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Rampage Warrior [Legend]

  • Last updated Jul 8, 2018 (Spiteful Nerf)
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Wild

  • 17 Minions
  • 8 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Rush Warrior
  • Crafting Cost: 8400
  • Dust Needed: Loading Collection
  • Created: 6/3/2018 (Spiteful Nerf)
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  • Yomen
  • Registered User
    • 6
    • 37
    • 30
  • Battle Tag:

    Yomen#1832

  • Region:

    US

  • Total Deck Rating

    59

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Do you miss the glory days of Patron Warrior? Do you love smacking people in the face with a huge Frothing Berserker or an angry Grommash Hellscream? Then I have the deck for you!

Warrior's been through some tough times the last couple of expansions. With The Witchwood, we finally got some decent midrange tools with the Rush minion package. After experimenting with various standard builds early in the expansion with mediocre success, I settled on a version that adds Inner Rage and Rampage. These cards allow you to turn even the smallest minions into significant threats, and they provide much higher and unexpected burst from hand. You can do things such as turn a Redband Wasp into a 9/5 as early as turn 2 (with coin), or you can do up to 17 damage from hand with Grommash Hellscream, rather than the standard 10.

With that said, the deck still didn't seem all that well positioned in the meta. Spiteful Druid and Cube/Control Warlock were pretty bad matchups, and I was seeing a lot of those. I decided to take a little break from the deck and climb to Legend with Odd Control Warrior instead.

Once the balance changes went live on May 22nd, I picked this deck back up and went on a 15-2 run in Legend to go from 4000 to 900. While that's an inflated win rate from too small of a sample size, the deck felt really strong and competitive against almost all of the current meta decks.

I continued playing this deck exclusively for the entire month of June, and broke into top 1000 Legend on both NA and EU with an overall 59% win rate. My full stats for the month are posted below.

Win rates aside, this deck is just plain FUN! I don't see anywhere near enough Rush/Midrange/Tempo Warriors on ladder, so I'm writing this in hope I can inspire some people to pick it up.

Legend Proof & Stats

Legend

June Stats - NA
NA Stats

June Stats - EU
EU Stats

Game Plan

At its core this is a pretty standard midrange deck. It doesn't do anything terribly unfair, and as such it can struggle against decks that are capable of pulling off crazy combos like Cubelock and Taunt Druid. With that said, it is very consistent at what it does, and it has some strong synergies that can be utilized to create very powerful turns.

The general idea of the deck is to fight for the board early with our weapons and Rush minions, stick a threat or two in the midgame and chip away at our opponent's health, and then kill them with our finishers (Frothing Berserker, Grommash Hellscream, The Lich King).

Against aggressive decks we have to play the control role in the early turns, fend off their aggression and slowly establish board control, at which point we can go on the offensive.

Against control decks we must play the beatdown role. We can't win the value game, so we have to kill our opponent as quickly as possible. Take advantage of openings to do face damage whenever possible, and try to set up good Battle Rage turns in order to have enough resources after the inevitable board clears.

One important thing to remember is that this deck is capable of a LOT of burst from hand, so a couple of mid-sized minions hitting face for a turn or two can often be enough to secure a victory. A fully buffed Grommash Hellscream plus Shadowmourne can deal up to 21 damage in a single turn without a board.

Card Discussion

I'll discuss the cards in terms of the various packages that comprise the deck and how they contribute to the overall game plan.

Card Draw

Town Crier, Battle Rage, Acolyte of Pain
Any good deck needs card draw, and Warrior has access to some of the best. Town Crier is a great tutor for the 5 Rush minions in the deck, and Battle Rage and Acolyte of Pain synergize extremely well with the various Whirlwind effects. It is important to properly plan a Battle Rage turn. If you're playing against a slower deck, it is almost always correct to skip Armor Up until you've taken damage. Don't be afraid to use an Inner Rage to draw an extra card if you're hurting on resources.

Weapons

Woodcutter's Axe, Blood Razor
Not all that much to say here, weapons are some of the best tempo cards in the game, and each of these also have additional effects that synergize with other minions in the deck. Don't feel like you necessarily have to take advantage of the deathrattle on Woodcutter's Axe, it's just a nice bonus when it lines up. Blood Razor is a fantastic way to enable Battle Rage, Rampage, Execute, or just make Paladins cry.

