I got HS a few days ago and i made a deck and have gotten to masters one star, but the difficulty has really ramped up from the earlier leagues...
This was the warrior deck i have been using and it has gone through some iterations, i have used things like cult masters knife jugglers and other cards but i still am having a hard time in masters and was wondering if anyone had any suggestions to improving my deck?
I checked your deck and it feels very "gimmicky", most of your creatures are too easy to remove and your deck will really hurt if the opponent has a nice amount of AoE or big blockers when you don't draw early Executes. I suppose you try to get in for as much damage as you can as fast as you can?
It doesn't seem like it would do great on trades either, despite the fact that you have a lot of cards that give you two creatures for one card which brings value, but it is often weak since the current metagame revolves around keeping the board clear and under control with strong drops at every mana cost and a lot of creature removal, so at higher ladder levels, you won't ever get to fill the board and make great use of Raid Leader, Stormwind Champion or Frostwolf Warlord.
Some of your cards have no evolving value or, later turn value so to speak, sure they're useful if you draw them early on or if you get a perfect mana curve draw, but if you're in a tight spot you will find often they are dead draws in the deck, examples: Charge, Shield Block (this shouldn't be in any deck that doesn't combo with Armorsmith, Shield Slam, etc.)
I feel like you lack removal, if the opponent plays a big taunting creature or plays a lot of divine shield or gives taunt to a Lightwell that is 14 health, you're stuck unless you draw one of your two Execute, so you have a 6.6% chance of drawing the card you need in the beginning of the game. This can be solved if you add Ironbeak Owl or Spellbreaker.
Third and last, considering your deck theme, have you thought about using Sea Giant?
That's all I can suggest without extremely dissecting your deck into a more metagame fitting deck. This is the warrior deck I use successfully at Masters 3:
Basically it's an aggressive Warrior deck that doesn't mind trading and actually gains a lot from it, it can get the aggression on at any turn and sneak some attacks in to finish with Hellscream for 10/12 damage. Youthful Brewmaster is amazing to recycle one offs and gives the ability to use 4 Cruel Taskmaster instead of the useless Inner Rage. Magma Rager is very cool when you have Warsong Commander in the field, everything else I think it's pretty self-explanatory.
A lot of people will advise against Execute and Rampage due to card value, but card value is something like a "guideline", you should never put all your eggs in one basket, but if used correctly, some baskets might become too heavy to deal with.
I got HS a few days ago and i made a deck and have gotten to masters one star, but the difficulty has really ramped up from the earlier leagues...
This was the warrior deck i have been using and it has gone through some iterations, i have used things like cult masters knife jugglers and other cards but i still am having a hard time in masters and was wondering if anyone had any suggestions to improving my deck?
Hi, Xyo.
I checked your deck and it feels very "gimmicky", most of your creatures are too easy to remove and your deck will really hurt if the opponent has a nice amount of AoE or big blockers when you don't draw early Executes. I suppose you try to get in for as much damage as you can as fast as you can?
It doesn't seem like it would do great on trades either, despite the fact that you have a lot of cards that give you two creatures for one card which brings value, but it is often weak since the current metagame revolves around keeping the board clear and under control with strong drops at every mana cost and a lot of creature removal, so at higher ladder levels, you won't ever get to fill the board and make great use of Raid Leader, Stormwind Champion or Frostwolf Warlord.
Some of your cards have no evolving value or, later turn value so to speak, sure they're useful if you draw them early on or if you get a perfect mana curve draw, but if you're in a tight spot you will find often they are dead draws in the deck, examples: Charge, Shield Block (this shouldn't be in any deck that doesn't combo with Armorsmith, Shield Slam, etc.)
I feel like you lack removal, if the opponent plays a big taunting creature or plays a lot of divine shield or gives taunt to a Lightwell that is 14 health, you're stuck unless you draw one of your two Execute, so you have a 6.6% chance of drawing the card you need in the beginning of the game. This can be solved if you add Ironbeak Owl or Spellbreaker.
Third and last, considering your deck theme, have you thought about using Sea Giant?
That's all I can suggest without extremely dissecting your deck into a more metagame fitting deck. This is the warrior deck I use successfully at Masters 3:
Basically it's an aggressive Warrior deck that doesn't mind trading and actually gains a lot from it, it can get the aggression on at any turn and sneak some attacks in to finish with Hellscream for 10/12 damage. Youthful Brewmaster is amazing to recycle one offs and gives the ability to use 4 Cruel Taskmaster instead of the useless Inner Rage. Magma Rager is very cool when you have Warsong Commander in the field, everything else I think it's pretty self-explanatory.
A lot of people will advise against Execute and Rampage due to card value, but card value is something like a "guideline", you should never put all your eggs in one basket, but if used correctly, some baskets might become too heavy to deal with.
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Thanks for the advice I'm still a pretty new player to HS and the advice is very useful