit into one of your future turns, such as a 4-Mana minion if you have no 4-Mana play available. Against slower decks, you should aim for the highest value minions possible, such as The Lich King or Gemstudded Golem. If you have no Stonehill Defender available, Shield Block is a viable turn 3 alternative, but you should consider if you will need the card in the future before you play it. For example, if you expect your opponent to play a cards like Mountain Giant, then Shield Block can be used in combination with Tank Up! and Shield Slam to immediately remove it.

Going into turn 5, the options for the deck open up significantly. Against passive opponents, Direhorn Hatchling, Elise the Trailblazer, or Giggling Inventor can all be played in order to help develop the board. If your opponent's board is becoming threatening, then you can consider playing Dyn-o-matic or Supercollider to help control the board.

When you finally decide to play your Supercollider weapon, you should consider carefully which minions you choose to attack as there are multiple factors to consider. Firstly, if you attack a minion with friendly minions either side, it will randomly attack one of the targets. You should try to avoid this if one of the results is much stronger than another, especially if one of the attack targets will result in both minions surviving. Secondly, Supercollider will deal 1 damage to the minion that is attacked first; this can be useful when targeting minions like Annoy-o-Tron next to a Giggling Inventor as the initial damage will remove the Divine Shield, allowing the 1/2 to trade cleanly into the 2/1. Lastly, if the initial 1 damage kills a minion, it will immediately die and not attack any of its neighbours.

Against opponents who flood the board, there are many options available to keep the board under control. Firstly, Mind Control Tech can be used against boards with 4 or more enemy minions; this can be especially useful if all minions are of a similar strength or just quite weak as it allows you to develop a 3/3 in the process. It is especially useful against Giggling Inventor. Against very threatening boards, you can choose to use Brawl to lower the number of threats on the board. Brawl is a relatively clean way to deal with the board and a great choice if you are not too worried about one minion surviving. The last option available is Reckless Flurry. Reckless Flurry is by far the strongest option available, but also comes with the highest cost. You should save Reckless Flurry for situations where you have low amounts of Armor or in situations where you cannot afford any of the opposing minions to survive, like they would with brawl. It should be noted that while all of these options are available, you should ask yourself if you need to use them this turn. The Tank Up! is great for slowing the game down and can be used to stall multiple extra turns to maximise the value from your board clears.

Going into the late game, you should begin to evaluate your win condition. Against aggressive opponents, you should aim to simply outlast your opponent. This can be done using the Tank Up! and using your cards sparingly to run them out of resources. Against Combo decks that rely on burst damage, such as Malygos Druid, you should aim to maximise your Armor by using Tank Up every turn, as this type of combo decks yields very little value and having enough Armor to survive their burst damage is enough to win the game. Against slower decks, your aim should be to maximise your value. The easiest way to do this is to play Dr. Boom, Mad Genius as soon as possible. The range of new Hero Powers offered add much more value to the deck, especially Delivery Drone and Zap Cannon. Additionally you should try to save Omega Assembly for when you have 10 Mana to maximise the number of cards generated.

5. Odd Warrior Card Swaps

Odd Warrior has a lot of room for card swaps and tech cards as long as all of the key removal spells are kept.

A Rush package can be added to the deck, consisting of Town Crier, Rabid Worgen, and Darius Crowley to add more proactive minions to the deck. Consider removing Ironbeak Owl, Mind Control Tech, and Direhorn Hatchlings for them.

Eternium Rover can be added to the deck for a more proactive early game.

Gorehowl can be added to the deck to add even more value if required. Consider using it in place of a Supercollider.

6. Budget Odd Warrior Deck

Due to the requirement of many Legendary minions required for the core mechanics of Odd Warrior, there is currently no budget version of the deck available.

7. Wild Odd Warrior Deck

If you wish to play Odd Warrior in Hearthstone's Wild format, there are many extra tools that you have at your disposal. A general deck you can play in the Wild format is shown below.

Warrior Cards Neutral Cards
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Odd Warrior gains a few more extra tools in the Wild format, such as Deathlord, Sludge Belcher, and Dr. Boom. Deathlord is the most notable addition to the deck as its Deathrattle effect is great for disrupting prevalent combo decks in Wild and also pushing opponents closer to fatigue. However, it misses out on key Wild cards like Dead Man's Hand and Dirty Rat that make the Odd constraint much more punishing.

8. Quick Tips and Tricks

9. Similar Hearthstone Decks

If you enjoyed playing Odd Warrior, we have many other Hearthstone deck guides you may enjoy.

Other Control decks:

10. About the Author

This guide is presented to you by Kat, a professional Hearthstone player competing at the highest level since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

11. ChangeLog

  • 28 Sep. 2018: Deck added.
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