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28-22 Summoner Warrior

  • Last updated Apr 18, 2018 (Witchwood)
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Wild

  • 23 Minions
  • 3 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Rush Warrior
  • Crafting Cost: 7860
  • Dust Needed: Loading Collection
  • Created: 4/18/2018 (Witchwood)
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  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    112

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In my climb the deck felt very balanced after the initial deck changes and I rarely felt like I was in an unwinnable situation. One game even went all the way down to fatigue against cubelock with him winning with only 2 cards left in hand+deck and many other games I simply grinded through voidlords with the sheer amount of stats that you are able to output.

 Card Choices:
I'm gonna skip over the obvious core cards, if you disagree let me know.

Fire Fly: I ended up with only one of these as I felt the 3 one drops are a good balance and the wasps/taskmaster usually act as both 1+2 drop.

Taskmaster: Good dual use card to trade down against glacial shards etc. versus aggro and turn your wasps or Grommash in to power damage.

Mindbreaker: This card eventually replaced Tar Creepers since the weapons, rush minions, and armour in warrior make a 1 attack taunt uneccessarily defensive. An excellent trump card against Baku decks and it can also disrupt Lifetapping or soak up 1 recruit spawn if played on a Even Paladins odd turn.

Weaponsmith: This is sort of an unnessecary evil of needing to fill the curve and getting an extra activator for the Spellstone. It's not a very exciting card but it does the job well.

Militia Commander: This card is the one that jumped in and out of deck the list the most and I could definatly see returning to 2 of these perhaps in favor of Deathwing which seems to be underperforming.

Spellbreaker: This card is obviously fantastic against Warlock but also a great way to slow down druids tar creepers and Mana Sprites (?) or punish aggressive buffing in paladin or unfreeze your glacial sharded minions.

Darius Crowley: This card is just absolutely amazing similar to frothing berserker its a highthreat that demands removal and there is just a lot of decks in the current meta that just play minions and let things happen, like druid and paladin and this creates an eventuality if unanswered.

Fungalmancer: I played around with a lot of 5 drops (altho I did not test the Festering Hulk enough) like Harrison, Scalebane and Muckhunter but I ended up with the instant gratification of fungalmancer. This punishes warlock for holding back their removal against one of your weaker boards and helps snowball your threats out of control especially against taunt and summoner druid where you want to have pick threats out before they get to the their summoner and primordial turns.

Unidentified Shield: A one off that has a 25% of giving you a mostly dead card. This is a very debatable include but after the new standard rotation the minions you can gain off summoner can no longer completely brick and have some serious highrolls that can actually be better than 7 mana.
You can pull off an Arcanite Ripper or a Holy Fire which is a good surprise factor.

Lesser Mithril Spellstone: This is obviously the build around card that enables summoner to be a great threat and if you play 1 weapon when it is hand its basically a 7 mana summoner itself and can highroll (if you draw weapons) into a 15/15.

Grommash Hellscream: Main finisher. Few people play this and its great to have a big finisher to push through primordial drakes or just go straight to the face. Bonus point for pulling it out of the 3/3 7 drop that summons a 8 drop from your deck.

Deathwing: I had a few biasing games against Hadronox druid and warlock where this won me the game but I do think its a very questionable include but you gotta alow yourself to have 1 or 2 fun cards in the mix. Problably not a top 30 card tho.

 

 

Matchups/Mulligan
Town Crier is a must keep. It's free to play on turn 1 and half the time it will give you a 2 drop that you can use in all matchups as well (wasp).

Druid 8-8
This is/was the most popular class at rank 3 Europe and having to mulligan against both taunt druid and summoner actually doesn't make that big a difference. Fire Fly is not a good keep here. The power cards are frothing and spellbreaker. You want to be able to set up a big frothing to deal with their summoner spawn and/or spellbreaker their mana sprite or tar creeper. It can often be worth it to let the tar creeper sit instead of trading in to it immeddiately in order to get a better kill on it with weapons, fungalmancer or Darius.

Hunter 3-1
Fire Fly and wasps are great at slowing down the hunter and playing a mindbreaker after they are forced to use an owl on your frothing or Darius can lock out the game. Identifiying when you need to play defensively and when you have to go face to kill him before he kills you takes practice tho.

Mage 4-2
There is a lot of different mage decks out there at the moment so you just want to curve out here and if its a big mage you should avoid trading as much as possible as their first big clear will usually be dragons breath so you dont want to waste your damage. The 5 health on the spellstone is a great way to get around flamestrike wipes if you can set it up as a refill after breath/blizzard.

Paladin 5-4
You are looking to play blood razor to wipe the Odd Paladins board and follow it up with mind breaker to prevent them getting back on the board by outspamming you. Curve however is more important so only keep the mindbreaker if you also have a Town Crier or fire fly. Blood Razor is a must keep tho.

Priest 1-0
I met one of the "new" control priests with alexstrasza mind blast but I just curved and ran him over. Can't get much other input here.

Rogue 2-0
I don't have much data to go on here so I can give little advice.

Shaman 1-0
The two cards to play around here are lightning storm and saronite chain gang. Setting up your turns so you have 3 or health minions rather than a bunch of small ones lead to success.

Warlock 4-7
The sheer amount of stats you are able to put out over the course of a game allow you to grind through almost the entirety of a warlocks deck. If you can make boards that dont have low health minions you can avoid their aoes. If you have a lot of rush available its often best to trade into villager and get the clearing job over with rather than being wiped with a villager on board.
I specifically dont run ooze/harrison here because I found myself forced to play the card anyway because of the low card draw in the deck you cant hold back your minions to wait for the skull to be played. Perhaps that is a questionable decision to exclude.
Mindbreaker can help prevent tapping into options and spellbreaker is the obvious powertech here to counter villager.

Warrior 0-0
I didn't play a single warrior, I'm curious how it would hold up against a battle rage/execute based deck. I have a feeling that playing proactively with more sheer stats will prevail tho.