Defensive Tools

Warpath, Execute, Tar Creeper
Warpath is a fantastic new removal spell for Warriors. If I could add one more card to the deck, a second one of these would almost certainly be it. It's great for clearing Emerald Spellstone on turn 6 if behind on board, and can also be used offensively to set up huge Frothing Berserkers. Execute is self-explanatory, only running one since the Rush minions also act as removal, and there's not enough room in the deck for two. I was unsure about the Tar Creepers initially, but I've found them to be quite useful, even if they don't do much offensively. They are great at protecting a buffed Redband Wasp or a Frothing Berserker, and they can also be a great target for Rampage.

Buffs

Inner Rage, Rampage
This deck's biggest weakness is control decks, so the game plan must be to end the game as quickly as possible. Inner Rage allows Grommash Hellscream to deal up to 14 damage on turn 8, which can often be the difference between winning or losing. Rampage can bump this to 17 on turn 10. I've won games that I otherwise would have had no business winning simply because my opponent did not expect that amount of burst from hand. The Grommash Hellscream synergy aside, Rampage is just a very versatile buff that can be used to enable value trades or push enough early damage to set up lethal on turn 8.

Rush Minions

Redband Wasp, Militia Commander, Darius Crowley
The new Rush minions are a great way to develop board while removing enemy minions.
Redband Wasp serves a dual purpose of acting as cheap removal for mid-sized minions when combined with a Whirlwind effect, as well as representing significant potential burst. An early Rampage on it can win games, especially when going against classes without strong single target removal. Militia Commander eats Tar Creepers for lunch, and can also kill Mountain Giants or Voidlords when combined with a second swing of Woodcutter's Axe. Darius Crowley is not flashy, but is easily one of the best class legendaries of this set. He represents a continuously growing threat and demands immediate removal. Even when he does get removed right away, he almost always trades 2 for 1, and that alone is worth it.

Mid-Game Threats

Frothing Berserker, Kor'kron Elite
Frothing Berserker is one of the most important minions in this deck. As everyone who played during the Patron Warrior days can attest, this card can just win games if it sticks for even a single turn. Combine with Warpath or Blood Razor for crazy burst. Kor'kron Elite, while relatively weak in a lot of scenarios, provides instant damage which can be extremely important in a number of matchups. Often times the goal is to get the opponent to a particular health total to enable a Grommash Hellscream lethal, especially if behind on board, and this card serves that purpose well.

Late-Game Threats

Grommash Hellscream, The Lich King, Scourgelord Garrosh
Grommash Hellscream needs no explanation, he is our finisher, representing up to 17 damage from hand. The Lich King is there as another big body that generates continuous value, as sometimes this deck tends to run out of threats against decks with a lot of removal. The Scourgelord Garrosh weapon is absolutely fantastic in this type of deck, whether it's used for removal or to push 12 damage to face. The hero power destroys Odd Paladins and enables Battle Rage, Execute, Grommash Hellscream, etc.

Other Options/Replacements

2nd Warpath - Probably the 31st card that would go into this deck, it is fantastic at cleaning up lots of small to mid-sized minions when behind on board.
Amani Berserker - Another early threat with great Inner Rage/Rampage synergy.
Acidic Swamp Ooze/Spellbreaker - Add one or both of these if facing a lot of Cubelocks, not really worth it otherwise.
Rabid Worgen - I initially had this in the deck instead of Tar Creeper, but I just wasn't impressed. It doesn't do enough, and the other 5 Rush minions are all better.
Raging Worgen - As suggested by KroviReki, great synergies with Inner Rage and Rampage, insane burst if it sticks for a turn.
Fungalmancer - Fills a similar role to Rampage, just not as flexible.
Cobalt Scalebane - Same idea as Fungalmancer, but less reliant on having board.
Leeroy Jenkins - There are some synergies with Acolyte of Pain, Frothing Berserker, etc., but it's usually going to be used as a finisher. Not a bad replacement if you don't have Grommash Hellscream.

Matchups & Mulligans

General Mulligan Strategy

Mulligan decisions are going to depend on the matchup and whether you're on coin or not. I'll list some general advice below, and then discuss matchup specific deviations further down where applicable.

