The concept is really good and a great meta sniper. The problem is that if it gains success, its SUPER easy to counter. Right now, most top decks don't play the counters so this deck is able to thrive. So long as this remains a hushed underdog it can get a ton of wins. That said, I don't like lists that revolve around practically NEEDING a 3-card combo to win.
Nope. Just played six straight games against Mages and they completely handled this deck every time. Charge creatures just aren't cost-efficient enough or are just bad against Mages (Rocketeer), if not bad in general. The lack of card draw and the overwhelming amount of freeze in the current Mage card set makes winning with this kind of one-dimensional approach far too difficult.
Pretty much summed up the one test game I did with this list. You just run out of steam while the opponent still has a full grip.
I guess that entirely depends on how long your charge minions are reliably staying on the field. From my experience the opponent generally cleans up any chargers I drop next turn. Looking at something like Reckless Rocketeer, I doubt you're consistently getting more than five damage out of it. At that point in the game, wouldn't it be more reliable to be able to just shoot 4 or 6 damage at the face?
What are your thoughts on including Mortal Strike? I've found the card to be instrumental in giving this type of deck added reach that can go over taunt, the archenemies of a deck like this. Looking over the list, I'm not sure where I'd fit it in but I can't count the number of games I've won off double Mortal Strike late game.
If you're not playing 2x Fiery War Axe you're wrong. Add another Shield Slam (or cut the 3 armor related cards) and 2x Fiery War Axes, then you can start testing and tweaking. if you don't have the axes, you're not playing optimally. They are some of the BEST cards in the game.
2x Fiery War Axe 2x Arcanite Reaper 1x Gorehowl[/deck]
* Legendary ? Questionable
Summary of how the deck plays:
The deck aims to control the board with early weapons and cheap removal and go for the face as much as possible in the mid to late game. Early game is mostly spent setting up for a strong mid game though an early faerie dragon with weapon support fire can go a long way. Shield Blocks and Armor Up! give the deck the needed sustainability to whether damage from tanking with one's face while charge creatures come out of nowhere to do copious amounts of damage. Upgrade! on an Arcanite Reaper or Gorehowl can lead to outstanding damage, dealing close to 20 points on their own. Late game Ragnaros either dominates the board by eliminating an opposing threat or acts as another "charge" by dealing 8 to the face. Usually Mortal Strikes, Heroic Strikes and a well-timed Leeroy Jenkins are enough in the late stages of the game to deal the final points.
The deck has four cards that cantrip - two of both Shield Block and Slam, so try to save the latter to be used in combination with something else to finish off a higher health minion to ensure the draw. Previous versions included Bloodmage Thalnos and Azure Drakes for additional draw and spell power along side Whirlwinds but I found in testing that the deck had more than enough draw and needed ways to gain tempo after establishing control. As the deck is quite low on the minion count, the trio of buff minions aren't as attractive as they are many times not targets for their buffs.
The deck performs quite well vs. mid-range and control builds but has trouble against decks that can consistently drop 2 or more creatures a turn due to a lack of an ability to trade minions favorably. Divine Shield Paladin decks in particular
give this build headaches... If anyone has suggestions that could improve these match ups, I'm all ears.
The only inclusions in the current deck list that I am currently questioning are the Harvest Golems and the singleton Execute. I understand why the Harvest Golems are good but I just cannot bring myself to like them in this build. They offer no immediate board presence and the deck doesn't have the traditional means most of utilizing them that most lists do due to the small minion count. Execute would most likely come out for a Brawl to help deal with swarm decks.
Some possible considerations for the (?) slots with commentary are as follows:
2x Bloodsail Raider: There's no doubt that these guys hit hard but without Warsong Commander backup, they are vulnerable for a turn to enemy removal and their mere three health makes them a huge target that's unlikely to survive.
2x Wild Pyromancer: Even though the Pyromancer is great and there are enough spells to support him, without Commanding Shout he has a good chance of not being able to do enough damage to wipe boards clear.
2x Scarlet Crusader: Has more offensive oriented stats and retains the 2-for-1 element that has made Harvest Golem such a popular choice for board control with the cost of a slightly riskier mechanic (Earth Shock anyone?)
2x Frothing Berserkers: These nasty trolls have a large !@# for a 3 mana card and can be pumped to extreme amounts of damage. With proper support the can run away with the game.
2x Dread Corsair: The deck is lacking in taunt right now as it's usually not worth the mana to throw down a Sen'jin Shieldmasta or Sunwalker however a usually free 3/3 taunt can help vs. early aggression and can help in beating face early game.
2x Arathi Weaponsmith: There's no doubt that these guys are boss. However with 5 weapons, two copies Upgrade! and a Captain Greenskin, there's a very strong chance of becoming weapon flooded. There is no worse feeling than having one of these in hand while sitting on an Arcanite Reaper.
2x Chillwind Yeti: What can I say, Yeti is good. Does it help shore up the deck's weaknesses? Only testing will tell.
