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Non-budget Warrior Beat Down

  • Last updated Jan 29, 2014 (Beta Patch 4482)
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Wild

  • 21 Minions
  • 4 Spells
  • 5 Weapons
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 5000
  • Dust Needed: Loading Collection
  • Created: 1/28/2014 (Beta Patch 4482)
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This is what it seems to me a very obvious beat down deck, it is an improved version of Raynalds F2P warrior, it is focused on out damaging your opponent but it has very strong tools to deal with StriCros Druid, like The Black Knight, which Raynalds version obviously does not include, but also with a few modifications to make it stronger against taunt decks. Reason I focused on this was because in the current meta, there is absolutely nothing Raynalds deck struggles with except taunt decks, so getting rid what I consider weak cards like Nightblade and Dark Iron Dwarf turns this deck into a very agressive but not as hasty deck as the original version, which is still very strong against other aggro decks, but gives you great options to deal with control decks.

Blood Knight to deal with Sunwalker since it is becoming popular again and it is extremely powerful to drop Argent Squire into Coin -> Blood Knight, many times resulting into a 5 o 6 turns win.

I also include Shattered Sun Cleric in this version to make Faerie Dragons a huge threat, or to kill 3 drops with Harvest Golem and getting Board control with it plus Weapons, making it hard for other mid range decks to keep up.

- Ideal Hands:

Going first:

a) When you are first and you're facing a non-control deck: idealy you want Fiery War Axe and Argent Squire along with any 3 drop, idealy Harvest Golem to get cheap 2 for 1's. and maybe not Blood Knight, you should only keep Blood Knight IF you think your squire will keep the shield according to the match up, example being: opponent is a minion heavy class and will summon a minion rather than using hero power to remove your shield on turn 2, leaving you the chance to weapon the summoned minion and have a higher chance to keep the shield up on your 1 drop.

b) When you're facing a control class: your best hand would be Argent Squire, Faerie Dragon and Shattered Sun Cleric, this hand will ensure around 10 to 15 damage on the first 3 turns, making it easy to finish them off with charge minions and weapons throughout the game while they try to regain board control.

Going Second:

a) When you're facing a non-control deck: This is very straight forward, you want Fiery War Axe, Faerie Dragon, Bloodsail Raider and any 3 drop except Blood Knight. With this hand, if your opponent summons anything turn 1 you'll get rid of it with your weapon and summon Bloodsail Raider next turn and then your 3 drop. If he doesn't summon anything, you coin into Faerie Dragon and next turn weapon whether he summoned a minion or not just to zerk him down or to destroy the minion, this hand is almost a free win.

b) When you're facing a control deck: Here the dream is Argent Squire and Blood Knight so you can coin into him getting a turn 2 6/6 minion, making it very hard for any class to deal with so early in the game ensuring a huge chunk of their HP. Along with that hand I would recommend Fiery War Axe to get rid of early threats while you take chunks of his HP with your Blood Knight.

Those are the dream hands, but in general all you really need is to start with at least 1 or 2 drops in your starting hand and you should be perfectly fine throughout the game, try to avoid using Leeroy Jenkins as removal, use him as a finisher, or as a pre-finisher; taking him from 10 to 4 hp making him focus on summoning taunts and finish them off with Mortal Strike