optional OTK pieces: alexstrasza, leeroy jenkins. added to the deck for consistency and potentially faster combo. leeroy’s biggest flaw is if u do end up drawing both devilsaurs and grommash before lethal, its worse. but if this is the case u can maybe use yr devilsaur as utility, e.g. rushing down a taunt. alexstrasza’s biggest flaw is the potential of it being bad to play and being stuck in yr hand for boomship. if this is a consistent enough problem, id remove it.
.
otk, potential kills
post-alex AKA at least 15 dmg OTK: boomship + any 2 of the 4 combo pieces + inner rage |OR| boomship + any 3 of the 4 combo pieces |OR| grammosh (10) + inner fire (2) + inner fire (2) + blood razor (2) = 16 (doesnt require boomship!)
30 dmg OTK: boomship + inner rage (2) + inner rage (2) + blood razor (2) + devilsaur (7) + devilsaur (7) + grommash (10).
note: i dont anticipate every game needing the full 30 dmg, but i do anticipate the vast majority of non-Alex OTKs do have at least grammosh, at least 1 inner fire, and 2 of 3 of the other OTK pieces for a minimum of 25 dmg. value face chip dmg whenever u can get it, set-up for the kill.
.
drawing cards is important because its the best game-plan against opposing OTK and control decks (less important against aggro). against OTK and control, setup for these plays:
cornered sentry + drywhisker armorer + blood razor + battle rage = 6 mana and 4 cards for 2/5 taunt, 2/1, (at least) 6 armor, deal 1 dmg to enemy minions, 3 cards (assume hero is damaged, could also have additional minions on board).
harrison jones + weapons project = 7 mana and 2 cards for 2/3 weapon, 5/4, 6 armor (symmetrical), 3 cards.
holding acolyte until 3 draws is assured
.
against aggro, if u can stabilize from the aggro decks initial assault, u’ll have time to find yr combo pieces. prioritize clearing the board w aggro decks like zoo and odd paladin. prioritize setting up high-armor plays for face decks, e.g. odd rogue, tempo mage. dr boom is the win-con against aggro after you’ve stabilized the board. if they dont concede, keep the board clear and draw for the combo.
.
this deck is designed to be able to draw the most cards warriors can and get to the combo as fast as possible. im playing all the cards available to draw multiple cards from. besides auctioneer and cult master, which are bad in this deck, all other draw options are bad because they either: 1) dont draw cards in yr deck but discover cards instead, which doesnt help you get to yr combo faster or 2) only have the potential to draw 1 card.
.
mulligan advice:
if yre against aggro, keep removal and armor. i would probably keep brawl, blood razor, cornered sentry, and drywhisker. draw is too slow and yr combo may not even be played to win the game. but, it’s still a case by case scenario. for example, i would keep shield slam against odd rogue, but not against odd paladin
if yre against OTK or control, i would mulligan for most draw cards. if i’m worried about a big early play, i keep 1 shield slam or execute. i would keep weapons project and harrison for the sake of draw and of course if im worried about a weapon like warlock skull. i would keep acolyte of pain and shield block for draw. keeping blood razor depends on the hand. i think the most important keep, however, is boomship because there’s no way to tutor it out and if u mulligan it to the bottom of yr deck u most likely lose. maybe also keep grommash if yre feeling greedy. dont keep any of the other combo pieces because theyre all relatively replaceable.
.
potential swaps:
-1 inner rage / +1 whirlwind – if the meta is aggro heavy, u probably wont need the exactly 30 dmg combo and this has more utility against aggro than just enraging grommash.
-1 harrison jones -1 weapons project / +2 spellbreaker – if spellbreaker is really good against the aggro decks im losing against, i’ll have to take out the harrison draw combo because everything else is either essential or also good against aggro.
.
question: any other good tech cards?
card explanations
inner rage – used to give grommash enrage, unless it gives you lethal ofc
shield slam – valuable as a 1 mana removal spell, which allows you to use it in the same turn as boomship to clear a taunt. better than execute.
battle rage – one of the few ways to draw multiple cards from warrior.
cornered sentry – armor with drywhisker, draw with battle rage, and 2/5 taunt for 2 mana (after the inevitable whirlwind effect)
drywhisker armorer – best source for armor in warrior.
execute – i play 1 cause i dont play slam, but 1 is easy-enough to set-up.
warpath – warriors 2nd best board clear.
weapons project – combos for harrison for draw. also weapon removal. armor is good for shield slam.
acolyte of pain – one of the few ways to draw multiple cards from warrior.
shield block – only draws 1, but also gives armor. also fills out the curve, acolytes the only other 3 drop.
blood razor – the best whirlwind card.
brawl – warriors best board clear.
harrison jones – weapon removal tech + draw.
leeroy jenkins – a 4th redundant combo piece for consistency.
dr. boom – better hero than garrosh.
charged devilsaur – OTK piece. slightly better than leeroy
grommash hellscream – much better than devilsaur or leeroy.
Alexstrasza – for OTK and control decks with armor. don’t boomship with this in your hand.
the boomship – it’s the boomship bb!! cast it and win the game


