2x Twilight Drake: Better than the yeti early game when hands are full and worse late game when hands are less full. Does it actually help the deck though, that's the question...
2x Abomination: On paper, the Abomination looks like the perfect solution for the deck's problems. Taunt + Board Clear, what's not to love? In practice I've found that this card requires one to depend on it to be use most effectively. As the Abomination is usually dropped in reaction to a challenging board state, things can either go as expected or a silence can blow one's game plan to pieces...
Additionally, any two of the following silver bullets could fill the slots of the Harvest Golems:
1x Acidic Swamp Ooze: The deck currently has no way to punish players for using weapons. Specifically Sword of Justice causes major headaches for this deck and having a means to answer it would do a lot for the matchup.
1x Blood Knight: In a similar vein, the Blood Knight does wonders at punishing Divine Shield decks. Coined Blood Knight in response to a turn one Argent Squire can seal games. The downside of the Blood Knight is that there plenty of decks don't play Divine Shield minions. To off-sett this, I would likely Include two Scarlet Crusaders, either in place of the Faerie Dragons or run them along side the Blood Knight for the three (?) slots.
1x Spellbreaker/Ironbeak Owl: The deck lacks a means to bypass taunt late game to swing in for the kill. It also lacks direct removal outside of Execute for problematic creatures. Silence handles this problem nicely while having a body to bring to to table.
Anyone have any suggestions for the taking this list the last mile? I've tried a more control oriented spell power list with greater draw power but I think that until Mind Control goes to ten mana, the deck can lose to priests easily due to the reliance on legendary finishers. I'll include that list below for anyone who might be interested.
OK so I gave the suggested changes a try and found them quite lacking for several reasons. Let's start with Armorsmith. This guy used to be the nuts in the Pyromancer deck where one could reliably expect to have multiple minions on the board to trigger the effect from Whirldwinds and the Pyromancer's AoE. In this deck, poor Armorsmith is a lonely 1/4 for 2 without any taunts or other beefy minions to take damage for her. Unfortunately she does nothing really to aid the deck in its main objective.
Spiteful Smith is another card that seems like a good card on paper but in reality requires too many hoops to jump through for the temporary boost to weapon damage. We really don'y have many ways to trigger the enrage effect and will look like a pretty big target for opposing removal. If the Spiteful Smith's ability were either a Battle Cry or permanent then I might consider but as is, I don't think it makes the cut over another Argent Crusader.
Ragnaros the Firelord is simply too damn too to ever take out. Simply put, if he survives, you win. Dropping him on an empty board with spell or weapon backup means that the opponent will take eight to the face every turn. Even if he eats a removal spell, he's done eight damage, possibly killing a minion, and taken a valuable card from an opponents hand. As for Bloodmage Thalanos, the deck has a massive amount of cards that benefit from Spell Power. He beefs up quite literally a third of the deck's effectiveness. Suddenly Whirldwind is doing two across the board, Cleave is now Multishot etc. Sure he will die quickly but he replaces himself and gives the deck additional draw power. His presence gives him quasi-taunt in that an opponent will often send a minion at him if they don't have lethal on the board.
One card that I had previously dismissed that I've since fallen in love with in Brawl. The nature of how the play style works easily allows for one to bait the opponent into over committing to the board. While Brawl is not anything like Magic: the Gathering's Wrath of God, it still can often turn into a three-for-one where Garrosh can pick of the remaining survivor with a weapon. While the RNG can sometimes come back to bite you, I think that Brawl brings exactly what the deck needs vs. swarming opponents.
Lately I've been questioning the worthiness of Arathi Weaponsmith and Kor'kron Elite. The former ends up sitting in my hand sometimes when I beat face with an Arcanite Reaper and the latter gets killed by pretty much anything these days thanks to the buff trio of Shattered Sun Cleric, Defender of Argus and Dark Iron Dwarf. I think there are more synergistic options for these slots but this premise will require a lot of testing.
That said, I was playing around with some variations this weekend. After testing, I consider the following 19 cards to be the frame of the deck after picking up a Sylvanas Windrunner, who is just too good not to include:
Spells - 12
2x Upgrade!
2x Shield Slam
2x Heroic Strike
2x Slam
2x Shield Block
2x Mortal Strike
Weapons – 5
2x Fiery War Axe
2x Arcanite Reaper
1x Gorehowl
Minions – 2
1x Sylvanas Windrunner
1x Ragnaros the Firelord
Given that the deck tends to take so much damage through the usage of its weapons, the thing I tried to fit into the frame was the "Warrior OTK" lineupof Molten Giant, Warsong Commander and Youthful Brewmaster. I took a lot of games testing on the ladder through the sheer surprise of lethal damage springing forth from an empty board. Games that i was able to get the combo in hand before dying often resulted in victory where games I was unable to draw a giant in time hurt. During testing I was running Bloodsail Raider and Captain Greenskin a a set of Brawls.
