General Strategy
The general win condition of this deck will most likely not change by a whole lot: Try to survive to get out your big guys and girls in the later stages of the game. The incredible Warrior board removal kit forms the backbone of this deck, and almost nothing changes in that regard. Almost nothing? Well, that’s not entirely true. The star of the Boomsday Project makes an appearance in this very deck list: Dr. Boom, Mad Genius will take us on a ride to Value Town, if we like it or not! And while his battlecry may not be particularly useful in the first place, it is the upgraded Hero power that makes this new Hero card an absolute staple in Recruit Warrior. 1 damage to all minions , three 1/1s with Rush, deal 3 damage, discover a Mech, gain 7 Armor; all those options sound like a spiritual song for every single control-heavy Warrior list.
Usual cards like Bring It On! and Dead Man's Hand up your fatigue game in the later stages, depending on the greediness within the meta (I’m looking at you, Mecha'thun!).
Another great value card that comes out straight of Dr. Boom’s laboratory is Omega Assembly. Recruit Warrior always has a problem to get on the board early, because it only plays expensive minions. Loads of removal can help, but it most certainly feels a lot more stable to discover a minion for your individual needs. Cards like Stonehill Defender show exactly that, and Omega Assembly fills that role. It can be played early to get a decent answer against aggro or mid range opponents, and the Omega portion of the card turns it into a legit late game threat, especially if Dr. Boom has already taken control. Three minions for one mana that don’t start in your deck. That’s just incredibly good.
A new addition to the deck that has been printed in an earlier set is Charged Devilsaur. This little dino has seen regular play in Cube-centric Recruit archetypes like Recruit Hunter. Thanks to its weird card text combination, this beauty turns into a 7-damage charge minion if recruited out of your deck.
So why would we run two of these in Recruit Warrior? First of all, the minion by itself is not as bad as it seems. If being played from hand it provides great value and almost always trades 2 for 1. A more realistic scenario would be a recruit with Gather Your Party or Woecleaver and a 8 mana card for either one weapon swing or a 6-mana spell.
The true dream combo that involves Charged Devilsaur however is initiated by the Warrior’s new legendary spell, The Boomship. One of Recruit Warrior’s greatest weaknesses was the fact that if you had drawn all your high-mana threats early, there were no minions to recruit from your deck afterwards. The Boomship is able to turn this weakness into a swing turn that this deck couldn’t create before! The fact that the minions released from your deadly ship get the rush keyword makes this even better against heavy late game boards from archetypes like Taunt Druid.
Looking at the cards revealed so far, the meta could stay very control-focussed, and Recruit Warrior wants to play in that very meta game. Players like Fibonacci showed what Recruit Warrior is capable of, and both The Boomship and Omega Assembly add more options to a deck that relied heavily on decent draws. On top of that, Dr. Boom, Mad Genius will dominate the late value game and could catapult Boomsday Project’s Recruit Warrior to new tier list heights!
Will ALL the cards be rotating out next April? Do you think they’ll keep the DK cards and the class weapons? Or is everything just rotated out?
??? Everything from Ungoro, Frozen Throne and Cobolds and Catacombs will rotate out. Every single card from those expansions. Including the legendary weapons and heroes. They will be treated no differently.
Could a dragonhatcher/sleepy dragon setup work to replace some of the class legendaries (geosculpter/rotface)? Just wondering if there’s a cheaper alternative for a deck similar to this one.
probably not the dragon hatcher but sleepy dragon and maybe some giants would be good replacements for the class legendaries, yip and grommash are pretty strong but rotface is probably the most replaceable.
sadly this deck seems garbage, only 7 minions to recruit… saving groom and 2 devilsaur for a otk looks much better
Thats why you run dead mans hand so if you draw any of the big minions you just put them back to your deck to increase the number of minions to recruit
i’d like to try this, but ufff.. expensive deck.. 8 legendaries and 8 epics…i have like half of those but still, seems too much. Hope the more definitive version of this decks is not so legendary dependant.
I think warrior will be in a great position in this new expansion, but i believe mech warrior will be in a better position in the end.
Thanks for the great guide!
Thanks for the feedback! Recruit Warrior is also called “Wallet Warrior 2.0” and is definitely not a budget list, that’s for sure. That’s why I’m almost happy that it’s not a tier 1 deck, and it will most definitely become a tier 1 deck during Boomsday.
