Mulligans
Combo Mulligans
If facing Druid, consider keeping Troublemaker. If they run Celestial Alignment, it makes a fantastic card at one mana later on. If they are token, you should be able to deal with them anyways with the Aggro mulligan.
Control Mulligans
General, with Wrenchcalibur instead of Minefield (Hearthstonetopdecks is bugged and will not allow more than two cards here). Against control, you have time, so it is okay to keep a four-drop. It is important to find a Wrenchcalibur, especially if facing a Highlander deck or if you draw into Hoard Pillagers.
15-2 from Rank 5 to Legend
A great deck to get in touch with your inner anarchist. Throw bombs, inflict damage on whoever is around (ally or not), and unleash Troublemakers on whatever the heck they feel like attacking. Oh, and summon Deathwing if you want to really raze everything to the ground.
This deck has a somewhat higher skill cap than my usual decks, but it’s by far not the hardest one out there to pilot. Let’s take a look at a few things:
Risky Skipper – If facing full control deck, consider avoiding playing this. It makes a nice decoy for Mutanus the Devourer. Can be comboed with Blastmaster Boom for a board clear, lethal, or just to avoid Devolve. Don’t let The Man stop your bombs from going off!
Town Crier – If you also have Risky Skipper in hand, consider whether to drop this on turn one, or use it as an activator later on. Sure it may hurt your buddy, but it’s all for the cause.
Corsair Cache – Most modern Bomb Warriors generally run two of these, since their decks generally live or die based on drawing Wrenchcalibur. This deck uses Bombs as a counter to Highlander decks, Combo decks that draw a lot, and Warlocks in general, but it is only one part of the deck. Like any good anarchist, don’t feel beholden to any given plan. Look at what destructive materials you are given and decide how to best deploy them.
Augmented Elekk – Don’t be greedy. Hoarding nice things is for politicians, not anarchists. This makes a fine three-drop, even if it will be killed instantly.
Brawl – Not included. It makes for a poor card in the current meta, except against Darkglare Warlock. If you absolutely find you need one, you usually find it in Venomous Scorpid. Of course, you might find something even better for the specific situation, like a Rancor or Ramming Speed.
Stonemaul Anchorman – If you are playing against a Mage or other opponent who cowers in their bunker and refuses to put anything on the board, it might be the right decision to self-damage this minion to draw into your Bombs to destroy their bunker – with them inside.
Overlord Saurfang – If you have a choice, decide whether to play Stonemaul Anchormans or Gold Road Grunts before playing this card. Generally, the anchormans are better. What kind of crazed anarchist wouldn’t want to try fighting with an anchor?
Troublemaker – This simultaneously acts as a clear and for putting down pressure. If facing a Priest or Warlock, generally only put this down on an empty board. Otherwise, it easily dies to Hysteria. Sure you can’t control the troublemakers completely, but you didn’t become an anarchist to establish control.
Good deck and great explanation. I think your curve’s too high though, and maybe the frenzy package doesn’t work that well in a bomb warrior, as you don’t wanna ruin your weapon pool with turtle spike, which means you must play bad minions like Gold Road Grunt. However, these choices can be subjective and may depend on the meta, so your deck might win more against control and mine against midrange. Yeah after having a look at yours I tried to build a bomb warrior myself, and I’ll be very pleased if you check it out and give some feedback.
Code (although you can just click on my name and see all my decks):
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