I am convinced that this build has potential but the lack of card draw in what I was running crippled the build. When I try it again I will replace the latter five cards listed above with two Azure Drakes for more draw and spell power, two Cleaves a one-of Brawl. The Azure Drakes have the bonus of being a Battle Cry effect that can be reused via the Youthful Brewmasters if needed.
The OTK build would end up looking something like this:
Spells - 15
2x Upgrade
2x Shield Slam
2x Heroic Strike
2x Slam
2x Shield Block
2x Mortal Strike
1x Brawl
Weapons – 5
2x Fiery War Axe
2x Arcanite Reaper
1x Gorehowl
Minions – 10
2x Youthful Brewmaster
2x Warsong Commander
2x Azure Drake
1x Sylvanas Windrunner
1x Ragnaros the Firelord
2x Molten Giant
I think the deck might make use of a Faceless Manipulator to copy a giant for the kill, especially considering it remains as a giant even if bounced via a Youthful Brewmaster, allowing it to be replayed for 0. Perhaps a Charge and Faceless Manipulator instead of the two Cleaves?
The biggest issue facing the OTK build is simply that it has some potentially bad draws. There were games where all I did was Armor Up! turn after turn hoping to draw a Warsong Commander.
With that in mind, I played some games with a modified version of the original deck sans the combo kill.
Spells - 16
2x Upgrade!
2x Shield Slam
2x Heroic Strike
2x Slam
2x Cleave
2x Shield Block
2x Mortal Strike
2x Brawl
Weapons – 5
2x Fiery War Axe
2x Arcanite Reaper
1x Gorehowl
Minions – 9
1x Bloodmage Thalanos
2x Azure Drakes
1x Gagetzan Auctioneer
1x Sylvanas Windrunner
1x Captain Greenskin
2x Argent Crusader
1x Ragnaros the Firelord
I find the above list to be much more consistent in testing but at the same time unable to pull out wins from nowhere like the OTK build. This list trades out Arathi Weaponsmiths, Kor'Kron Elites and Grommash Hellscream from the original list for Brawls, Sylvanas Windrunner, Captain Greenskin, and another Argent Commander. I feel these cards give the deck more tools that simply another weapon that really doesn't kill much mid-game and a Mortal Strike on legs that can't go over taunts. While I miss the game-ending Grommash Hellscream, I assume that the lack of Whirlwind and Inner Rage will make triggering his Enrage difficult.
While I had previously written him off, the one-of Gagetzan Auctioneer is an absolute boss. Two of them clog up one's hand but a well-timed Gagetzan Auctioneer with spells in hand is a potent engine. There is nothing like drawing two off a Slam then using Upgrade! to draw another card and finish off the target. Likewise, drawing two cards off a Shield Block is just nuts.
One thing I'd like to test would be adding two Molten Giants to the deck. While they would not be OTK wonders like in the above build, I think they could add some great late game presence as the deck almost always finds itself low on life. I'd probably sub out an Argent Commander and a Brawl for them. Alternatively, as games tend to go late, Ysera could find a home in this list.
A lot of people have been downing the warrior’s hero power, noting that it does little to help an aggressive deck. Indeed while the warrior’s ability does nothing to further the goal of making the opponent dead, it does give that warrior something that he desperately needs – staying power. Garrosh and his card set were not designed to dally with minions and trades. He was made to go at the face – Armor Up! merely ensures that the enemies health total drops first. With this in mind, I started working on the following:
Spells – 15
1x Inner Rage
1x Whirlwind
2x Upgrade!
2x Shield Slam
1x Cleave
2x Heroic Strike
2x Slam
2x Shield Block
2x Mortal Strike
Weapons – 5
2x Fiery War Axe
2x Arcanite Reaper
1x Gore Howl
Minions – 10
1x Bloodmage Thalanos
2x Arathi Weaponsmith
2x Kor’kron Elite
2x Azure Drake
1x Argent Crusader
1x Ragnaros, the Firelord
1x Grommash Hellscream
Anyone who is familiar with Magic: the Gathering will recognize the Red Deck Wins, at-you-face style of play that inspired this deck. Given the presence of Shield Block and Armor Up! Garrosh has the ability to take a beating while he spends his resources taking the enemy life total to zero. As such,Mortal Strikes, minion attacks and weapon durability should be directed at the enemy hero baring any must-remove threat such as Northshire Cleric
After trying many enrage variants, I often found the creatures far too easy for other plays to remove “U-Mad-Brah.dec’s” motley assortment of pissed off hooligans. Indeed the theme of face smashing shards of glass holds true for the whole lot of the warrior’s crew. As such, I opted to play only minions that acted as if they were “spells,” or in other words, had charge or a powerful battle cry.
Given the heavy focus on weapon, armor and direct damage play there was little room remaining in the deck for normal assortment of neutral buff minions that are all the rage. Without the near guarantee of a minion on the board, Defender of Argus, Shattered Sun Cleric, and Dark Iron Dwarf all seem quite lackluster. Additionally the nerfed Battle Rage ceased to be something that could be relied upon to draw cards with the low minion count.
