SpOoX’s Dead Man’s Dr. Boom Warrior [Boomsday Project]

Class: Warrior - Format: raven - Type: control - Season: season-53 - Style: theorycraft

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Deck Import

Mulligans

General Mulligans

Armor and card draw are always your main picks. You'll struggle without them.

Aggro Mulligans

In aggro matchups, I feel that board clear, armor, and card draw are most important (in that order). Most notably added, is Omega Assembly, which I take in some matchups in case I need to deny their early board control (Paladins). It's worth using one or even both of them to get ahead and stay ahead early on.

Dead Man's Dr. Boom Warrior

This is my first attempt at a dead man’s hand, so please bear with me. (It’s also my first deck-build attempt, and I wouldn’t consider myself good by any means, so any constructive feedback or advice would be greatly appreciated)

With that all being said, the play-testing I’ve done with this deck has so far been fairly successful. It uses the recycling mechanic of having x2 Dead Man's Hand to (hopefully) recycle a perfect hand to not only avoid fatigue, but answer the opponent’s deck. What I’ve found most successful, is saving at least one or two of your magnetic Mechs to keep dropping strong rush minions that can answer their board in order to keep board control in the late game.

The deck is really centered around 

It provides a ton of instant answers to the opponent by making all of your Mechs rush minions. And towards the late game, saving combos like Wargear along with a Rusty Recycler or Bronze Gatekeeper, you can not only keep yourself healthy, but also drop some pretty large minions. And if your opponent can’t answer it, then you can keep feeding it, or drop more depending on if they have any single-target, or multi-target removals.

This deck really shines in control matchups, but I’ve seen it struggle mostly against aggro decks (mainly goblin bomb Hunters). One game I ended up building at least 60 armor, while dropping minions and answering the board pretty well with the hand I had, but I still ended up losing. In aggro matchups, you certainly want to prioritize card draw with Acolyte of Pain and armor gain with Shield Block. However, if your opponent ends up leaving one of your Mechs on board without answering it, you can beef it up early with a Missile Launcher or Wargear to punish face or clear their board (assuming they don’t have a single-target removal)

Again, any constructive critizism would be greatly appreciated. This is my first deck concept, and I hope to keep working on it to make it better.

Good luck with this deck!

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