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78% WR Ragezerker

  • Last updated Oct 5, 2018 (Boomsday)
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Wild

  • 20 Minions
  • 7 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Enrage Warrior
  • Crafting Cost: 4540
  • Dust Needed: Loading Collection
  • Created: 10/5/2018 (Boomsday)
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  • Total Deck Rating

    19

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This deck was originally one designed to be composed entirely of enrage-mechanic-based cards, and while it was fun to have 100% synergy between all the cards in the deck, that forced synergy left lots of holes, such as not enough minions nor card draw. So I decided to abandon the 100% synergy for an actually viable deck.

After many matches, analyses, and deck edits, I seem to have found a setup that works rather well. I crafted Grommash Hellscream to make this really viable and it was totally worth it. I've had numerous surprise finishers thanks to it. The deck now maintains a strong and stable tempo, with sufficient counters to the opponent. So far I am loving this deck; it is a ton of fun to play.

Changes:

- Tauren Warrior, Whirlwind, Gurubashi Berserker, Charge, Inner Rage, Death Revenant, Commanding Shout

+ Frothing Berserker, Grommash Hellscream, Spellbreaker, Night Howler, Kor'kron Elite, Stonehill Defender, Militia Commander

Explanation of changes:

- Tauren Warrior: Too weak/not enough value, and always died before its enrage would have any positive impact.

- Whirlwind: Deck has too many activators. Needed more minions.

- Gurubashi Berserker: To make room in mana curve for Grommash Hellscream.

- Charge: Was rarely useful, and most often was a dead card in my hand. Also less useful with the included Rush/Charge minions.

- Inner Rage: Too many activators.

- Death Revenant: Turned out to be less useful and impactful than I thought it would. I would rarely get an opportunity to play it at a good value. Swapped out for more consistent and fundamentally stronger minions.

- Commanding Shout: Was too often a dead card in my hand. Also turned out to be less useful than I thought it would be. It is far too circumstantial.

 

+ Grommash Hellscream: Is there anything really to say? Its synergy with this deck is obscene. Not only that, its capability as an instant KO in the late game is awesome. I've had him deal 20+ dmg to face countless times.

+ Frothing Berserker: Excellent deck synergy, with fine baseline stats. If the opponent doesn't have a counter for this, it can quickly grow out of control.

+ Spellbreaker: Needed more minions, 4-cost, and silencer. It's proven to be very helpful in regaining control of board tempo.

+ Night Howler: Good 4-cost minion, which has good synergy here. Can deliver some heavy face dmg if not countered.

+ Militia Commander: One of the strongest additions. The deck desperately needed a strong minion that can counter any strong or heavily-defended early-game board presence, to help establish my own board dominance. This works so often, and most of the time even manages to stay alive after. Can be buffed with Rampage afterwards too, like all the other minions here.

+ Kor'kron Elite: This addition also proved to be highly beneficial. Helped ensure consistent board control, keeping my other enrage minions alive, or offering some nice finisher face dmg.

+ Stonehill Defender: This proved very helpful as well. Having high-health taunt minions to protect the enrage minions from being targeted was often crucial in the early game. Its taunt pick can also be helpful in the late game, or if a card like Cornered Sentry is able to be picked, it can be very helpful in the early game too, since the summoned raptors can be nullified with any of the ping activators, leading to excellent 2-mana value.

After these edits, my win rate went from 56% to 78%. I'll provide proof of 78% Win Rate at 23 battles later.

Mulligan for an Animated Berserker + any of the 2/3-cost Enrage minions. It provides a sick tempo start, if the opponent cannot counter it. If going second, a pairing that works quite well is Amani Berserker + Cruel Taskmaster by turn 2, for 7 immediate dmg to face. Key cards to include to have this deck be viable are Animated Berserker, Scourgelord Garrosh, Grommash Hellscream, Security Rover, Militia Commander, Acolyte of Pain, and Blood Razor. Obviously including Rotfacewill greatly help, but I don't have it.

Explanation of cards (those not in above change log):

Acolyte of Pain: For card draw, duh. It synergizes incredibly well with all this deck's pings.

Gurubashi Berserker: Thanks to all the tiny pings, if the opponent doesn't counter this early on, it can become a serious threat on the board, or at least offer some excellent face dmg or a finisher.

Scourgelord Garrosh: His weapon is excellent for maintaining control of the board and keeping your minions alive. It fully counters Odd Paladin, etc. And the new hero power gives you an infinite stream of pings as activators or to clear out enemy minions.

Val'kyr Soulclaimer: Good synergy. Sometimes can be countered though, so might be worth swapping out for something else.

Raging Worgen: Great for the early game. If the opponent doesn't take it out immediately, you can deliver some serious dmg with it.

Slam: Ping/activator, card draw, and enemy minion finisher.

Warpath: Clear enemy minions, and ping your own, up to 5x in one turn. Also fully counters the meta's inclusion of that stupidly annoying Giggling Inventor.

Redband Wasp: Helps establish early game board dominance and tempo.

Rampage: Underrated, and a powerful tool to keep your minions alive, provide more face dmg, or get more ping value out of some of your minions.

Armorsmith: If not dealt with, which will often happen thanks to your other strong board pressures, it can easily generate 15-20+ armor for you, thanks to all the pings.

Battle Rage: Can be a great source for card draw, especially if paired with a ping. Still good for even 1-2 pulls (although obviously not ideal, but better that than having a dead card in your hand).

Cruel Taskmaster: Activator, board presence, enemy minion finisher. Quite versatile.

Amani Berserker: The basic enrage minion of the deck. Helps provide some pressure in the early game. If not countered, can start the match off for you with 7+ dmg to face.

Whirlwind: Basic activator. Pings your own minions and clears enemy minions.

Animated Berserker: A key card for the early game. Sick base statline. Ensures you have a threatening board presence, hopefully drawing out the opponent's counter spells and minions, which would leave your bigger threats unchallenged in the mid/late game.

Let me know if you try out the deck, if it works for you, and any changes you might/did make.