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)
- Shnackaran
- Registered User
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- 2
- 6
- 9
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
23
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.
yes i am totally mad bro.
played 2 games, vs paladin vs mage. lost both of them. only missing brawl and hellsecream. i could not even lay a finger on my rivals. i am not sure if it is caused my skills...
i keep testing this build. played against a hunter and a lock. beat both of them... my losses might have been caused by the weirdest and the most useless card setup.
Me want legend. Any good Warrior decks out there for high ranks ?
Alright it's an interesting little deck however with most of the warrior changes from the recent patch the charges and warsong's are pretty much worthless. All they can really do is allow a worgen to enrage so he can hit again the same turn. the deck is has too many high damage creatures for these cards to work. :/
Why is this deck voted so highly? It has no place in the current meta and if you win with this on the ladder, you must have been playing against a very bad opponent plus being extremely lucky with your draw.
Its a fun deck, but 100% worthless at higher ranks.
I tried this and it didn't work out so hot for me. It lacks a lot of early control cards and it seems really gimmick based (i.e. buffing up for a one turn kill or a good chunk of damage) since all you really have are turn 3 minions, as your 2 cost are more situational and shouldn't really be played solo. So basically you either save all your cards for a big play at around 4+ mana, or just forfeit board control early game and get stomped. I do like the idea of the charge/enrage style deck, but this doesn't seem to work well unless you get the exact cards you need, and they don't play any cards for the first 2-3 turns.
No Amani Berserkers? Your early game looks awful. Too many battlecries that are dependant on other minions already being there. The first thing you could reliably drop without wasting anything is a Raging Worgen, and that's on turn 3 if you go first.
If you pull Charge alongside a Warsong Commander it's a dead card, and it's not even that useful to begin with. Your only card draw is Battle Rage, 2 out of 30 cards, so if 1 out of the first 10 cards you pull is dependant on there being a STRONG creature that's not very good. You'd be better off adding some Korkron Elites.
Basically this deck looks like a deck that always ALWAYS loses the early game and then hopes to somehow make a silly comeback. If any removal hits your board you might as well concede at that point.
This deck is godawful im sorry. Its a trick deck that relies on certain combos and it just does not function
I have about 2000 essence and I'm considering crafting the remaining cards I don't have (Grom and Brawl). I would like to get some up to date feedback on this deck before I make such a steep investment. Anyone?
I still use this Deck and it works fine. Now, I wouldnt say I am great at this game or card games overall but I do win more then I lose with this deck. It just takes time learning how to use all the cards correctly to control the board while you get your strong minions and buff them.
Hope this helps. I say it is still a very fun and good deck.
Thanks for the feedback!
Tried this it works once but you hardly get any win's from it.
I really wanna play a deck like this but can't afford the legendary/epic cards would there be a way to do it without those?
I made this deck without the legendary or epic cards by adding in two Kor'kron Elite and whatever other card you find useful. The Charge on the Kor'kron Elite make them nice to throw down and buff for quick burst or board control. Frothing Berserker may be nice to add for the last card for its buff as you in turn buff your other cards. I would recommend at least one Molten Giant if possible cause being able to throw it out for free at low hp with charge is just powerful.
Hope this helps.
How does questing adventurer fit in this deck? Do you wait until turn 6-8 and play cards same turn, or do you play him early and hope he does not die? Seems a little weak by not being in a rogue deck, but can still be good. I just do not know how to use him properly here.
Still hella strong used it and got to gold 3 in one day.
this deck seems a bit weak compared to the decks i am facing in ranked mode. it seems you have no creature control because you need to rely on the damage cards to enrage your cards which most of these cards in this deck are pretty weak compared to what they will be facing. you could not find room for armor smith in this deck because that card armors you up for each damaged creature. in a enrage deck that is just a smart move
There is plenty of "creature control" you just need to learn how to combo them and not just relying on getting the heavy hitters out like a whirl wind and execute combo will crush and if they have taunt that's what the silences are for i have no problem using this
only viable war deck? i have a pirate deck that is awesome! i want to try this one out too just for fun and practice mechanics
Only viable Warrior deck so far imo. Fun deck :)