The deck mainly generates card advantage through either cantrips such as Slam and Shield Block or through 2-for-1ing the opponent via beneficial trades. Given that the deck is mainly looking to go for the face, health and armor can be thought of as a form of virtual card advantage as all points to the dome but the last essentially don’t count. Using Armor Up! when there are no better plans can often allow one to go for the kill and survive by the skin of his or her teeth.
The deck has a lot of synergies that work really well together. A Shield Block followed up by a Shield Slam has the potential to handle most mid-end game threats that are featured in the current meta. For two mana, Slam can bring a minion such as Sen’jin Shieldmasta within Fiery War Axe or Heroic Strike range or pop a divine shield while drawing a card. Gorehowl, while normally either seven points to the face or a minion-chopping chainsaw, can be particularly devastating when combined with Upgrade!
Mortal Strike is a phenomenal game closer along side Heroic Strike. The deck usually ends up winning with under ten health remaining which means that the 2x Mortal Strike are a form of reach that are often not accounted for by the opponent. They should be the last form of removal used given on-board problems. To best take advantage of Mortal Strike and Shield Slam it is important to swing FIRST then Armor Up! as in all situations Armor >>>> Life.
The deck faces problems vs. opponents who can drop multiple taunt creatures in a single turn. Mirror Image and Feral Spirit in particular give this deck fits as the lack of board presence means often spending a spell and a point of durability. Additionally, the inherent lack of powerful mid-game board clearing often means that swarm decks pose a challenge if killing them outright isn’t possible. Being limited to only one attack from the hero per turn means that token decks often can snowball enough to take the win if Cleave and/or Whirlwind are not drawn early.
While seven weapons including Arathi Weaponsmith may seem like a lot, even with Upgrade! the deck burns a lot of durability smashing face. The remaining creatures all have charge or spellpower, the latter being something I am currently tinkering with due to the large amount of damaging effects and cantripping nature of Bloodmage Thalanos and the Azure Drakes.
While I am quite pleased with the weapon and support spell exoskeleton, I am not yet happy with the minion lineup. While it’s working, I cannot help but feel there is a more effective combination of hitters. Here is a list of other creatures I’ve tried and found lacking:
Abomination: These guys seem on paper to be exactly what the deck needs. They have the AoE to take care of swam decks and can hold the line while Garrosh goes in for the kill. They can even be suicide for a final two points of damage. Unfortunately in practice I found that the create situations when the best play is to “rely” on them only to have them silenced, polymorphed, etc. leaving one in a terribly vulnerable position.
Captain Greenskin: An Upgrade! on legs, what’s not to love?!?!? Well… a lot. This is another card that looks like it would be amazing for the deck but in practice just isn’t that good. His cost, while efficient, is simply too much to invest. Many times I’ve found that when I can spare five mana, I’ve already exhausted my durability or need to wait ANOTHER turn to first play a weapon. Unlike Upgrade! he cannot usually come down the same turn as an Arcanite Reaper or Gorehowl for smashing. He also makes a terrible top deck for this type of deck. He’s much better suited for a deck like Artosis’s enrage deck that was featured in the Blizzcon Invitational.
Dread Corsair: Free 3/3 taunt minions seem awesome but with the all of the dodge-the-priests-removal four attack creatures and the buff trio, these guys don’t last long.
Sunwalker: These defensive juggernauts largely suffer from the same problem as the Abominations in that relying on them leaves one open to blow outs and not relying on them makes them quite useless.
Novice Engineer / Acolyte of Pain: Without buffing mechanics for the Novice Engineers and ways to ensure multiple draws from the Acolytes of Pain that most decks these days run, these guys just felt lack luster. Indeed card drawing in general seems to not fit well with the warrior as even with a strong engine, its often hard to catch up. Much like the “Jund” archetype from Magic: The Gathering’s standard scene a few years back, warriors tend to fair better when they focus on card-for-card quality.
Gadgetzan Auctioneer: In a similar vein, the Gadgetzan Auctioneers felt very “win more.” Either they were taken out immediately or they only further a winning situation. The Gadgetzan Auctioneer never did much once I fell behind and thus I find it not worth the slot.
In place of the spellpower, there are several other themes that I’d like to give a try. After looking at Artosis’s ek0p warrior weapon deck, one element I’d like to try to incorporate is the Bloodsail Raiders. I’ve tried them in the past and found that without charge, they are glass cannons that are removed immediately. Were I to include them I’d add them along side a Molten Giant-Warsong Commander package to take advantage of Garrosh’s suicidal tendencies.
