The Plagued Weaponsmith(Tempo Warrior)
- Last updated Aug 2, 2014 (Naxx Launch)
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Wild
- 18 Minions
- 7 Spells
- 5 Weapons
- Deck Type: Theorycraft
- Deck Archetype: Unknown
- Crafting Cost: 2580
- Dust Needed: Loading Collection
- Created: 7/2/2014 (Live Patch 5506)
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
579
This deck is designed to have a very strong early game prescence, and keep it until your opponent loses due to the pressure. Also the curve looks cool. That matters, I swear.
Against control: Mulligan for Cruel Taskmaster, Death's Bite and Acolyte of Pain. If you have the coin, you can also go for an Amani Berserker or a Bloodsail Raider. Reason being you want to be able to clear possible threats, whilst drawing cards and/or developing strong minions.
Against aggro/tempo/zoo: Mulligan for Loot Hoarder, Fiery War Axe and Amani Berserker. If you have the coin, you can also go for a Cruel Taskmaster or an Acolyte of Pain.
Keep in mind. NEVER mulligan away Battle Rage.
Playing tempo can feel pretty weird and challenging, if you are new to it. The basic idea is to make valuable trades, but still keep an aggresive style to smack down your opponent. To keep this theory from falling apart, card draw is key.
So how does one know which trades are right to make?
This is an interesting question, as it is very affected as to how the scenario is. It all comes down to what you think might be overly harmful to your board prescence. The deck is, however, designed to survive a bit of damage which means it's acceptable to leave some minions alive if they do not cause a significant threat.
When against aggresive decks, never underestimate your Hero Power, building up armor whilst developing a proper board can be life saving.
Why Death's Bite?
This weapon synergizes very well with the Acolyte of Pain, aswell as the mass card draw possibility from Battle Rage. Another major factor from this is the help it gives your tempo since this can be used to clear alot of the early game board with the base damage it has, aswell as the Deathrattle it provides.
Why Grommash Hellscream?
Grommash is a great finisher and can save this deck from matchups where it gets too close to lategame. He can also be used in a scenario where you want to hurry getting into lethal range. In scenarios like these he comps very well with Whirlwind.
A suitable replacement for Grommash Hellscream would be Kor'kron Elite.
First tweak: Removed 1x Arathi Weaponsmith for an Azure Drake.
2nd tweak: Removed Arathi Weaponsmith, Bloodsail Raider and 1x Argent Commander for 2x Raging Worgen and a Warsong Commander.
3rd tweak: Removed Leeroy Jenkins for Grommash Hellscream.
4th tweak: Removed 1x Mortal Strike and 1x Heroic Strike for 1x Azure Drake and Maexxna.
ATTENTION!!!
This deck is a work in progress and I am open for all suggestions, so throw them at me.
good deck overall, I subbed one armani for a spiteful smith, worked like a dream. Something you may not know about death's bite, if you play another weapon on top of it, it triggers the deathrattle. Scenario is something like turn 4 Death's bite, turn 5 smith and swing death's bite (1st swing) turn 6 opponent drops a few weenies, you play a war axe from your hand over your death's bite swing, triggering the smith and wiping their weenies, your war axe comes into play (ready to swing) as a 5/2. Not ideal in every situation, since you miss out on the 4 damage from the last DB swing, but you do gain it back over the next two turns from the smith... kind of. Not perfect, but in some situations it's ideal (if you sub grommash or maexna out for a gorehowl, for example, it gives it 2 more swings (long as spiteful smith stays on board) or 2 more face damage as a finisher. just tossed it in because I had a ton of weapons in the deck and needed a good synergy card to replace the berserker, didn't have 2
nice work
I thought this deck was good until I played vs zoo. Absolutely terrible. You will lose just about every zoo matchup. Do not play this deck.
I'm at rank 6 currently.
I have a similar list but some of your card choices really helped me tuning my own version. I believe that some changes could be done to maximize yours, though.
http://www.hearthpwn.com/decks/94591-naxx-enrage-deck here you can check my last version which I actually posted in the forum. There are some explanation about the general idea of the list and concerning some of the Naxx important additions to this archetype.
