Tundra Orcs Instinct / Water deck combines high stats with high variance. While other factions depend on complex tricks to make big plays, Tundra Orcs rely on big numbers and solid tactics to back that up.
To the unaware, Tundra Orcs may look like a faction all about sending its summoner forward in a rampage of destruction and hoping for the best, and while that may indeed occasionally work it’s not a sound strategy to approach games with.
While Tundra Orcs definitely is a faction that requires its summoner to be highly involved in the fight, it will be the use of its amazing champions and the supporting units which generally decide victory or defeat.
The Tundra orcs is a very straightforward faction that relies on solid fundamentals, they are very Melee based and they compensate for their lack of trickery and reach with a summoner that is very strong in a fight, highly efficient champions and a deck filled with very situational cards that when used in the right situation are very good. Making use of those strengths requires a very careful choice of units, events, positioning and a great understanding of the odds.
If you want to play a deck that represents Summoner Wars in its purest form, Tundra Orcs is the deck of choice.
The Tundra Orcs are an aggro faction, but they are not particularly fast. They have too few ways to cheat the 3 move / attack system, and their true power, reliance on champions, may take a while to come online.
Don’t feel the need to move forward if you don’t have the tools to do so in a given moment, and don’t be afraid to slow down and even back down from pressure a little to reorganize.
Outside of supporting Grognack and their champions, the core way to gain value with Tundra Orcs is the simple formula that Smashers are great at killing 3 life units and Frost Shamans are great at killing 2 life units. The core of your plan should be to punish your opponent's summons with those 2 units which in return shouldn’t be easy for your opponent to kill.
Smashers and Frost Shamans thus are the core of the army and you should plan to play most of the copies if not all during the game, especially the cheap Frost Shaman at only 1 magic.
Tundra Orcs should push into enemy territory, but do it at their own pace. Your goal should be to make their territory your territory, but it's okay to take your time doing this if necessary.
In order to have your units in range to counter appropriately you will need forward gates and that’s where Grognack kicks in. The first part of your plan should be to march forward with Grognack, using Frost Shamans as shields and Tundra Fighters to steal key positions. Once in a forward position, drop those gates and the second part of your plan should then kick in.
Apply pressure to force the opponent to play in such positions that you can properly counter their units.
The key here is not to be desperate and to adjust / adapt to what you draw.
Sometimes you can do this very fast and sometimes the flow will require you to do it more slowly. And sometimes even the opponent will push you and that’s fine, as long as you can keep engaging and countering their units in and to your favor you will be getting ahead.
Remember though that your summoner is a key for success. Grognack has high life, but that is because he needs every bit of it, it’s precious, only expose him when you will gain a lot of value from doing so, like to make use of Primal Fury or placing a key forward gate, otherwise try to keep him safe and do not be reckless with him.
If all lines up well enough, Grognack can soon be with a gate on the front lines, throwing more damage at the opponent than they can respond to and win the game. But if the Tundra Orc pushes lose momentum or never properly get going, Grognack can find himself being out-valued by an enemy's superior economy.
Tundra Orcs may look like the simplest deck without the complex tricks, combos, puzzles and mechanics that other factions bring to the game, but very subtly they may in fact be the hardest to master. Other factions have a more clear goal from the start that they should pursue no matter the board state or the draw, sooner or later.
Tundra Orcs need to time their big moves very well and since their strategy relies so heavily on the position of their summoner, a mistake on the timing can often lead to a quick loss.
Mastering the fundamentals of Summoner Wars when it comes to timing, position and economy are absolutely crucial for success with the Tundra Orcs, and since those may be the hardest things to master in the game, it follows that the Tundra Orcs may be the hardest faction to master of them all.