Dominion Strategy Forum
Miscellaneous => Other Games => Hearthstone => Topic started by: Jorbles on June 21, 2014, 06:47:03 pm
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I've had good results with this Warrior deck so far. It's taken me from 18->
14 12 10 with only two losses. Was wondering what people thought of it:
Warrior Weapon Deck
1:
2 x Abusive Sergeant
2 x Southsea Deckhand
2:
2 x Fiery War Axe
1 x Cleave
2 x Slam
2 x Amani Berserker
2 x Cruel Taskmaster
2 x Sunfury Protector
3:
1 x Shield Block
2 x Earthen Ring Farseer
2 x Frothing Berserker
2 x Warsong Commander
4:
1 x Arathi Weaponsmith
1 x Defender of Argus
1 x Dread Corsair
2 x Kor'kron Elite
5:
2 x Arcanite Reaper
7:
1 x Gorehowl
It has a few ways of winning, a Warsong Commander can let you quickly overwhelm your opponent as it allows everything in the deck to charge. Even without that there's a lot of surprise damage in the form of weapons and Deckhands and Kor'kron Elite. The weapons in the deck let you trade life for board control, and the berserkers can quickly become threats at any stage of the game. There's so many weapons in this deck that I tend to go for the face with them when there isn't anything else to do (except with Gorehowl unless it's for the kill). The taunts in the deck (sunfury and defender of argus) let you protect more important cards (Warsong Commanders or Berserkers). The Shield Block and the Earthenring Far Seers give you a bit of sustain since you tend to trade a fair amount of health for board control with your weapons.
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Not especially convinced by Southsea Deckhand; what do they do that other cards don't? Why not Bloodsail Raider?
Definitely not impressed by Sunfury Protector. I would replace those with strong 3/2's to reduce the chances of getting screwed early.
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I edited the above post because it took me to 12 after I played a bit more. Still only 2 losses since I started playing it.
Southsea Deckhands charge (there's enough weapons in the deck that you can count on it) so if you aren't starting with them they are a surprise 2 damage for 1 mana. It's a conditional Bluegill for 1 mana less, but the condition is pretty easy to meet. If you do start with them you can either hold them until they're useful if you're against a Pinging class (or mulligan them if you've got a turn 2 play in hand) or put them out and make your opponent use a card to get rid of it if you're against a class that can't ping.
I've thought about putting in Bloodsail, but I wasn't sure how it interacted with Warsong Commander. Does it buff after it gets charge or before?
Sunfury provides cover for frothing berserkers and warsong commanders. So far they've been very useful and they are often able to survive more encounters than 3/2s. I played this deck with some more 3/2s for a bit (Swamp Oozes and a Knife Juggler I think). 2 health creatures almost always died in an even trade at best. 3 health creatures have the chance to trade favourably with 1s and some 2s, and trade evenly with most of the rest of the 2s.
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I came to the realization that 2/3 trade better with most 1's and 2's as well as tokens. The 3/2's are more likely to trade up though. The 3/2's also help when dealing with some key cards like Amani Berserker, Succubus, Raging Worgen, and maybe Acolyte of Pain. Which one you emphasize depends on where you want the advantage I guess.
Not sure about the Warsong interaction with the attack damage buffs, since Warsong specifies that it takes effect when you summon a minion. It could even be that it can take effect later on in the turn where you summon a minion and then debuff it to 3 or less attack. Hearthstone card text is not always consistent, so it's a card-specific FAQ thing.
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I came to the realization that 2/3 trade better with most 1's and 2's as well as tokens. The 3/2's are more likely to trade up though. The 3/2's also help when dealing with some key cards like Amani Berserker, Succubus, Raging Worgen, and maybe Acolyte of Pain. Which one you emphasize depends on where you want the advantage I guess.
Not sure about the Warsong interaction with the attack damage buffs, since Warsong specifies that it takes effect when you summon a minion. It could even be that it can take effect later on in the turn where you summon a minion and then debuff it to 3 or less attack. Hearthstone card text is not always consistent, so it's a card-specific FAQ thing.
This is why Succubus isn't played. It loses you a card and almost always trades for something cheaper. I took Warsong out of my Warrior since it actually didn't do much. I'd put in Slams, maybe Inner Rage and for Acolyte of Pain. Like Warrior decks can abuse those guys to hell and make them decent minions too.
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I'd put in Mortal Strikes if you have them -- they are great finishers (especially against taunters), and with as many weapons as you have, you'll probably be able to get 6 damage from them a lot of the time.
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For the record, blood sail raider will get charge before it buffs itself from your weapon. I don't know why.