I have high hopes for Mech Warrior as well. Tempo-based Warrior lists are my guilty pleasure, and I plan to do a guide for all the four Tempo Warrior lovers on this site! 🙂
GUIDES! I love Warrior but it’s lost it’s stride imho. Looking forward to possibilities of newer more competitive decks
Looking forward to it (the guides) !
Warrior is expensive, but is very fun, i got a Woecleaver from a pack during Kobolts and made a deck around it that wasn’t very competitive, but it sure was fun (it also runned 2x Ebon Dragonsmith. with this i sometimes got to equip Woecleaver on T5 and if that happened to recruit a Giant Mastodon or a Ultrasaur on its first hit, it was devastating.
(Most of the time it didn’t work tho, it wasn’t a good deck)
I still believe you would prefer to run DK Garrosh instead of Dr Boom in Big Recruit Warrior. Great synergy with Grommash and Rotface, autowin vs Odd Paladin and extraordinary vs Rogue. Dr Boom only makes sense in a Mech deck.
It was definitely a hard decision to leave out Garrosh. The key argument was that, on the long term, Boom is just better and offers defensive abilities. Yes, the weapon is great against aggro, but Boom can whirlwind as well and much more.
In this case I accept that the already bad matchup against Odd Paladin stays bad, but I improve win rates against basically every control-heavy archetype with Boom because of the flexible hero powers.
Boom cannot Whirlwind, it can AOE the enemy board, but if you want to activate Rotface or Grommash, you need to use the hero power that deals 3 damage. Discover a Mech is good value, but it’s no Build-a-beast. Whirlwind is also great for Executes, but Boom has 3 hero powers that can also activate Execute consistently, so I won’t consider that an advantage. Overall, the only cards that synergize with Boom in the deck are the Omega Assemblies. I think that does not justify Boom over Garrosh. I personally believe Garrosh is underrated, and that Boom is too inconsistent to see play outside Mech decks. Of course, I could be wrong, and we will need to test this, but I’m pretty sure Garrosh fits this deck better.
Another card I would definitely include here is Weapons project. Great early game weapon vs Aggro and great weapon tech that will destroy Aluneth, Twig and Skull, three cards that can destroy this deck if left unchecked.
You’re right, I misremembered the whirlwind effect.
However, I still think that Boom still performs better in any control matchup compared to Garrosh. The fact that you have to trade your 2 armor each turn for a whirlwind effect, something that is in your deck not less than four times in the form of War Path and Blood Razor, makes the card unplayable on a regular base.
Boom can low-roll, but should still be consistent enough in longer games. Garrosh can produce swing turns with Shadowmourne, and that’s great, but anything after that can be achieved through other tools as well.
And while I may not be the best Warrior player around, I still rely on the expertise of pros like Fibonacci or Casie. Both of them and many others believe that Boom will be good enough to be played outside of Mech-based decks as well.
I like your approach regarding Weapons Project! It could definitely become a nice tech inclusion if Tempo Mage and Malygos Druid dominate the meta as hard as the community think they will.
ive been trying this deck, and honestly DrBoom is really great, cant really explain why but everygame i play him, he helps so much… plus sometimes the boomship is pretty devastating.
rn im 3-2, and both loses i just had really bad draws against agro decks, the deck feels a bit strong. i even outvalued a quest priest with 3 amaras.
Oh. really good idea. But a geist can destroy the combo and boomship would become a death card in the hand, maybe the inclusion of other heavy machine like mechacthun can at least balance the possibility to be countered in that way.
the combo enabler isn’t a one cost spell in this deck and even if it was you could sub in a copy of inner rage just in case of geist.
I thought Knights of the Frozen was rotating out? I’m super confused as to the standard when Boomsday gets released (new player, sorry!)
No problem dude just remember that standard is all expansions from this year and last year so three years ago is wild.
Expansions rotate every April. So 4 months ago Old Gods, Karazhan, and Gadgetzan rotated and next April Un’Goro, Frozen Throne, and Kobolds will rotate. Expansions that come out in April are in standard for 2 years, August expansions are in standard for 1 year and 8 month, and December expansions are in standard for 1 year and 4 months.
Thanks guys! I appreciate it.
Hey, cool list, but you put “Dr. Boom” in it instead of “Dr. Boom, Mad Genius”
Thanks! It’s been fixed.