Always keep Town Crier. Redband Wasp is usually a keep unless your other cards are awful and you really want a weapon. Keep Woodcutter's Axe if you have Town Crier or another cheap Rush minion. Keep Blood Razor on coin. Keep Frothing Berserker against most decks except really aggressive ones. Keep Acolyte of Pain against control.

Taunt Druid

This is one of our more difficult matchups. It's pretty much impossible to win once they get the Hadronox train going, so the goal is to kill them before they can do that. They don't really play any minions until turn 4 (or 3 if they get Wild Growth), so a good curve is pretty important. Getting a Frothing Berserker down early can be huge. Woodcutter's Axe + Militia Commander is a great way to deal with the Ironwood Golems. Playing a Redband Wasp going into the Primordial Drake turn can help soften it up for Scourgelord Garrosh.

Example games:
https://hsreplay.net/replay/YK2JtbS4UGyoGk3csBfnBW
https://hsreplay.net/replay/Ezhd6fMk36puyEBThicJ8R
https://hsreplay.net/replay/CULLAm6eW8embJQ83cDXSn
https://hsreplay.net/replay/NBRTiMfrFx7nStVjt4RxCH

Token Druid

I haven't faced many of these, but it feels like a relatively even matchup. Double Blood Razor also wipes a board of Wispering Woods + Soul of the Forest if you don't have Warpath. Card draw is also really important here. If they get ramp into Ultimate Infestation, a big Battle Rage turn is the only way to keep up, otherwise they'll just win the resource battle. Don't overextend into Spreading Plague, so be mindful of the Town Criers in the later stages of the game. Frothing Berserker, Rampage and The Lich King can be MVPs here.

Example games:
https://hsreplay.net/replay/hXbaYWX9tibfoemwWAGN6E

https://hsreplay.net/replay/5iA3MQPAXamAU6r4rHeNPg

Spell Hunter

This is a pretty even matchup. We have to be the aggressor here and establish a board going into their Emerald Spellstone turn. Frothing Berserker is the key card in this matchup. It's not unusual to lose the board later in the game, so pushing enough damage early to set up a Grommash Hellscream lethal is important. If the game does go late, Scourgelord Garrosh can clean up Emerald Spellstone boards quite nicely.

Example games:
https://hsreplay.net/replay/wzmVob2yUMxWEM4BdPsy8n
https://hsreplay.net/replay/gyXsq6hLauPT9PERLS6Vw8
https://hsreplay.net/replay/s38TPvCnv7m5c7GBfXFjiK

Recruit Hunter

These decks have been getting more common in the last few days, but I have not faced many yet. I believe it should be a slightly favored matchup, as we can usually put enough pressure before they get their Recruit shenanigans going. There are a lot of different variations around, but in general the gameplan should be to get a buffed Redband Wasp or Frothing Berserker to push damage while playing around Flanking Strike if possible. If they're running taunts for their early game, Militia Commanders and Darius Crowley should be able to handle  most of those.

Example games:
https://hsreplay.net/replay/wu3qiQBV42BpbG5BqW4gT2
https://hsreplay.net/replay/GTZLZsZsFdCPHfMfJHbvPh
https://hsreplay.net/replay/96skAMtFsoeLMssumR6SR6

Control (Big Spell) Mage

This is a slightly unfavored matchup, but winnable if we use our resources correctly. We have to try to set up lethal before Frost Lich Jaina is played, otherwise it's usually going to be a loss. They don't have any board clears before turn 5, so early chip damage is important. Redband Wasp and Frothing Berserker are the best cards to have here. Don't hesitate to Inner Rage a Redband Wasp and go off. If they use a Polymorph on it, that's fine. Our Rush minions should be able to handle Stonehill Defender and Tar Creeper and let our other minions hit face. After turn 5, the game becomes about resource management and staggering threats. Maximize card draw as much as possible, and use weapons and Kor'kron Elites to get the Mage into Grommash Hellscream range.