Sylvanas Windrunner and Carine Bloodhoof are too powerful deathrattle minions that warrant testing now that silence has become much less prevalent in the meta. Sylvanas Windrunner specifically has been getting a lot of attention lately and I think she deserves a spot in the deck. Additionally The Black Knight seems to be a popular means of dealing with taunt nuisances though I wonder if he will suffer from the same problems as Captain Greenskin. Perhaps the lowly Ironbeak Owl is just as effective while also being capable of dealing with pesky priests wombo-combos. Finally Baron Geddon seems like he may be a potent option for crippling board control given how Brawl’s RNG nature makes it unplayable
I thinkColdlight Oracle orCorrupted Seer could be great packages depending on what you need.
Currently I am thinking of either of these two..
x1Jeweled Scarab, 1xAzure Drake, 1xCorrupted Seer
OR
1xColdlight Oracle, 1xAzure Drake, 1xStampeding Kodo
Giants is much less consistent than this list though, which is why you see a guy getting legend rank with this and not OTK Giants.
The concept is really good and a great meta sniper. The problem is that if it gains success, its SUPER easy to counter. Right now, most top decks don't play the counters so this deck is able to thrive. So long as this remains a hushed underdog it can get a ton of wins. That said, I don't like lists that revolve around practically NEEDING a 3-card combo to win.
I see a lot of people talking in stream chats about this list... What other cards did you see?
Pretty much summed up the one test game I did with this list. You just run out of steam while the opponent still has a full grip.
I guess that entirely depends on how long your charge minions are reliably staying on the field. From my experience the opponent generally cleans up any chargers I drop next turn. Looking at something like Reckless Rocketeer, I doubt you're consistently getting more than five damage out of it. At that point in the game, wouldn't it be more reliable to be able to just shoot 4 or 6 damage at the face?
What are your thoughts on including Mortal Strike? I've found the card to be instrumental in giving this type of deck added reach that can go over taunt, the archenemies of a deck like this. Looking over the list, I'm not sure where I'd fit it in but I can't count the number of games I've won off double Mortal Strike late game.
If you're not playing 2x Fiery War Axe you're wrong. Add another Shield Slam (or cut the 3 armor related cards) and 2x Fiery War Axes, then you can start testing and tweaking. if you don't have the axes, you're not playing optimally. They are some of the BEST cards in the game.
I've done some more work with the deck. Please see the updated list below
Spells - 13
1x Execute (?)
2x Upgrade!
2x Shield Slam
2x Heroic Strike
2x Slam
2x Shield Block
2x Mortal Strike
Minions - 12
2x Faerie Dragon
2x Harvest Golem (?)
2x Kor'Kron Elite
1x Leeroy Jenkins*
1x Sylvanas Windrunner*
1x Captain Greenskin*
2x Argent Commander
1x Ragaros the Firelord*
Weapons - 5
2x Fiery War Axe
2x Arcanite Reaper
1x Gorehowl[/deck]
* Legendary
? Questionable
Summary of how the deck plays:
The deck aims to control the board with early weapons and cheap removal and go for the face as much as possible in the mid to late game. Early game is mostly spent setting up for a strong mid game though an early faerie dragon with weapon support fire can go a long way. Shield Blocks and Armor Up! give the deck the needed sustainability to whether damage from tanking with one's face while charge creatures come out of nowhere to do copious amounts of damage. Upgrade! on an Arcanite Reaper or Gorehowl can lead to outstanding damage, dealing close to 20 points on their own. Late game Ragnaros either dominates the board by eliminating an opposing threat or acts as another "charge" by dealing 8 to the face. Usually Mortal Strikes, Heroic Strikes and a well-timed Leeroy Jenkins are enough in the late stages of the game to deal the final points.
The deck has four cards that cantrip - two of both Shield Block and Slam, so try to save the latter to be used in combination with something else to finish off a higher health minion to ensure the draw. Previous versions included Bloodmage Thalnos and Azure Drakes for additional draw and spell power along side Whirlwinds but I found in testing that the deck had more than enough draw and needed ways to gain tempo after establishing control. As the deck is quite low on the minion count, the trio of buff minions aren't as attractive as they are many times not targets for their buffs.
The deck performs quite well vs. mid-range and control builds but has trouble against decks that can consistently drop 2 or more creatures a turn due to a lack of an ability to trade minions favorably. Divine Shield Paladin decks in particular
give this build headaches... If anyone has suggestions that could improve these match ups, I'm all ears.
The only inclusions in the current deck list that I am currently questioning are the Harvest Golems and the singleton Execute. I understand why the Harvest Golems are good but I just cannot bring myself to like them in this build. They offer no immediate board presence and the deck doesn't have the traditional means most of utilizing them that most lists do due to the small minion count. Execute would most likely come out for a Brawl to help deal with swarm decks.
Some possible considerations for the (?) slots with commentary are as follows:
2x Bloodsail Raider: There's no doubt that these guys hit hard but without Warsong Commander backup, they are vulnerable for a turn to enemy removal and their mere three health makes them a huge target that's unlikely to survive.
