Saviors of Uldum Bomb Warrior Deck Guide

We're taking a detailed look at Bomb Warrior in the Saviors of Uldum expansion!

Our Saviors of Uldum Bomb Warrior Deck List Guide takes 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 can be sure to expect that Bomb Warrior will be floating around waiting to prey upon them.

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, but Bloodsworn Mercenary could find a place in the deck.

WarriorNeutral
2x - Eternium Rover2x - Augmented Elekk
2x - Omega Assembly1x - SN1P-SN4P
2x - Shield Slam1x - Zilliax
2x - Town Crier
2x - Warpath
2x - Clockwork Goblin
2x - Shield Block
2x - Militia Commander
2x - Omega Devastator
2x - Wrenchcalibur
2x - Brawl
2x - Dyn-o-matic
1x - Blastmaster Boom
1x - Dr. Boom, Mad Genius

Deck Code

AAECAQcEkvgCoIADm5QDn7cDDUuiBP8HnfACm/MC0fUCg/sCnvsCs/wC9YADl5QDmpQDkp8DAA==

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.

Always Keep

  • Eternium Rover - The main reason this card is in the deck is to protect us in the early game. So, we really want this in our hand when we start the game. It has good stats for a 1-drop, and it gains us armor which can protect us early on versus aggressive decks.
  • Town Crier - Not the greatest stats, but it's sturdy against any 1/1s we come across. The main strength of this card is that it pulls us out a Rush minion from our deck which is great for us because we've got some good ones in the deck.
  • Clockwork Goblin - It's not ideal to keep a three drop, but in this case we don't have a lot of 1s and 2s that we can keep so it's usually best to just keep this. We do want this early so we can get a bomb into our opponent's deck to power our Blastmaster Boom.

Situational Keeps

  • Wrenchcalibur - It's usually not a good idea to keep 4-mana cards, but if you've got a 1 and 2-drop or at least one card worth playing you can keep the weapon. This thing is strong, and it's best in the early game for taking down cheap minions. This one is also best kept if you are on The Coin.

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 with Eternium Rover, Town Crier, Clockwork Goblin, and Militia 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 with Warpath and Brawl. Wrenchcalibur is 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-matic is 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 when Blastmaster Boom can 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 of Augmented 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 with Clockwork Goblin or Wrenchcalibur. 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 got Omega Devastator to deal with problematic minions, and Omega Assembly becomes a big value draw. Dr. Boom, Mad Genius can now shine as we will get value out of its hero power just about every turn.

Other Card Choices

These are cards you can 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.

  • Upgrade! - Could be good for buffing our Wrenchcalibur or any other weapon we decided to run.
  • Seaforium Bomber - Solid bomb card with decent stats.
  • Supercollider - Very strong weapon that can help clear away annoying minions.
  • Archivist Elysiana - Strong card for late game situations where you and your opponent might be running out of gas.

About the Author

Evident is a lifelong gamer and creator of websites. He mostly focuses on shooters, but has been known to dabble in the occasional card game as well. You can find him binge watching TV shows in his downtime.

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