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Tempo Warrior deck list guide - December 2017 - Hearthstone

Our starter guide to climbing the ladder with Tempo Warrior in Season 45.

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Our Tempo Warrior deck guide features the best deck list for Season 45, with Mulligan advice, strategy tips, combos and synergies.

Tempo Warrior is a Hearthstone deck that's appeared in the game's history before, but has been largely absent from the competitive meta for a year or more now. While the launch of Knights of the Frozen Throne introduced some exciting new cards for the format, it's only at the end of the expansion's life that it's starting to see more play.

In our Tempo Warrior guide we've got a solid early meta deck list that we think should give you a strong start with the archetype, and we've also broken the deck down into all its constituent combos. Careful study of these before you hit the ladder will give you the grounding you need to start mastering the ins and outs of playing the archetype. Although it's early days, we've also got some general Mulligan advice that should help you get off to a strong start.

Based on the card reveals so far there's a good chance that Tempo Warrior will become more popular in the new upcoming meta, so you might want to start getting a feel for the format now!

Tempo Warrior deck list and strategy

Here's the deck list for Tempo Warrior that was created by Rami towards the end of the Frozen Throne meta.

WarriorNeutral
1 x Blood To Ichor2 x Fire Fly
2 x N'Zoth's First Mate1 x Patches the Pirate
1 x Fiery War Axe1 x Prince Keleseth
2 x Frothing Berserker2 x Southsea Captain
2 x Ravaging Ghoul2 x Tar Creeper
2 x Bloodhoof Brave2 x Saronite Chain Gang
2 x Kor'kron Elite2 x Cobalt Scalebane
1 x Grommash Hellscream1 x Cairne Bloodhoof
1 x Scourgelord Garrosh2 x Bonemare
1 x The Lich King

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAQcI0gKRA6QDhrACkbwCws4Cn9MCnOICCxyOBagFgq0C0q4CgrAC68ICysMCm8sCyssCps4CAA==

You want to take a controlling position in the early-game, and use your various weapons and minor minions to chip down the opponent's progress. Any leftover damage can go straight into the opponent's health pool. One notable mention here has to go to Prince Keleseth, who provides incredible extra stats value across the entire game if you can get him out nice and early.

As the mid-game approaches, look to start fielding cards like Frothing Berserker, Bloodhoof Brave and Kor'kron Elite. Saronite Chain Gang will also provide nice protection for any of the minor minion presence you've been able to build up over time as well.

If you've managed to tuck any smaller minions behind a taunt, Cobalt Scalebane does a great job of boosting them up, while Bonemare will beef up and turn any friendly minion into another taunt. Always make sure you have something out on the board before playing this card. The Lich King provides a pretty stubborn late-game taunt as well, and you can see the card options in the combo section at the bottom of our Tempo Warrior guide.

Scourgelord Garrosh is your Death Knight card, and he not only grants you a powerful blade which also damages enemies adjacent to your target, you also get a new hero power which deals one damage to all minions - a great activator for cards like Grommash Hellscream, Bloodhoof Brave and Frothing Berserker.

More great Warrior guides:

Tempo Warrior Mulligan guide

You've got lots of early-game options with the new version of Tempo Warrior, but the most important card to find is Prince Keleseth - never throw him back as the stat boost represents the most value the earlier you get him out in play.

Other solid starting minions are Fire Fly and N'Zoth's First Mate, but Fiery War Axe will also help you deal with just about any early threat presented by the opponent. If you're sure you're up against an aggro opponent though, it's also worth keeping hold of Ravaging Ghoul for the quick early-game clear.

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Tempo Warrior tips, combos and synergies

Here's a card by card look at all of the combos you can weave together to get ahead with Tempo Warrior:

- When Scourgelord Garrosh is played, you'll receive a 4 / 3 weapon. When you attack a minion with this blade, it will also do damage to the minions adjacent to the target. You'll also get a new hero power that does one point of damage to both friendly and enemy minions.

- On that note, every time a friendly or enemy minion takes damage, Frothing Berserker gains a point of Attack.

- When damaged, Bloodhoof Brave gains three permanent extra points of Attack but the effect doesn't stack - it's strictly a one-off bonus.

- Once played, Prince Keleseth grants all minions remaining in your deck pile an extra +1 / +1 of stats, so play him as early as you can. Note that he does not buff the cards in your hand.

- If Patches the Pirate is still hidden away in your deck, any other Pirate you play will pull him onto the board for zero Mana. Don't forget that Southsea Captain will buff Patches immediately - you may want to send him at a different target if so!

- At the end of each turn, Cobalt Scalebane will select a random friendly minion and grant it three points of Attack. The Scalebane cannot buff itself, however.

- You can significantly increase the strength of even a small minion using Bonemare, and it will also gain the Taunt effect as well!

- Grommash Hellscream gains six extra points of Attack when tapped with one of your many self-damage spells. He can also attack on the same turn he's played - a potential ten points of game-ending damage in one fell swoop!

- At the end of each turn The Lich King will place a randomly selection Death Knight card into your hand. There are eight options in total - here's the pool of cards:

CostNameDescription
2Death CoilDeal 5 damage to an enemy, or restore 5 Health to a friendly character.
2Death GripSteal a minion from your opponent's deck and add it to your hand.
2ObliterateDestroy a minion. Your hero takes damage equal to its Health.
3Death and DecayDeal 3 damage to all enemies.
4Anti-Magic ShellGive your minions +2 / +2 and “Can't be targeted by spells or Hero Powers.”
5Doom PactDestroy all minions. Remove the top card from your deck for each minion destroyed.
6Army of the DeadRemove the top 5 cards of your deck. Summony any minions removed.
7FrostmourneDeathrattle: Summon every minion killed by this [5 / 3] weapon.

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