2x Wild Pyromancer: Even though the Pyromancer is great and there are enough spells to support him, without Commanding Shout he has a good chance of not being able to do enough damage to wipe boards clear.
2x Scarlet Crusader: Has more offensive oriented stats and retains the 2-for-1 element that has made Harvest Golem such a popular choice for board control with the cost of a slightly riskier mechanic (Earth Shock anyone?)
2x Frothing Berserkers: These nasty trolls have a large !@# for a 3 mana card and can be pumped to extreme amounts of damage. With proper support the can run away with the game.
2x Dread Corsair: The deck is lacking in taunt right now as it's usually not worth the mana to throw down a Sen'jin Shieldmasta or Sunwalker however a usually free 3/3 taunt can help vs. early aggression and can help in beating face early game.
2x Arathi Weaponsmith: There's no doubt that these guys are boss. However with 5 weapons, two copies Upgrade! and a Captain Greenskin, there's a very strong chance of becoming weapon flooded. There is no worse feeling than having one of these in hand while sitting on an Arcanite Reaper.
2x Chillwind Yeti: What can I say, Yeti is good. Does it help shore up the deck's weaknesses? Only testing will tell.
2x Twilight Drake: Better than the yeti early game when hands are full and worse late game when hands are less full. Does it actually help the deck though, that's the question...
2x Abomination: On paper, the Abomination looks like the perfect solution for the deck's problems. Taunt + Board Clear, what's not to love? In practice I've found that this card requires one to depend on it to be use most effectively. As the Abomination is usually dropped in reaction to a challenging board state, things can either go as expected or a silence can blow one's game plan to pieces...
Additionally, any two of the following silver bullets could fill the slots of the Harvest Golems:
1x Acidic Swamp Ooze: The deck currently has no way to punish players for using weapons. Specifically Sword of Justice causes major headaches for this deck and having a means to answer it would do a lot for the matchup.
1x Blood Knight: In a similar vein, the Blood Knight does wonders at punishing Divine Shield decks. Coined Blood Knight in response to a turn one Argent Squire can seal games. The downside of the Blood Knight is that there plenty of decks don't play Divine Shield minions. To off-sett this, I would likely Include two Scarlet Crusaders, either in place of the Faerie Dragons or run them along side the Blood Knight for the three (?) slots.
1x Spellbreaker/Ironbeak Owl: The deck lacks a means to bypass taunt late game to swing in for the kill. It also lacks direct removal outside of Execute for problematic creatures. Silence handles this problem nicely while having a body to bring to to table.
Anyone have any suggestions for the taking this list the last mile? I've tried a more control oriented spell power list with greater draw power but I think that until Mind Control goes to ten mana, the deck can lose to priests easily due to the reliance on legendary finishers. I'll include that list below for anyone who might be interested.
Spells - 15
1x Execute
2x Inner Rage
2x Whirlwind
2x Shield Slam
2x Heroic Strike
2x Slam
2x Shield Block
2x Mortal Strike
Minions - 10
2x Novice Engineer
1x Bloodmage Thalnos*
2x Acolyte of Pain
2x Azure Drake
1x Argent Commander
1x Ragaros the Firelord*
1x Grommash Hellscream
Weapons - 5
2x Fiery War Axe
2x Arcanite Reaper
1x Gorehowl
OK so I gave the suggested changes a try and found them quite lacking for several reasons. Let's start with Armorsmith. This guy used to be the nuts in the Pyromancer deck where one could reliably expect to have multiple minions on the board to trigger the effect from Whirldwinds and the Pyromancer's AoE. In this deck, poor Armorsmith is a lonely 1/4 for 2 without any taunts or other beefy minions to take damage for her. Unfortunately she does nothing really to aid the deck in its main objective.
Spells - 12
2x Upgrade!
2x Shield Slam
2x Heroic Strike
2x Slam
2x Shield Block
2x Mortal Strike
Weapons – 5
2x Fiery War Axe
2x Arcanite Reaper
1x Gorehowl
Minions – 2
1x Sylvanas Windrunner
1x Ragnaros the Firelord
Given that the deck tends to take so much damage through the usage of its weapons, the thing I tried to fit into the frame was the "Warrior OTK" lineup of Molten Giant, Warsong Commander and Youthful Brewmaster. I took a lot of games testing on the ladder through the sheer surprise of lethal damage springing forth from an empty board. Games that i was able to get the combo in hand before dying often resulted in victory where games I was unable to draw a giant in time hurt. During testing I was running Bloodsail Raider and Captain Greenskin a a set of Brawls.
I am convinced that this build has potential but the lack of card draw in what I was running crippled the build. When I try it again I will replace the latter five cards listed above with two Azure Drakes for more draw and spell power, two Cleaves a one-of Brawl. The Azure Drakes have the bonus of being a Battle Cry effect that can be reused via the Youthful Brewmasters if needed.
