Our Taunt Warrior deck guide features the best deck list for Season 42, with Mulligan advice, strategy tips, card combos and synergies.
The Taunt Warrior Hearthstone deck is an archetype that's built around the core Un'Goro's Fire Plume's Heart card. Once you've put this card into play, you then need to field a total of 7 Taunt minions in order to get your hands on the special quest reward.
That reward comes in the form of a weapon called Sulfuras that not only helps you pack a meaner punch, it also transforms your hero power into a new ability that attacks a randomly targeted enemy for eight points of damage. It's a little erratic in terms of relative power on the ladder, but it's incredibly potent stuff when the plan does comes together.
In our guide to piloting this relatively new deck, we've provided a pretty typical deck list to get going with, and then outlined some of the fundamental strategy to help you understand how the deck actually works. Following that we've got some Mulligan tips so you get off to a good start, before we wrap up with a look through all the most important combos you can mess around with.
Frozen Throne Update #2: With a few weeks play behind us now, it looks as though RayC's Taunt Warrior is looking like the one to play right now. Taunt Warrior isn't the strongest deck in the Frozen Throne meta by a long shot, but this is about as good as the archetype gets for our money. As always, let us know in the comments about any changes you've made.
Our Frozen Throne: Best Decks and Guides hub contains everything you need to get stuck into the new meta!
Taunt Warrior deck list and strategy
Here's RayC's Taunt Warrior which has seen quite a lot of play in the early days of the Frozen Throne meta. It goes without saying that there is still much refinement to be done with this format, and we'll keep updating our deck list and guide over time.
|1 x Fire Plume's Heart||2 x Acolyte of Pain|
|2 x Armorsmith||2 x Stonehill Defender|
|1 x Battle Rage||2 x Skulking Geist|
|2 x Execute||1 x The Curator|
|2 x Fiery War Axe||2 x Primordial Drake|
|2 x Sleep with the Fishes||1 x The Lich King|
|2 x Acolyte of Pain|
|2 x Ravaging Ghoul|
|2 x Blood Razor|
|2 x Bloodhoof Brave|
|2 x Alley Armorsmith|
|1 x Brawl|
|1 x Direhorn Hatchling|
Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.
Deck Import ID: AAECAQcG08MCkANLoscCubICws4CDNQEkQaRA8bDAvsMgq0Cm8ICzM0C0q4C/rwCoM4CyccCAA==
Your primary objective is of course to complete the goal of the Quest card, and so you're looking to both control the board and field as many Taunt minions as you can, as quickly as possible too. With those two objectives ticked off the list, you're free to drive over the finishing line on your own terms.
When you're playing against aggressive opponents, you want to really keep a cool head and not worry too much about beating them down - this is a survival game first and foremost. Keep those Taunt minions rolling, make good trades, and try to avoid wasting your big removal on minions you can afford to take a little damage from.
Assuming you're up against slower decks though, you need to work a little more aggressively towards bringing all of those Taunt minions out into play, so you can get that amazing hero power damage source activated.
Keep in mind here that you don't necessarily want to trigger the hero power switching effect of Sulfuras, just because you can. If you need the armour more urgently right now, keep applying it until you feel the match is firmly under your control.
Although he's making use of a slightly different deck list, you might find it useful to watch this video of Savjz playing Quest Warrior. Seeing how this kind of deck actually plays out in a live game or two is a great primer for piloting it yourself.
(For the Wild version of this deck, make sure you take a look at our Wild Taunt Warrior deck list guide)
More great Warrior guides:
Taunt Warrior Mulligan guide
Fiery War Axe, Acolyte of Pain and Stonehill Defender are all solid keeps in just about every match-up.
Against aggro opponents, you're going to get a lot of use out of Ravaging Ghoul, so consider keeping that against the likes of Paladin, Hunter, Warlock, and even Shaman.
Skulking Geist is something of a tech card to help handle the many Jade Druids out there right now. Alays hold onto one of these suckers as it'll likely break the Druid's heart!
Taunt Warrior tips, combos and synergies
Here are the most important combos in this version of Quest Warrior. A read through these should help get you off to a good start on the ladder:
- The following cards can all be used to empower the effect of Execute in one way or another: Ravaging Ghoul, the Battlecry and Deathrattle of Blood Razor, and Primordial Drake. Don't forget your weapon damage output either - health is just another resource after all...
- Your Quest can be progressed with the following cards: Stonehill Defender, Bloodhoof Brave, Alley Armorsmith, Direhorn Hatchling, The Curator, Primordial Drake and The Lich King.
- Any time that Acolyte of Pain takes damage, he'll add an extra card to your hand from your deck. This can be triggered by minion interaction, or any of the self-damage cards in this version of the deck.
- Remember that Sleep with the Fishes only affects minions that have already been damaged and affects both sides of the board! You can combine this card with Ravaging Ghoul, for example, or the Battlecry / Deathrattle of Blood Razor.
- When you cast Battle Rage you'll receive an extra card from your deck for each friendly character - including your hero - that's taken damage.
- If your Bloodhoof Brave minions take any damage, they'll gain an extra three points of Attack. Note that cards like Ravaging Ghoul, Primordial Drake and Blood Razor can be used to initiate this extra damage if it's required.
- There are no Murlocs in this current version of Quest Warrior, but if you play The Curator onto the board and you have any Dragons or Beasts in your deck pile, one of each kind will be pulled into your hand.
- With Armorsmith out on the board you'll gain one extra point of armour every time a friendly minion takes damage. There are obvious synergies here beyond making partial minion trades - consider the impact of Whirlwind on this card, for example.
- Whenever Alley Armorsmith takes damage, you'll be granted the same amount of Armor.
- At the end of each turn he's alive, The Lich King will add one of eight Death Knight cards to your hand. The selection is completely random, and you'll receive something from the following list:
|2||Death Coil||Deal 5 damage to an enemy, or restore 5 Health to a friendly character.|
|2||Death Grip||Steal a minion from your opponent's deck and add it to your hand.|
|2||Obliterate||Destroy a minion. Your hero takes damage equal to its Health.|
|3||Death and Decay||Deal 3 damage to all enemies.|
|4||Anti-Magic Shell||Give your minions +2 / +2 and “Can't be targeted by spells or Hero Powers.”|
|5||Doom Pact||Destroy all minions. Remove the top card from your deck for each minion destroyed.|
|6||Army of the Dead||Remove the top 5 cards of your deck. Summony any minions removed.|
|7||Frostmourne||Deathrattle: Summon every minion killed by this [5 / 3] weapon.|