I was never into the playstyle of pirate warrior and right now CW isn't working out too well for me. With that being said I looked into making a buff taunt warrior. This of course failed miserably and dropped me down to rank 20. I took some time and worked on making the buff mechanic viable and where I found it shine was in this tempo warrior style deck. In one sitting, roughly 3 hours, I win streaked to rank 10, lost 2 games and then win streaked down to rank 8 (normally get to around rank 2-3 every month). I am currently trying to optimize it and invite anyone who wants to to pick up the list and try it out. Its working amazingly and no one expects it.
I was playing a lot of my own custom Tempo Warrior prior to MSoG and it was doing really well. I haven't tested it with any of the new cards, but here's the decklist if you want some ideas on an alternative way to play Tempo.
In terms of your deck, you are lacking a 2 mana minion, os unless you are really good at drawing Fiery War Axe you are gonna have a lot of weak turn 2s. It also might be too much end game. Varian Wrynn might not be playable right now due to so many games being decided by turn 6.
I would definitely ditch Sylvanas in this deck. Aggro wont care, just go face, while most control decks, aside from jade druid arent very board dependent and have polymorph/hex/entomb for it. Carine has the same weaknesses, but might be better if you want the 6 drop. I notice you're lacking ravaging ghouls in this deck, which are very good vs aggro and as an execute/battle rage activator. Kor'Kron elites are also really good for board control, and with a buff from gadgeteer is a 6/5 charge would will likely get a 2 or 3 to 1 in aggro matchups.
1. I don't run the ghouls because there are no executes in my list. You may want to consider adding them but I've been fine thus far without them.
2. The lack of 2 drops hasn't been an issue because you're always looking to start the game as if you're pirate warrior. Pirate on 1 and then hopefully a weapon or nzoths on 2.
3. The buff mechanics make for very tempo oriented turns, you just need to know when to tempo. The curve is very low in the beginning allowing for you to drop 1-2 minions pretty easily.
4. Aggro hasn't been a problem because the pirate engine give you an aggressive start to match theirs and then you have a bunch of taunts and other minions to keep the pressure up with them. I think I've lost to 1 pirate warrior and that's because varian didn't pull one of the 2 taunts remaining. All of the minions you have are high priority because they either have taunt, enrage, buff other minions, or draw you cards.
5. Sylv is defintely to too slow idk what you're talking about. Maybe it's just the list but if you continually keep the pressure on them, which this deck seems to do well then syl on curve is deadly. In control matchups, Renolock, Reno DP, regular Reno priest, Reno mage, CW (yes I have seen a few) the sylv can be very important. If not for the effect but to bait removal on your larger buffed minions.
6. Varian is also not even that bad rn. I've played him a multitude of times against aggro and control. You just have to know when you can and cannot risk playing him. Against Reno you bait removals or kazakus potion and against aggro you just can't be that far behind or fear that they have enough burn. There are like no spells in the deck so you know you're going to get minions 95% of the time. Pulling double taunts or even a blood hoof has saved me multiple times.
7. You could try korkrons but then I think the buff mechanic might not be that good. You're already needing luck on your side to have the buffs hit korkron and then if it doesn't it kind of sucks. The decent part about the list I'm running is that the only minions you hope they don't hit are the pirates (barring hanchos because a 1 mana 6/6 is great). Because the pirates are so cheap you can easily play them and guarantee buffs don't hit them.
I tried to hit all of your points/constructive criticism and if I missed something let me know.
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Hello everyone,
I was never into the playstyle of pirate warrior and right now CW isn't working out too well for me. With that being said I looked into making a buff taunt warrior. This of course failed miserably and dropped me down to rank 20. I took some time and worked on making the buff mechanic viable and where I found it shine was in this tempo warrior style deck. In one sitting, roughly 3 hours, I win streaked to rank 10, lost 2 games and then win streaked down to rank 8 (normally get to around rank 2-3 every month). I am currently trying to optimize it and invite anyone who wants to to pick up the list and try it out. Its working amazingly and no one expects it.
Looking forward to hearing back from you all.
http://www.hearthpwn.com/deckbuilder/warrior#33:1;69:2;215:2;428:2;503:1;632:2;643:1;664:2;22342:1;27255:2;33132:2;35205:2;35209:2;49624:1;49664:2;49679:2;49683:1;49759:2;
I was playing a lot of my own custom Tempo Warrior prior to MSoG and it was doing really well. I haven't tested it with any of the new cards, but here's the decklist if you want some ideas on an alternative way to play Tempo.
http://www.hearthpwn.com/decks/642110-tempo-warrior-ft-the-curator
Check out my fun and innovative decks here:
Beat your opponent to a pulp with Revenant Warrior or outlast them with Demon Reno Warlock.
In terms of your deck, you are lacking a 2 mana minion, os unless you are really good at drawing Fiery War Axe you are gonna have a lot of weak turn 2s. It also might be too much end game. Varian Wrynn might not be playable right now due to so many games being decided by turn 6.
Check out my fun and innovative decks here:
Beat your opponent to a pulp with Revenant Warrior or outlast them with Demon Reno Warlock.
I would definitely ditch Sylvanas in this deck. Aggro wont care, just go face, while most control decks, aside from jade druid arent very board dependent and have polymorph/hex/entomb for it. Carine has the same weaknesses, but might be better if you want the 6 drop. I notice you're lacking ravaging ghouls in this deck, which are very good vs aggro and as an execute/battle rage activator. Kor'Kron elites are also really good for board control, and with a buff from gadgeteer is a 6/5 charge would will likely get a 2 or 3 to 1 in aggro matchups.
Can you make an actual deck page for this and write up some stuff on it? Would malarok would well instead of varian?
Omicron016#1732
Few things-
1. I don't run the ghouls because there are no executes in my list. You may want to consider adding them but I've been fine thus far without them.
2. The lack of 2 drops hasn't been an issue because you're always looking to start the game as if you're pirate warrior. Pirate on 1 and then hopefully a weapon or nzoths on 2.
3. The buff mechanics make for very tempo oriented turns, you just need to know when to tempo. The curve is very low in the beginning allowing for you to drop 1-2 minions pretty easily.
4. Aggro hasn't been a problem because the pirate engine give you an aggressive start to match theirs and then you have a bunch of taunts and other minions to keep the pressure up with them. I think I've lost to 1 pirate warrior and that's because varian didn't pull one of the 2 taunts remaining. All of the minions you have are high priority because they either have taunt, enrage, buff other minions, or draw you cards.
5. Sylv is defintely to too slow idk what you're talking about. Maybe it's just the list but if you continually keep the pressure on them, which this deck seems to do well then syl on curve is deadly. In control matchups, Renolock, Reno DP, regular Reno priest, Reno mage, CW (yes I have seen a few) the sylv can be very important. If not for the effect but to bait removal on your larger buffed minions.
6. Varian is also not even that bad rn. I've played him a multitude of times against aggro and control. You just have to know when you can and cannot risk playing him. Against Reno you bait removals or kazakus potion and against aggro you just can't be that far behind or fear that they have enough burn. There are like no spells in the deck so you know you're going to get minions 95% of the time. Pulling double taunts or even a blood hoof has saved me multiple times.
7. You could try korkrons but then I think the buff mechanic might not be that good. You're already needing luck on your side to have the buffs hit korkron and then if it doesn't it kind of sucks. The decent part about the list I'm running is that the only minions you hope they don't hit are the pirates (barring hanchos because a 1 mana 6/6 is great). Because the pirates are so cheap you can easily play them and guarantee buffs don't hit them.
I tried to hit all of your points/constructive criticism and if I missed something let me know.