The OTK build would end up looking something like this:
Spells - 15
2x Upgrade
2x Shield Slam
2x Heroic Strike
2x Slam
2x Shield Block
2x Mortal Strike
1x Brawl
Weapons – 5
2x Fiery War Axe
2x Arcanite Reaper
1x Gorehowl
Minions – 10
2x Youthful Brewmaster
2x Warsong Commander
2x Azure Drake
1x Sylvanas Windrunner
1x Ragnaros the Firelord
2x Molten Giant
I think the deck might make use of a Faceless Manipulator to copy a giant for the kill, especially considering it remains as a giant even if bounced via a Youthful Brewmaster, allowing it to be replayed for 0. Perhaps a Charge and Faceless Manipulator instead of the two Cleaves?
The biggest issue facing the OTK build is simply that it has some potentially bad draws. There were games where all I did was Armor Up! turn after turn hoping to draw a Warsong Commander.
With that in mind, I played some games with a modified version of the original deck sans the combo kill.
Spells - 16
2x Upgrade!
2x Shield Slam
2x Heroic Strike
2x Slam
2x Cleave
2x Shield Block
2x Mortal Strike
2x Brawl
Weapons – 5
2x Fiery War Axe
2x Arcanite Reaper
1x Gorehowl
Minions – 9
1x Bloodmage Thalanos
2x Azure Drakes
1x Gagetzan Auctioneer
1x Sylvanas Windrunner
1x Captain Greenskin
2x Argent Crusader
1x Ragnaros the Firelord
I find the above list to be much more consistent in testing but at the same time unable to pull out wins from nowhere like the OTK build. This list trades out Arathi Weaponsmiths, Kor'Kron Elites and Grommash Hellscream from the original list for Brawls, Sylvanas Windrunner, Captain Greenskin, and another Argent Commander. I feel these cards give the deck more tools that simply another weapon that really doesn't kill much mid-game and a Mortal Strike on legs that can't go over taunts. While I miss the game-ending Grommash Hellscream, I assume that the lack of Whirlwind and Inner Rage will make triggering his Enrage difficult.
While I had previously written him off, the one-of Gagetzan Auctioneer is an absolute boss. Two of them clog up one's hand but a well-timed Gagetzan Auctioneer with spells in hand is a potent engine. There is nothing like drawing two off a Slam then using Upgrade! to draw another card and finish off the target. Likewise, drawing two cards off a Shield Block is just nuts.
One thing I'd like to test would be adding two Molten Giants to the deck. While they would not be OTK wonders like in the above build, I think they could add some great late game presence as the deck almost always finds itself low on life. I'd probably sub out an Argent Commander and a Brawl for them. Alternatively, as games tend to go late, Ysera could find a home in this list.
A lot of people have been downing the warrior’s hero power, noting that it does little to help an aggressive deck. Indeed while the warrior’s ability does nothing to further the goal of making the opponent dead, it does give that warrior something that he desperately needs – staying power. Garrosh and his card set were not designed to dally with minions and trades. He was made to go at the face – Armor Up! merely ensures that the enemies health total drops first. With this in mind, I started working on the following:
Spells – 15
1x Inner Rage
1x Whirlwind
2x Upgrade!
2x Shield Slam
1x Cleave
2x Heroic Strike
2x Slam
2x Shield Block
2x Mortal Strike
Weapons – 5
2x Fiery War Axe
2x Arcanite Reaper
1x Gore Howl
Minions – 10
1x Bloodmage Thalanos
2x Arathi Weaponsmith
2x Kor’kron Elite
2x Azure Drake
1x Argent Crusader
1x Ragnaros, the Firelord
1x Grommash Hellscream
Anyone who is familiar with Magic: the Gathering will recognize the Red Deck Wins, at-you-face style of play that inspired this deck. Given the presence of Shield Block and Armor Up! Garrosh has the ability to take a beating while he spends his resources taking the enemy life total to zero. As such,Mortal Strikes, minion attacks and weapon durability should be directed at the enemy hero baring any must-remove threat such as Northshire Cleric
After trying many enrage variants, I often found the creatures far too easy for other plays to remove “U-Mad-Brah.dec’s” motley assortment of pissed off hooligans. Indeed the theme of face smashing shards of glass holds true for the whole lot of the warrior’s crew. As such, I opted to play only minions that acted as if they were “spells,” or in other words, had charge or a powerful battle cry.
Given the heavy focus on weapon, armor and direct damage play there was little room remaining in the deck for normal assortment of neutral buff minions that are all the rage. Without the near guarantee of a minion on the board, Defender of Argus, Shattered Sun Cleric, and Dark Iron Dwarf all seem quite lackluster. Additionally the nerfed Battle Rage ceased to be something that could be relied upon to draw cards with the low minion count.
The deck mainly generates card advantage through either cantrips such as Slam and Shield Block or through 2-for-1ing the opponent via beneficial trades. Given that the deck is mainly looking to go for the face, health and armor can be thought of as a form of virtual card advantage as all points to the dome but the last essentially don’t count. Using Armor Up! when there are no better plans can often allow one to go for the kill and survive by the skin of his or her teeth.
