Gameplan:
- Don’t die.
- Put bombs in opponent’s deck.
- Continue not dying.
- Repeat step 3 until your opponent dies
Altogether we can put as many as 6 bombs in our opponent’s deck. Even if we’re behind in fatigue from Shield Block (although it’s unlikely that this is enough to put us behind), in theory the 30 bomb damage should matter before then.
Card choices:
Improve Morale is an activator for Smolderthorn Lancer that doesn’t cost a card. Might also help with Warpath clears on odd mana turns, or let you kill a 4-health minion with Wrenchcalibur. Mostly in here has a test.
With pseudo-infinite value from death knights removed, I’m thinking this will be one of the most controlling decks in the meta. As such I opted for Eternium Rover to fare better versus aggressive starts over options like Omega Assembly or Firetree Witchdoctor, though I think these are both worth consideration. It’s possible that a rush package with Town Crier, Militia Commander, and Darius Crowly does this better.
The aforementioned rush package also has the potential benefit of putting on pressure, which synergizes with the bombs in our opponent’s deck. If we do more damage, bomb damage matters more. I opted for the dragon package instead because I wanted to play Emberscale Drake. I think it’s Warrior’s best source of armor gain now that Tank Up isn’t available. Armor isn’t as important for board control with Reckless Flurry rotating, but it’s still important for Shield Slam as well as our primary MO: not dying.
There should possibly be at least one Supercollider in here. It’s worth noting that with less armor gain available, a second copy may not be advisable.
The early meta will probably feature a lot of burgle Rogue, which is often weak to weapon removal. To tech against this, try -2 Shield Block, -1 War Master Voone, +2 Weapons Project, +1 Harrison Jones.