FACE WARRIOR LEGEND - Season 16
- Last updated Aug 31, 2015 (TGT Launch)
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Wild
- 18 Minions
- 6 Spells
- 6 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 4000
- Dust Needed: Loading Collection
- Created: 8/1/2015 (Blackrock Launch)
- Doom42
- Registered User
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- 3
- 4
- 12
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Battle Tag:
Doomsaki#1143
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Region:
US
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Total Deck Rating
65
The current meta is filled with combo oriented decks--grim patron and oil rogue--and aggro decks--face hunter and aggro pally. In the current climate with traditional control-style decks being out of favor, face warrior is the place.
I hit Legendary rank with a cheaper version of the face warrior deck posted here. Since then, I've been recommending this version and teaching other players how to play face warrior. Several of them have hit legendary rank under my guidance.
For matchups vs other aggro decks, mulligan for a 2 cost minion such as bomber or cheap weapon. In general it is best to mulligan completely for 2 cost cards (no spells) with deathlord and death's bite being exceptions.
For control matchups, you will want at least 1 heavy hitting card in your starting hand such as arcanite or death's bite or korkron. Arcane golem and wolfrider are not good starting cards. Shade is very fair game. In general you will want to get something as a 2 cost drop.
Despite the term "face warrior" which most people label this archetype, this deck relies heavily on board control. Weapons can 2-for1 in terms of card count. This can allow you to get a board advantage. A dread corsair or deathlord can allow your weaker minions to hit face without worry about being removed. Most games involve controlling the board for turns 2 and 3. Turns 4 and 5 might be trading as necessary depending on circumstance. At some point you, the player, will want to switch from trading into an all out face rush. This generally occurs when you believe you have the damage potential to secure a kill with heavy hitting cards.
As necessary you can always make a substitution or two. For lower ranked play, a 2nd owl or execute in place of wolfrider may be desirable where the meta includes more taunts. For those without Leeroy, a Gorehowl can substitute. A nightblade can also stand in for Dr. Boom.
In general, it is the mulligan that matters most followed by knowing when to switch from control to going for the face. You can usually rely on topdecking some form of damage. The magic turn is turn 8. By turn 8 you want to secure a kill. On turn 8, you are guaranteed almost to be able to play 2 damage cards of some kind.
Here is a picture of the cheaper budget version: http://imgur.com/a/SO642
Edit: Season 17 version for TGT now posted.
http://www.hearthpwn.com/decks/320259-face-warrior-legend-season-17-tgt
Hos do you would improve the deck with tgt cards?? I really like that deck, thx for posting it
I updated with a season 17 version for TGT. Its similar but has some minor, yet important changes.
http://www.hearthpwn.com/decks/320259-face-warrior-legend-season-17-tgt
If you have bloodsail raider and deaths bite and nothing else, do you play the raider on turn 2 or turn 5?
Turn 2.
Primarily to stall. It would be used to trade until you can start rolling out the heavy artillery to go for the face with those 4 and 5 cost cards.
I really like this deck. I had to make subs for Leeroy and one other missing card, somehow I only have one cruel task master and no dust for a few days.
But still I think this deck feels strong.
I had a warrior 5 win quest and I was loosing a lot of games in casual play using the standard 1 legendary Grim Patron deck.
When I went into casual play with this face deck I easily cleaned up 5 wins in a row. Even loosing board control I was usually able to pull out 12-14 damage for a fatal blow to win. I feel like the lack of too many face warrior decks at least in the early levels of the meta means people have no idea when they are within lethal.
I feel like heroic strike and relatively high damage weapons make face warrior its own kind of nasty next to other face decks.
Hello, Doom42,
This deck seems likea really good fit for me to ladder with. I crafted it with everything except leeroy and its working alright, but I added you so that you can maybe teach me a bit better at how to play this deck. Thanks for uploading and making such a comprehensive guide. Actually, I just created this account to show kudos. I'm pooploser#1289 who added you.
You'd be better off running a spellbreaker or 2nd owl to silence mad scientists in my opinion. Wolfrider or a single dread corsair would be the candidate for replacement.
As a rule of thumb, most cards must be useful in some way during a topdeck situation. A kezan would ding your winrate vs other decks significantly.
So far 8-3. Deathlord really is a nice touch. let's hope it'll still work its charm when i manage to rank higher :)
Removed one wolfrider and both slams to add 2 leper gnomes and one execute.
Pretty fun at low ranks so far, I added 2 Leper Gnomes, 2 Loot Hoarders, 1 Bloodsail, 1 Owl, instead of Shade, Leeroy, Bombers, and Slams.
Tempo decks like warlock zoo, mech mage, and tempo are manageable if you play to outlast them rather than going for the face. Mulligan for weapons that 2-for-1 in terms of card count. Mad bombers and taskmasters which can remove enemy minions are fair game. In the case of mech mage/tempo mage, I try to force the match into a topdeck fight which I usually end up winning.
In the event of warlock zoo, removal like mad bombers, weapons, cruel taskmasters, and slam is your friend. Eventually the warlock will have a slow turn in which he must tap. Go for the face when that happens.
In the event of a tempo-heavy meta, use Sylvanas instead of leeroy. Sylvanas is a tempo-swing card like death's bite, dread corsair, deathlord, or mad bomber. If that is not enough, use the nuclear option. Put Baron Geddon in your deck instead of Dr. Boom.
Midrange decks (non-agro pally, midrange hunter, etc) were my worst matchups. Zoo and tempo mage were some of my better matchups actually. You have to walk an exact line between trading and going for face not to fall behind. If you have a weapon in hand and a charge minion, play the minion. If your force your opponent to trade, he will stay pretty even with you in terms of board presence. Zoolock and tempo mage sometimes get the "god" hand in which nothing you do will stop them but for most of the time, there are gaps in their tempo and chances to turn the board around to let you win.