The deck has a lot of synergies that work really well together. A Shield Block followed up by a Shield Slam has the potential to handle most mid-end game threats that are featured in the current meta. For two mana, Slam can bring a minion such as Sen’jin Shieldmasta within Fiery War Axe or Heroic Strike range or pop a divine shield while drawing a card. Gorehowl, while normally either seven points to the face or a minion-chopping chainsaw, can be particularly devastating when combined with Upgrade!
Mortal Strike is a phenomenal game closer along side Heroic Strike. The deck usually ends up winning with under ten health remaining which means that the 2x Mortal Strike are a form of reach that are often not accounted for by the opponent. They should be the last form of removal used given on-board problems. To best take advantage of Mortal Strike and Shield Slam it is important to swing FIRST then Armor Up! as in all situations Armor >>>> Life.
The deck faces problems vs. opponents who can drop multiple taunt creatures in a single turn. Mirror Image and Feral Spirit in particular give this deck fits as the lack of board presence means often spending a spell and a point of durability. Additionally, the inherent lack of powerful mid-game board clearing often means that swarm decks pose a challenge if killing them outright isn’t possible. Being limited to only one attack from the hero per turn means that token decks often can snowball enough to take the win if Cleave and/or Whirlwind are not drawn early.
While seven weapons including Arathi Weaponsmith may seem like a lot, even with Upgrade! the deck burns a lot of durability smashing face. The remaining creatures all have charge or spellpower, the latter being something I am currently tinkering with due to the large amount of damaging effects and cantripping nature of Bloodmage Thalanos and the Azure Drakes.
While I am quite pleased with the weapon and support spell exoskeleton, I am not yet happy with the minion lineup. While it’s working, I cannot help but feel there is a more effective combination of hitters. Here is a list of other creatures I’ve tried and found lacking:
Abomination: These guys seem on paper to be exactly what the deck needs. They have the AoE to take care of swam decks and can hold the line while Garrosh goes in for the kill. They can even be suicide for a final two points of damage. Unfortunately in practice I found that the create situations when the best play is to “rely” on them only to have them silenced, polymorphed, etc. leaving one in a terribly vulnerable position.
Captain Greenskin: An Upgrade! on legs, what’s not to love?!?!? Well… a lot. This is another card that looks like it would be amazing for the deck but in practice just isn’t that good. His cost, while efficient, is simply too much to invest. Many times I’ve found that when I can spare five mana, I’ve already exhausted my durability or need to wait ANOTHER turn to first play a weapon. Unlike Upgrade! he cannot usually come down the same turn as an Arcanite Reaper or Gorehowl for smashing. He also makes a terrible top deck for this type of deck. He’s much better suited for a deck like Artosis’s enrage deck that was featured in the Blizzcon Invitational.
Dread Corsair: Free 3/3 taunt minions seem awesome but with the all of the dodge-the-priests-removal four attack creatures and the buff trio, these guys don’t last long.
Sunwalker: These defensive juggernauts largely suffer from the same problem as the Abominations in that relying on them leaves one open to blow outs and not relying on them makes them quite useless.
Novice Engineer / Acolyte of Pain: Without buffing mechanics for the Novice Engineers and ways to ensure multiple draws from the Acolytes of Pain that most decks these days run, these guys just felt lack luster. Indeed card drawing in general seems to not fit well with the warrior as even with a strong engine, its often hard to catch up. Much like the “Jund” archetype from Magic: The Gathering’s standard scene a few years back, warriors tend to fair better when they focus on card-for-card quality.
Gadgetzan Auctioneer: In a similar vein, the Gadgetzan Auctioneers felt very “win more.” Either they were taken out immediately or they only further a winning situation. The Gadgetzan Auctioneer never did much once I fell behind and thus I find it not worth the slot.
In place of the spellpower, there are several other themes that I’d like to give a try. After looking at Artosis’s ek0p warrior weapon deck, one element I’d like to try to incorporate is the Bloodsail Raiders. I’ve tried them in the past and found that without charge, they are glass cannons that are removed immediately. Were I to include them I’d add them along side a Molten Giant-Warsong Commander package to take advantage of Garrosh’s suicidal tendencies.
Sylvanas Windrunner and Carine Bloodhoof are too powerful deathrattle minions that warrant testing now that silence has become much less prevalent in the meta. Sylvanas Windrunner specifically has been getting a lot of attention lately and I think she deserves a spot in the deck. Additionally The Black Knight seems to be a popular means of dealing with taunt nuisances though I wonder if he will suffer from the same problems as Captain Greenskin. Perhaps the lowly Ironbeak Owl is just as effective while also being capable of dealing with pesky priests wombo-combos. Finally Baron Geddon seems like he may be a potent option for crippling board control given how Brawl’s RNG nature makes it unplayable
Thoughts? Comments? Cute Kittens?