Example games:
https://hsreplay.net/replay/8nPUtiNu8KropMpzMmdfME
https://hsreplay.net/replay/93aKmd2JbTJzrwrhLXRqLX
https://hsreplay.net/replay/fk5X7GNwkXQfzqmbDUWVM2
https://hsreplay.net/replay/uxJ8ybkamz6UaEyNLGKcTZ

Tempo Mage

This is a slightly unfavored matchup unless the Mage has a really bad draw. Mulligan for early Rush minions and any weapons. Counterspell isn't generally a huge deal, but Explosive Runes can really do work by denying Rush value. If we can't cleanly remove Mana Wyrm or Kirin Tor Mage, it's very easy to take too much damage and be susceptible to burn. The key is to force the Mage to use their burn spells for removal. If we can do that and take control of the board by turn 5 or so, we're in a good spot.

Example games:
https://hsreplay.net/replay/9egpEybXHwqY2TdGdGJz6G
https://hsreplay.net/replay/x8WUcduLgZQRBytFE4UyEh

Odd Paladin

This is a highly favored matchup. Mulligan for Blood Razor and Warpath above anything else, though you should still keep Town Crier and Redband Wasp. I would also consider keeping Acolyte of Pain if you have one of the aforementioned cards. Be greedy with the Whirlwind effects, just be mindful of their turn 5 and try to deny Fungalmancer and Level Up! value. Once you've stemmed their early aggression, Scourgelord Garrosh should be able to clean up anything else they might throw at you.

Example games:
https://hsreplay.net/replay/Y3BVTX2F6xC4A9k3rf5HDe
https://hsreplay.net/replay/gVbZg66oWK2PTConFHJhgk

Control (Mind Blast) Priest

I have faced very few of these since the nerfs, but I feel that it's a slightly favored matchup. An early Frothing Berserker alongside other minions can do a lot of work, as it makes Duskbreaker a very dangerous play. If going first, only play Town Crier on turn 1 if you also have Woodcutter's Axe in hand, as we want to deny Northshire Cleric value. If going second against a turn 1 Northshire Cleric, any combination of Woodcutter's Axe + Redband Wasp, Blood Razor, or Militia Commander can deal with it well. They don't usually run any taunts other than Primordial Drake, so it should not be too difficult to deal a decent amount of early damage to set up a Grommash Hellscream lethal.

Example games:
https://hsreplay.net/replay/jrgWPkYDQcXyK9wVYAwE6h

Quest Priest

This matchup is unfavored, but thankfully no one likes 30 minute games, so this deck is very rare. They'll usually complete the quest before we can kill them unless they have a really bad draw. The one game I played against a Quest Priest I won because he did not expect to die from 21 health and did not play Amara, Warden of Hope.

Example games:
https://hsreplay.net/replay/6rPjps6wLhUP66mzcUz89L
https://hsreplay.net/replay/3LyfPpGkpfQnr8oJRsY5TN

Miracle Rogue

This is a pretty even matchup. The Rogue wins the late game with Fal'dorei Strider, so we have to play very aggressively and take advantage of the fact that they run no taunts or healing. An early Rampage could do a lot of work since they won't usually keep Sap in their opening hand. If the game goes late and they do pull off a crazy turn with Gadgetzan Auctioneer, Scourgelord Garrosh can answer the Leyline Spiders quite well. It's not unusual to have to give up on the board at a certain point if we have enough burst from hand to finish them off with weapons, Kor'kron Elites, and Grommash Hellscream. Just be mindful of their potential burst with Leeroy Jenkins and play around that as much as possible.

Example games:
https://hsreplay.net/replay/8AWrNAPBEBjE8EubvHKm5R
https://hsreplay.net/replay/7BU4rKpgp9ufZgcXYWxPGX
https://hsreplay.net/replay/R6sxTb5bpoqZgBGqeB2WXd

Odd Rogue

This matchup is highly dependent on draws and can go either way. The Rogue usually plays the beatdown role, so we need to try to stem their early aggression and take control of the board. Woodcutter's Axe deals with their early minions, while Militia Commander is the best way to deal with Hench-Clan Thug. Mulligan for both of those as well as Town Crier. Tar Creeper is one of the better cards to have as well, but it needs to be backed up by weapons and Rush minions. I'm not too sold on keeping Redband Wasp, as it is relatively weak in this matchup at contesting a Fire Fly or Dire Mole, since it just dies to their dagger. So, play defensive, contest their early drops and try to seize the board by turn 5. Be mindful of Vilespine Slayer and remember they can't combo it until turn 6 unless the have the coin.