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Yeah in this kind of aggro deck I don't think the Sunfury Protectors are doing much- they don't have many good targets really. A tazdingo or 1-7 Taunt might help more against other rush decks. 2 x Arcanite might be a too many too? Perhaps an Upgrade would be better
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Yeah, I don't like Sunfuries either.
If you are playing Warsongs, aren't Leper Gnomes better than Southsea Deckhands?
And even without haste, the also do "guaranteed" 2 damage and are then 2/1s. With Haste, they improve to guaranteeed 4.
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Leper Gnome is the standard 1 drop in aggro decks because of the damage factor. If anything, I feel the pirate would be better a control deck. Two weaponsmiths is good too. They're just amazing cards.
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Nah, he's still agro card. (you play bluegill in aggro rather than in control, so you do with this)
I use him in my "Yolo Rogue" (Banana rogue :P), as he is guaranteed two damage and is a quite good Cold Blood carrier. I also do play Leppers, tho.
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Yeah, I don't like Sunfuries either.
If you are playing Warsongs, aren't Leper Gnomes better than Southsea Deckhands?
And even without haste, the also do "guaranteed" 2 damage and are then 2/1s. With Haste, they improve to guaranteeed 4.
I still like the Sunfuries, but since they seem to be drawing the most heat I'll try replacing one of them with a Bloodsail. And look hard at the other one when this deck inevitably peaks out. (So far I'm at level 10, so it's not needed yet).
I thought about Leper Gnomes, but I think I prefer the Deckhands as they have 2 ways to activate the haste. Leper Gnomes would only have the Warsong.
Yeah in this kind of aggro deck I don't think the Sunfury Protectors are doing much- they don't have many good targets really. A tazdingo or 1-7 Taunt might help more against other rush decks. 2 x Arcanite might be a too many too? Perhaps an Upgrade would be better
I might swap the Defender of Argus out for a Tazdingo eventually. He has trouble finding 2 creatures to buff sometimes. Upgrade would be great in this deck, but I don't have the card.
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Yeah, I don't like Sunfuries either.
If you are playing Warsongs, aren't Leper Gnomes better than Southsea Deckhands?
And even without haste, the also do "guaranteed" 2 damage and are then 2/1s. With Haste, they improve to guaranteeed 4.
I still like the Sunfuries, but since they seem to be drawing the most heat I'll try replacing one of them with a Bloodsail. And look hard at the other one when this deck inevitably peaks out. (So far I'm at level 10, so it's not needed yet).
I thought about Leper Gnomes, but I think I prefer the Deckhands as they have 2 ways to activate the haste. Leper Gnomes would only have the Warsong.
But you much rather play Gnome on turn 1, which is a big deal for aggro decks.
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Yeah, I don't like Sunfuries either.
If you are playing Warsongs, aren't Leper Gnomes better than Southsea Deckhands?
And even without haste, the also do "guaranteed" 2 damage and are then 2/1s. With Haste, they improve to guaranteeed 4.
I still like the Sunfuries, but since they seem to be drawing the most heat I'll try replacing one of them with a Bloodsail. And look hard at the other one when this deck inevitably peaks out. (So far I'm at level 10, so it's not needed yet).
I thought about Leper Gnomes, but I think I prefer the Deckhands as they have 2 ways to activate the haste. Leper Gnomes would only have the Warsong.
But you much rather play Gnome on turn 1, which is a big deal for aggro decks.
I might try that. It seems to have peaked out in its current incarnation around level 10. I'm going about even now.
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Feel like the deck needs a little more charge, to make sure it can deal 30 before late game begins. If you have Mortal Strike, those would be good. Argent Commander isn't that bad either for the board control. Replacing Shield Block for Wolfrider seems okay to me too - the armor is nice, but it feels too long term.
If you want the deck to lean more control based, Spiteful Smith should be a good budget card.
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I'll post my main deck in here too, since it's similar to Jorbles' -- although mine is basically straight face-rush and makes no effort to gain board control.
0:
1x Inner Rage
1:
2x Leper Gnome
2:
2x Fiery War Axe
2x Heroic Strike
2x Bloodsail Raider
2x Bluegill Warrior
2x Faerie Dragon
3:
1x Frothing Berserker
1x Jungle Panther
2x Wolfrider
4:
2x Mortal Strike
2x Arathi Weaponsmith
2x Korkron Elite
5:
2x Arcanite Reaper
2x Nightblade
6:
2x Reckless Rocketeer
7:
1x Gorehowl
This deck obviously needs Leeroy very very badly (probably in place of the Jungle Panther). I almost always go for the face when I can, except for with the Fiery War Axe early on. It's done pretty well, gotten up to rank 9 or so, and I wouldn't be surprised if it climbed a bit higher if I get Leeroy. Nightblade is a bit underwhelming, but sometimes I need the 3 damage that can get in behind taunters -- basically every card in the deck is guaranteed to get damage in one way or another.
