OurSaviors of Uldum Bomb Warrior Deck List Guidetakes a look at this popular archetype that is set to wreak havoc on highlander decks in the new expansion! It features synergistic cards that seek to add as many bombs as possible to your opponent’s deck! We’ve got a full deck guide below that has the most popular list for the archetype, mulligans, play strategy, and substitutions.

Bomb Warrior held on strong throughout the Rise of Shadows meta, and is now poised to be one of the big spoiler decks in the new expansion! The potential reasoning behind that is because there’s a lot of cards that have been added to the game that encouraged singleton decks. Well, if you add a couple of bombs to one of those decks, you turn off all of those new cards. If highlander decks start to see popularity in the new Saviors of Uldum meta, you’re able to be sure to expect that Bomb Warrior will be floating around waiting to prey upon them.

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Bomb Warrior Deck List

This was the most popular version of the deck leading into the Saviors of Uldum expansion. The deck likely doesn’t need any of the new cards, butBloodsworn Mercenarycould find a place in the deck.

Deck Code

Bomb Warrior Mulligan Guide

We’re looking for cheap minions in the early game to protect ourselves from more aggressive decks. If you know you’re playing a slow deck, you can risk taking higher mana cards in your mulligan.

Situational Keeps

General Gameplay Tips

This is mostly a midrange deck with some ability to do some controlling things in the late game with some of its AOE. We’re looking to keep the board under control, and add bombs to our opponent’s deck in the early and mid-game. As we get deeper into the game, we will be able to start playing some of our more powerful cards.

In the early game we’re attempting to defend the board and not allow it to get out of control. We have some decent early game minions withEternium Rover,Town Crier,Clockwork Goblin, andMilitia Commander. Use these to trade and keep the board manageable. If those don’t work and things are starting to get out of hand, then we’ve got some pretty strong AOE withWarpathandBrawl.Wrenchcaliburis also a strong early game card, and is a great target to be coined out. The more we’re trading with the weapon, the easier we’ll have it in the late game.

Dyn-o-maticis a pretty good AOE option, especially with the amount of Mechs we have in the deck. Ideally, as we roll into turn seven we’ve gotten a couple of bombs into our opponent’s deck, because this is whenBlastmaster Boomcan takeover the game. This ends up being a pretty problematic board for our opponent, and they might not have a way to deal with it all.

In the mid-to-late game is where we’re hoping to get value out ofAugmented Elekk. It’s not a good early game card, but can be played in a pinch if you absolutely need to protect your face from a ton of damage. We’re mostly looking to pair it directly withClockwork GoblinorWrenchcalibur. While this isn’t a great early game play, you can sometimes play it on an empty board and hope your opponent can’t deal with it. Then we play something that shuffles a bomb in the following turn to get value out of it.

By the late game we have hopefully added enough bombs to our opponent’s deck that they start getting drawn for damage. Once turn ten hits, we’ve gotOmega Devastatorto deal with problematic minions, andOmega Assemblybecomes a big value draw.Dr. Boom, Mad Geniuscan now shine as we will get value out of its hero power just about every turn.

Other Card Choices

These are cards you’re able to potentially run if you don’t have some of the ones listed in the deck. Use your best judgement with how each one fits into the deck compared to the ones you are missing.