Taunt Warrior deck list guide - Hearthstone - April 2017

Our Taunt Warrior deck list and guide for climbing the Standard ladder this month.

Posted in Deck guides Tagged with gallery, Warrior By John Bedford Published Comments 2

Our Taunt Warrior deck guide features the best Quest deck list for Season 37, with Mulligan advice, strategy tips, card combos and synergies.

The new Taunt Warrior Hearthstone deck is an archetype that's centred around Un'Goro's Fire Plume's Heart card. Once you've put this card into play - almost always on Turn 1 - you then need to field a total of 7 Taunt minions in order to get your hands on the quest reward. That reward comes in the form of a weapon that not only helps you pack a meaner punch, but also transforms your hero power into a new ability that attacks a randonly targeted enemy for 8 points of damage - strong stuff when the plan comes together!

In our guide to piloting this 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.

Note that we expect this deck to go through a lot of refinment in the weeks ahead, and so we'll update this guide regularly to reflect the latest developments.

Before we actually get onto the meat of our, we thought it would be a good idea to actually highlight the new Un'Goro cards that power this deck.

Fire Plume's Heart: The Warrior's new Quest card. Once you've played 7 Taunt minions, you'll be rewarded with the Sulfuras weapon.

Sulfuras: This is a 3 Mana 4/2 weapon. When you put this weapon in your hand, your hero power will ditch the armour effect and instead deal 8 damage to a random enemy when activated!

Stonehill Defender: A 3 Mana 1/4 Taunt minion, that also lets you discover a new Taunt minion for your hand.

Tar Creeper: A 3 Mana 1/5 Taunt minion, whose Attack value increases by 2 points during the opponent's turn only!

Direhorn Hatchling: A 5 Mana 3/6 Taunt minion. When it dies it will shuffle a 6/9 Direhorn with Taunt into your deck.

Ornery Direhorn: A 6 Mana 5/5 Taunt creature that goes through the Adapt process when it's played onto the board.

Primordial Drake: An 8 Mana 4/8 Taunt minion that deals 2 damage to all minions when it's played.

Editor's note - April Update #2: To give you a few more options to play around with, we've included a few new deck lists for you to play around with. You'll find these alternatives in the deck list section, but note that all of the information in our guide is focused on the one we've highlighted on this very page. Still we hope you find this a helpful way of trying out alternative decks!

BREAKING NEWS! - Don't miss our round-up of the best Journey to Un'Goro decks that are busting their way into the new metagame!

Taunt Warrior (Quest) deck list and strategy - April 2017

We're basing the current version of our guide on Sjow's version of the deck, which he used to hit number 1 Legend with right at the start of the expansion's launch window.

We've also outlined some alternative deck lists for you if you want to play around with them, although keep in mind that our combo advice is based upon the one highlighted below.

1 x Fire Plume's Heart2 x Acolyte of Pain
1 x Whirlwind2 x Stonehill Defender
2 x Armorsmith2 x Tar Creeper
2 x Execute1 x The Curator
2 x Fiery War Axe1 x Primordial Drake
2 x Slam
2 x Sleep with the Fishes
2 x Ravaging Ghoul
2 x Bloodhoof Brave
2 x Alley Armorsmith
2 x Brawl
1 x Direhorn Hatchling
1 x Ornery Direhorn

Alternative deck lists:

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 opponets, 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. At this stage of the Un'Goro metagame, you never know what you might need those hard removal options for down the road!

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 random hero power damage in play. Keep in mind here that you don't necessarily want to trigger the hero power switch 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 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 is a great primer for the live game.

More great Warrior guides:

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Taunt Warrior Mulligan guide - April 2017

Fiery War Axe remains a must-keep card for Warrior in the new expansion. Against aggro opponents you'll value cards like Ravaging Ghoul, Slam and Whirlwind. Against control you can afford to dig deeper and start your process of fielding Taunt minions.

If you are absolutely positive that you are staring down an aggressive deck, then you might consider actually throwing away your Quest card in the hope of getting another Taunt. It's more important, after all, that you prevent their board from getting out of control.

That's very simplistic advice for now. Once we know what the Un'Goro meta really looks like, we'll be able to provide much more specific Mulligan advice. Stay tuned for updates!

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: Shield Slam, Whirlwind, Slam, Ravaging Ghoul, Primordial Drake and Sleep wiht the Fishes. Don't forget you weapons either - health is just another resource after all...

- Your Quest can be progressed with the following cards: Stonehill Defender, Tar Creeper, Primordial Drake, Bloodhoof Brave, Direhorn Hatchling and Ornery Direhorn.

- When you cast Whirlwind, your active Bloodhoof Brave minion(s) will become enraged.

- There are no Murlocs in this current version of Quest Warrior, but if you play The Curator onto the board and you have a Dragon or a Beast in your deck pile, they'll be pulled into your hand. If there's more of either left, the choice will be random but you'll still only get one of each type.

- With Armorsmith 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.

- Ornery Direhorn goes through the new Adapt process when its played. You'll be able to choose one of three buffs that are randomly chosen from the following ten:

Adapt NameEffect
Crackling ShieldDivine Shield
Flaming Claws+3 Attack
Liquid MembraneCan't be targeted by spells or Hero Powers
Lightning SpeedWindfury
Living SporesDeathrattle: Summon two 1/1 Plants
Poison SpitPoisonous
Rocky Carapace+3 Health
Shrouding MistStealth until your next turn
Volcanic Might+1 / +1 stats
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  • The Sulfuras used in the main strategy section is the wrong Sulfuras, both the card link, and the strategems employed. The quest reward changes the Hero ability as a battlecry, not as a deathrattle.
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  • Bedders#2Yesterday
    @joeyfehribach99 That's a legacy whoops. You'll see elsewhere it's described correctly but the incorrect version should have been taken out. I'll change that now and thanks for highlighting.
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