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Rocketeer is pretty bad though. a 6 drop for 5 damage that dies to literally anything except Novice Engineer. I'd say Arcane Golem is probably better just because of the low mana cost.
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I'm scared to play Arcane Golem since giving my opponent an extra mana is deadly -- my opponent is always going to be 1/2 turns from stabilizing, and I feel like there's so many games where just 1 extra mana for my opponent might make the difference.
My main problem with the deck isn't mana efficiency, it's card efficiency. I need to maximize damage/card, since I'm never going to out control anyone -- I need to get in the damage ASAP, and I usually don't have any cards to spare by the end of the game. Arcane Golem saving me 3 mana isn't going to do anything when I don't have another card to spend the mana on.
I will try it out though and see how it goes -- I may also try Argent Commander although it has the same problem of taking away 1 damage to the face, and every damage matters with this deck.
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I'm scared to play Arcane Golem since giving my opponent an extra mana is deadly -- my opponent is always going to be 1/2 turns from stabilizing, and I feel like there's so many games where just 1 extra mana for my opponent might make the difference.
My main problem with the deck isn't mana efficiency, it's card efficiency. I need to maximize damage/card, since I'm never going to out control anyone -- I need to get in the damage ASAP, and I usually don't have any cards to spare by the end of the game. Arcane Golem saving me 3 mana isn't going to do anything when I don't have another card to spend the mana on.
I will try it out though and see how it goes -- I may also try Argent Commander although it has the same problem of taking away 1 damage to the face, and every damage matters with this deck.
If you're not having mana problems than Argent Commander is perfect for this deck. It's a Jungle Panther that can attack immediately for 4 damage and can usually trade 2 for 1. I'd say it's a lot better than the Rocketeers for the same price.
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I think Upgrade x2 would do wonders in your deck, Jorbles. My Warrior face deck runs them and loves them. When you draw/mulligan badly, it's still a cheap weapon, too.
I've got 1x Epic Pirate, which is always tempting to try to work in, but he's never worth it.
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I got inspired by this thread and made a Warrior beating deck of my own. I don't have the exact list here, but I did change the Deckhand, Sunfury Protector and Defender of Argus for other stuff. I know I run Upgrade (that card is pretty sick in the deck) and Leeroy.
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I think Upgrade x2 would do wonders in your deck, Jorbles. My Warrior face deck runs them and loves them. When you draw/mulligan badly, it's still a cheap weapon, too.
I've got 1x Epic Pirate, which is always tempting to try to work in, but he's never worth it.
I got inspired by this thread and made a Warrior beating deck of my own. I don't have the exact list here, but I did change the Deckhand, Sunfury Protector and Defender of Argus for other stuff. I know I run Upgrade (that card is pretty sick in the deck) and Leeroy.
I would definitely add Upgrades and Leeroy if I had them, but alas I do not. They might help this deck gain a few ranks.
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My warrior deck got me 7 straight wins to get from rank 9 to rank 7.
I quickly went by Upgrade when I was building my deck -- Jorbles, if you end up running it, let me know how it works in your deck.
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My warrior deck got me 7 straight wins to get from rank 9 to rank 7.
I quickly went by Upgrade when I was building my deck -- Jorbles, if you end up running it, let me know how it works in your deck.
I ran Upgrade in my Warrior deck, but I found it fairly swingy. Either it's great, or it just kind of sucks.
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My warrior deck got me 7 straight wins to get from rank 9 to rank 7.
I quickly went by Upgrade when I was building my deck -- Jorbles, if you end up running it, let me know how it works in your deck.
I ran Upgrade in my Warrior deck, but I found it fairly swingy. Either it's great, or it just kind of sucks.
I think it would work well in these sorts of decks where there's 6 or 7 weapons in them. I can't remember many games where I didn't draw a couple weapons.
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My warrior deck got me 7 straight wins to get from rank 9 to rank 7.
I quickly went by Upgrade when I was building my deck -- Jorbles, if you end up running it, let me know how it works in your deck.
Also that's awesome! Glad it worked out! I'm interested in what you run instead of the taunters.
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My warrior deck got me 7 straight wins to get from rank 9 to rank 7.
I quickly went by Upgrade when I was building my deck -- Jorbles, if you end up running it, let me know how it works in your deck.
Also that's awesome! Glad it worked out! I'm interested in what you run instead of the taunters.
I am almost always the more aggressive deck, so I don't need taunters -- I don't lose from being outrushed, I lose when the opponent is able to stabilize before I get enough damage in.