I hope it can help your tuning as well and keep the good work man !
Awesome deck! Got 5 wins in row for warrior daily!
Looking forward to an update soon, tried experimenting with Kor'kron but without the deathrattle and 2nd attack it loses a lot of viability. I'd also like to see a non-budget version for us wallet warriors ;-)
looking forward to your update, been playing a similar warrior to this and have been enjoying it.
good deck
im dont play warrior much, but used this deck today for daily quests, done them with no problem :)
I'm a huge fan of Upgrade! and love what you are doing here, however in my Warrior Control build I run Gorehowl, some people use that as a control mechanism but I like to use it as a finisher. With the massive card draw this class can provide its easy to get say Gorehowl+Upgrade!+Upgrade! For the 27 damage, or perhaps just one upgrade, have you considered slipping in one Gorehowl for maybe just the 7 damage finisher, or maybe a taunt take out so you can go to the face with minions?
Yeah, I keep thinking about Unstable Ghoul for a taunt. Might have nice synergy with our Amani Berserker, Raging Worgen, and Acolyte of Pain. Also not a bad thing when battling ZooLocks. Maybe swap it in for the Loot Hoarder to keep the curve similar.
I had Bloodmage Thalnos in place of the Loot Hoarder, since I got it in a lucky deck drop and it's a straight upgrade. It has the benefit of being a good precursor to Whirlwind, if you need to remove some 2 health minions and it gets you a card. (Also helpful for Zoo.)
I played the deck a few times today, but kept coming up short, possibly because I don't have Grommash Hellscream, yet. He's a strong closer for this deck, with all it's enrage helpers, and dragging on into the late game has sucked a bit lately.
Does anyone know if Death's Bite will use its deathrattle after each attack?
How about adding Spiteful Smith and Raging Worgen due to synergy with [card]Death's Bite[/card]
That would be great with death's bite! But it may only be that great for a combo card with death's bite or whirlwind.
It does since you would equip other weapons after a Death's Bite breaks. Plus Whirlwind and Cruel Taskmaster synergy. I think Spiteful Smith would be a welcome addition to this list.
IDK the full purpose of Upgrade here. It seems like it would get in the way of being able to trigger the deathrattle on Death's Bite. You already have 6 weapons, that is at least 12 turns, if it doesn't get killed with an ooze that you, that you can have an active weapon, upgrade only brings that up a bit, but also seems like it could be super clunky, as it seems likely that the only weapon you would ever even potentially want to upgrade is Death's Bite itself, and only to extend it when the opponent has been playing around the proc. I feel like you would be much better served by Armorsmith, since it will give you alot more functionality with your weapons, keeping you alive to be able to use them all.
Leeroy is good and all, and I guess he is cheaper than Garrosh, but Garrosh combos awesome with Death's Bite, since you can have him enraged on 8 without having to play the somewhat lackluster Inner Rage.
Heroic Strike also just seems way worse than Kor'Kron Elite. I know it costs less, Heroic Strike never better than a 1 for 1, and Kor'Kron can often 2 for 1, and double as a minion that increases Battle Rage efficiency.
Also, between Death's Bite and the 1 Whirlwind I feel like cutting Cleave for the second WW and Mortal Strike for the other Execute would increase variance. I also think if you just cut Azure Drake and the two Argent Commanders, and the two Harvest Golems for the other Battle Rage, 2 Raging Worgen and 2 Warsong Commander you'd have a hell of a lot of nasty combo work you could do. You said you feel like this is more of a Tempo/Aggro deck, but its seems like alot of your cards are somewhat low value/clunky and slow. Alot of the aggro seem like they could easily beat this because you have to just take damage on damage to use your weapons to kill stuff and your guys aren't great at closing out the game quickly. Against control you don't really start rolling until turn 3/4 and you don't have much to go over the top of a mass of Taunt from druid or pressure to keep Miracle from doing what it does and killing you turn 8. Control Warrior is just gonna gain like 40 Armor and then slam giant monsters on you and ruin you day if you don't run some sort of bursty combo for back up to steal games.