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We Mad, Bro. (an Enrage deck)

  • Last updated Jan 23, 2014 (Beta Patch 4482)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 3940
  • Dust Needed: Loading Collection
  • Created: 6/28/2013 (Beta Patch 3388)
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  • Total Deck Rating

    23

View 8 other Decks by Shnackaran
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Edit: I've recently come back to the Hearthstone community after a long break, and this deck turned out to be pretty bad before Beta even dropped. I see it just kind of lingered there, and somehow got +15, but in practicality this deck just doesn't hold up. Sorry for not pruning it from the deck browser sooner lol. I'll just leave the deck here with this notice so that people can see it. (1/23/2014)

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This is a deck that is all about enraging minions. It has no weapons, but has a bunch of heavy-hitting combos.

Combo #1: Grom Hellscream + Inner Ragex2
Result: 14/7 angry orc with Charge on turn 8 OR 17/10 with Charge on turn 10 (+Rampage)
Pro: As you will see, this combo is actually the weakest one in the deck, since it takes so long to make it happen. The one thing that this combo has over the others is that this combo has Charge, allowing you to lay it out in one turn.

Combo #2: Raging Worgen + Inner Ragex2 + Rampagex2
Result: 14/7 minion with Windfury on turn 4 (played on turn 3 at earliest, then juiced on turn 4)
Pro: Combo is obviously not going to happen in the real world, but this extreme example lets you see just how powerful that Worgen can become in an enrage deck. For example, even if you only gave him Inner Rage or a single Cruel Taskmaster buff, he would still be a 6/2 with Windfury, that's 12 damage on turn 4 requiring only 2 cards. Very strong combo.

Combo #3: Gurubashi Berserker + Cruel Taskmasterx2 + Inner Ragex2 + Whirlwindx2
Result: 28/1 on turn 6 (play Berserker on turn 5, juice him on turn 6) OR 31/4 on turn 8 (+Rampage) (one-shot K-O!)
Pro: Great thing about the Berserker is that he self-buffs himself every time he takes damage. Again, this particular combo is nigh impossible to obtain on turn 6, but this illustrates to you just how out-of-hand the Gurubashi Berserker's self-buffs can get. In a more practical scenario, you would only have a few of these cards to buff him, but even then he would be extremely strong. Did I mention you have two of these?

Notes:
Charge and Warsong Commander are added so you can attack on the same turn you play your minions. This is important being that the majority of the minions in this deck have very low health. Battle Rages are added in for extra draw. Questing Adventurers are added because this deck can potentially play many cards in a single turn, so it really vibes well with what's going on. Brawl is added for board clearing. Lastly, the Molten Giants are added for a powerhouse combination with Warsong Commander to dish out some heavy burst damage.

Revisions:
- Swapped Battle Ragex2 for Slamx2
- Swapped Frothing Berserkerx2 for Questing Adventurerx2
- Swapped out Gruul and a Faceless Manipulator for Chargex2
- Swapped out the last Faceless Manipulator and an Execute for Warsong Commanderx2


Major Revisions After Cockatrice Testing:
- Swapped Tauren Warriorx2 and Mogu'shan Warden for Sen'jin Shieldmastax2 and a Sunwalker.
Reasoning: Just because Tauren Warrior has "Enrage" written in the card text, deosn't mean I need to use it in the deck; it's a very weak Taunt minion.
- Swapped Nat Pagle and Slamx2 for a second Execute and Battle Ragex2.
Reasoning: Nat was in there purely for extra draw, and Slam was in there for some draw power as well as some direct-damage to induce Enrages. I've come to realize that I have more than enough direct damage to induce Enrage effects, and Nat Pagle never lasted long enough to be useful. Also, Nat Pagle is completely useless if drawn in the late game. Battle Rage should yield more draw, and the extra Execute is added in to aid in enemy Minion removal, which the deck was lacking.
- Swapped a Cruel Taskmaster and a Brawl for Molten Giantx2.
Reasoning: Didn't need so many enrage-inducers, and furthermore only one Brawl should be necessary in any game. The ability to drop both Molten Giants in the late-game alongside a Warsong Commander is too strong to overlook.
- Lastly the deck was severely lacking Silence, so I removed the relatively weak Amani Berserkers in favor of an Ironbeak Owl and a Spellbreaker. I chose two different Silence minions to even out the Mana curve.