This is a pretty experimental deck I've been trying out. I aimed a making a more mid-range Warrior that focuses more on establishing a board early, which can then transition to late game, which is particularly useful against aggro decks.
This deck isn't like Control Warrior in the sense that you keep up your card draw; it's more about tempo. If you're uncomfortable with that, you can tech in an Acolyte of Pain for an Armorsmith, or replace a Bash with another Shield Block.
I feel that this card is a staple in this deck. There are so many uses for it. A turn 1 coin into Armorsmith, then turn 2 Sparring Partner that gives it taunt can hinder aggro decks. It can also be used to target pesky cards hidden behind taunts. Want to remove that Flametongue Totem hiding behind taunts? Play Sparring Partner, give the totem taunt, then you can destroy it without having to remove the other taunts.
This is a pretty hit-or-miss card with most Warrior players. Some say it's a "win more" card, but I think it fits this deck well. Firstly, there are a limited number of battlecries in this deck, so the likelihood of one being pulled by Varian is small. Second, this deck focuses on establishing an early board, so the "win more" condition is much more likely.
This is more of a personal choice. It plays on curve better off a turn 2 Sparring Partner, but that's pretty much all it has over Fiery War Axe. If you want, you can replace it with another Fiery War Axe.
Not too sure how useful this card is in this deck. Right now, I'm using it more as a self-heal rather than a burst weapon. You can swap this out with anything else you feel that you need, perhaps an Antique Healbot.
All questions and comments are welcome! I'm looking to hear what you think and try my best to improve this deck.
So a mage I'm against has Mad Scientist on the board, and no secrets played. I play Deathwing to clear her substantial amount of minions, which causes Mad Scientist to play Effigy, but then that same Effigy activates right after on one of the minions played after the Mad Scientist. How/why does this happen?
Your deck has good removal already with Bash, so I feel like the space Slam takes up can be used for other cards. Adding another Revenge lets you deal with buffed up Recruits in the late game (if you're low HP) and lets you clear a Muster board in the early game.
Handlock is another thing completely. To beat a Handlock, you need a great starting hand. I mulligan hard for Shield Slam, Brawls, BGH, and Execute. This is also where Deathwing comes in handy. You can burn all your removal to keep up with the Warlock's big drops. If you manage to survive til turn 10, you can drop Deathwing to clear everything.
If Dunemaul Shaman didn't have overload, it'd be an overpowered card. A lot of the Shaman minions have Overload because they have better stats than other cards at that cost. Siltfin Spiritwalker is comparable to Cult Master , except the Murloc has much better survivability.
It's only effective if they use minions to clear it. Against Hunters and Eboladins, they'll just use weapons to clear it, then fill the board right back up. Deathlords are much harder to remove.
Giving the Rogue a new weapon won't solve any of the class's problems. Rogue uses its cards too fast due to the Combo mechanic and has a lack of card draw. Additionally, Rogue has a set damage output, mostly in regards to Oil Rogue.
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Looks like a standard Reno Warrior.
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This is a pretty experimental deck I've been trying out. I aimed a making a more mid-range Warrior that focuses more on establishing a board early, which can then transition to late game, which is particularly useful against aggro decks.
This deck isn't like Control Warrior in the sense that you keep up your card draw; it's more about tempo. If you're uncomfortable with that, you can tech in an Acolyte of Pain for an Armorsmith, or replace a Bash with another Shield Block.
Card Explanations
Sparring Partner
Varian Wrynn
King's Defender
Tech Choices
For more card draw:
-1 Armorsmith
+1 Acolyte of Pain
-1 Bash
+1 Shield Block
Alexstrasza
All questions and comments are welcome! I'm looking to hear what you think and try my best to improve this deck.
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Honestly from experience and from what I've seen, Freeze Mage dumpsters and Secret Pally.
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I actually use Eadric the Pure in my midrange Paladin deck :D
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Just unpacked him and I'm not sure whether to try him out in Handlock, or DE him .-.
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Damaged minions have Charge.
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So a mage I'm against has Mad Scientist on the board, and no secrets played. I play Deathwing to clear her substantial amount of minions, which causes Mad Scientist to play Effigy, but then that same Effigy activates right after on one of the minions played after the Mad Scientist. How/why does this happen?
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-2 Slam
+1 Revenge
+1 Deathwing (my personal favorite)
Your deck has good removal already with Bash, so I feel like the space Slam takes up can be used for other cards. Adding another Revenge lets you deal with buffed up Recruits in the late game (if you're low HP) and lets you clear a Muster board in the early game.
Handlock is another thing completely. To beat a Handlock, you need a great starting hand. I mulligan hard for Shield Slam, Brawls, BGH, and Execute. This is also where Deathwing comes in handy. You can burn all your removal to keep up with the Warlock's big drops. If you manage to survive til turn 10, you can drop Deathwing to clear everything.
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I play Control almost exclusively. Warrior is my all time favorite, followed by DemonHandlock and Dragon Priest.
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If Dunemaul Shaman didn't have overload, it'd be an overpowered card. A lot of the Shaman minions have Overload because they have better stats than other cards at that cost. Siltfin Spiritwalker is comparable to Cult Master , except the Murloc has much better survivability.
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I think Tirion would be a good choice considering how strong Control Pally is right now.
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It's only effective if they use minions to clear it. Against Hunters and Eboladins, they'll just use weapons to clear it, then fill the board right back up. Deathlords are much harder to remove.
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+1
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You're running a Ghoul in CW? May we see your decklist?
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Giving the Rogue a new weapon won't solve any of the class's problems. Rogue uses its cards too fast due to the Combo mechanic and has a lack of card draw. Additionally, Rogue has a set damage output, mostly in regards to Oil Rogue.