Example games:
https://hsreplay.net/replay/ZSmLbkSnDqbaXAhHdMaSG2
https://hsreplay.net/replay/MFFkag79BEbH4CYYi42a6h
https://hsreplay.net/replay/qCmbxedrVjnM3k2Ze79ouR

Shudderwock Shaman

This is a favored matchup, setting up Shudderwock takes a really long time and we can usually generate enough early pressure to set up a kill with Grommash Hellscream. Don't be afraid to buff up an early Redband Wasp to force a Hex, clearing the way for Frothing Berserker to do a lot of work. The game will often turn into a grind where resources become crucial, so denying card draw if at all possible is very very important. Kill Mana Tide Totem immediately and don't let them draw more than one card from Acolyte of Pain. Try to play an Acolyte of Pain into their Volcano turn to make it awkward for them.

Example games:
https://hsreplay.net/replay/TB4bePPthCt8S9vi2yorBK
https://hsreplay.net/replay/7aQAqGnWuVzxyGSqp4hYzT
https://hsreplay.net/replay/mxeKn6X2VoNaX3bf5jkbn9
https://hsreplay.net/replay/58eK7XuVKyzz8svNUCySaP

Even Shaman

I would call this an even to slightly favored matchup. Our Rush minions deal with their early game pretty well, and since they run little removal (Hex and Hagatha the Witch), we can afford to go wide without fear of punishment. With that said, they are capable of doing the same, so if we don't draw early game, it's possible to fall behind on board and get punished by Dire Wolf Alpha and Flametongue Totem. Warpath is a great answer in those cases. Since they like to flood the board, an unanswered Frothing Berserker can be absolutely insane (as you can see in the replay I link below).

Example games:
https://hsreplay.net/replay/Gf66PdybMKY9ShMcrWNixa

Even Warlock

On paper this feels like it should be an unfavored matchup, but I've had very good success against it so far. Mountain Giants and Twilight Drakes are their biggest threats, so we need a way to deal with those. Execute and Militia Commander are the best tools for that job. Darius Crowley can do some serious work in this matchup when killing Doomsayer and Vulgar Homunculus. An unanswered Frothing Berserker can win the game here, but be careful to play around Hooked Reaver by only setting them to 15 health if you can deal with with the taunts.

Example games:
https://hsreplay.net/replay/hy3eg6hNt63KFpvxcCLUy6
https://hsreplay.net/replay/oexVc89CZxc9CFvAKYDDZf
https://hsreplay.net/replay/FpS5adb2TxNUbY8CRBMeQP
https://hsreplay.net/replay/EAdPBb5ioPmNxxeVyfRr7G

Cubelock

This is a much closer matchup after the balance changes. If they get Skull of the Man'ari on 5, it's going to be very difficult to win. Without it though, it should be slightly favored. With Possessed Lackey at 6 mana, it's possible to do quite a bit of face damage before a Voidlord can come down. An early Rampage can do a lot of work since other than a powered up Amethyst Spellstone, they don't have good single target removal. Even if they get a Voidlord down, as long as they can't do any Carnivorous Cube shenanigans, it's not the end of the world. The second swing of Woodcutter's Axe + Militia Commander can kill the first half of a Voidlord, and Scourgelord Garrosh is great at cleaning up the Voidwalkers.

Example games:
https://hsreplay.net/replay/s7rSFLKrRQx27VceYhAULo

Taunt Warrior

I've faced almost no Warriors since the nerfs, so I don't have much experience with this matchup, but on paper we should be slightly unfavored. A big Frothing Berserker is going to be our main win condition. Militia Commander and Darius Crowley can trade well into most of their taunts. Play around Brawl as best as possible, it's a good idea to kill off the Town Criers or buff them with Rampage so they're not a liability. Set up good Battle Rage turns if possible to have enough resources to continue applying pressure after a board clear.

Example games:
https://hsreplay.net/replay/xabAHLp3AFx89UtQkSizZN
https://hsreplay.net/replay/HjQoqcH5qSsbKu5BjcHhWT