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Lucero's Even Warrior (Wild RoS Update!)

  • Last updated Jun 25, 2019 (Rise of the Mech)
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Wild

  • 11 Minions
  • 16 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Recruit Warrior
  • Crafting Cost: 13400
  • Dust Needed: Loading Collection
  • Created: 1/30/2019 (Level Up Nerf)
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  • Lucero
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  • Region:

    US

  • Total Deck Rating

    139

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Rise of Shadows Wild Update  - Hi Gang. I've been tinkering with this deck in wild and have changed it up a bit so I thought I'd provide an update. I don't have enough matches to call it a winner with confidence, and I've been playing a lot on mobile, but I'm definitely in the neighborhood of 60% with it right now. Here are the updates:

Removed:

Added:

Here's the general idea behind these changes, if it isn't obvious. The entire early strategy of this deck is spell and weapon based. You want some variation of Dead Man's Hand, Execute, Dragon Roar, Warpath, Forge of Souls, or a copy of Blood Razor in your opening hand. If you're playing a slower deck, consider keeping a copy of Gather Your Party. Depending on your other cards, keeping a giant could be okay. 

Keeping Blood Razor guarantees that your Forge of Souls will draw Woecleaver. If we can get Woecleaver early, we can add an extra copy of it into our deck when we cast DMH. This is good for us. Blood Razor is also a highly important early game tool for us since we have no early game minions.

Speaking of our lack of early game minions, Dragon Roar is a good keep to get us some potential early game minions to play. That's why it's here. And to maybe give us some big legendaries like Deathwing to add to our recruit pool when we DMH.

Blood Razor, Warpath and Execute can all be used in tandem to deal with early game large minions from mages and mech builds. 

Arcane Giants are added because all these early game spells mean your Arcane Giants will get cheap quick. The synergy with Warpath is insane. This deck has 17 spells as is, with a potential 25 spells including extra Warpath casts. 

A single Battle Rage gives us some decent card draw if we need it. Works well with Warpath and Blood Razor

Unidentified Shield gives us armor and a decent bonus effect. This will help with Geosculptor Yip and gives us survivability. Can generate another mid-game threat with the golem effect.

Dimensional Ripper is added because of synergy with DMH and our large minions. Honestly, the deck is working pretty well and I haven't even had the opportunity to use the spell yet. It's obviously pretty slow, but two copies of The Lich King is pretty intimidating, especially when they're copies and you still have one in your deck and potentially one in your hand or on the board.

- Finally got to use the Ripper and it summoned two copies of Y'Shaarj, Rage Unbound, who then summoned two giants at the end of my turn. That was an instant concede from my opponent, a shaman who had already played two lightning storms and two hexes on earlier big minions.

The shield could be swapped with Bring It On!, but I just can't get behind the minion discount for the opponent in most cases. Bring It On! does synergize with Geosculptor though. Note that you are probably better off having 9 armor for Yip than 10+. The 9-mana minion pool is much better than the 10-mana minion pool. I have won some matches very intentionally not armoring up at 9 armor with Yip on the board.

Dropping Dimensional Ripper for 6 drop taunts like those removed (consider the 6-mana 2/6 that spawns more taunts as well) or high cost deathrattles is likely still viable as well. But overall, I think the giant package is working well. It doesn't feel great when Recruit pulls them since they can be played discounted anyway, but a free 8/8 is a free 8/8 all day.

A note about DMH - we are generally not trying to go infinite with DMH. Only against other long game control decks would this be advisable. Reno locks priests or mages, sure. Control warrior, sure. But in general, you'll get more value out of DMH by adding more weapons, recruit and armor spells, and strong minions to your deck. Like if you've drawn both your Devilsaurs, you'll probably want to add them back into the deck for recruit mechanics.

Enjoy and let me know what you think in the comments!

_________________________

Original deck post:

My least favorite thing about Hearthstone is that the fun, enjoyable decks are rarely good/meta. People have been trying to make recruit warrior work since the ability was introduced, and it has never been a good enough deck to gain traction. 

I've built a deck that I think surpasses its predecessors for the archetype with some synergies that weren't realized before, particularly from making it an even/Genn deck. Nonetheless, I'm teetering around 50% with it, and while it's satisfying for people to emote "wow" when the game starts and they realize you're playing even warrior, a thing that doesn't really exist, it still sucks to lose half your matches. 

But I digress. Let's get into the deck. It is fun to play, and when you get a good draw, you have a chance at winning. The deck is particularly good against control decks, as it can play very control like itself, and will basically never fatigue. 

Some of the old favorites from previous recruit warrior incarnations are there:

  • Charged Devilsaur x2
  • Lich King
  • Rotface
  • Geosculpter Yipp
  • Blood Razor x2
  • Forge of Souls x2
  • Woecleaver
  • Gather Your Party x2

Some standard warrior cards are present:

  • Execute x2
  • Warpath x2
  • Dead Man's Hand x2

But things get out there pretty quickly. New additions include:

  • Genn Greymane - yep, it's an even warrior deck
  • Mountain Giant x2 - you're going to have a lot of cards in your hand. Your giants are going to be cheap. 
  • Dragon Roar x2 - can you say value?
  • Damaged Stegotron x2 - decent played on curve, great when recruited
  • Hungry Ettin x1 - decent played on curve, better than good when recruited
  • Hakkar, the Soulflayer - can you say value? If he isn't silenced, this guy plus Dead Man's Hand and Dragon Roar mean your opponent will die from fatigue and corrupted blood before you do, if nothing else
  • Mortal Strike x1 - Finisher in a pinch at best, minion removal clear at worst
  • Heavy Metal x2 - value add when you can beef up some armor. I also swap for unidentified shield x2 on occasion