Dekkster's Ripper Warrior
- Last updated Jul 30, 2020 (Pre-Expansion Nerfs)
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Wild
- 7 Minions
- 20 Spells
- 3 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Control Warrior
- Crafting Cost: 12760
- Dust Needed: Loading Collection
- Created: 7/30/2020 (Pre-Expansion Nerfs)
- DefinitelyNotDekkster
- Registered User
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- 2
- 5
- 15
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
1840
Super happy that they actually added support for Ripper Warrior. Commencement and Troublemaker are 5/5 cards and I think warrior has enough survivability to make it to the commencement turns.
Changes for SA:
- Evasive Drakonid (2)
+ Troublemaker (2)
Troublemakers are just way better than Drakonids and they feel great to cheat out, or to just play from hand.
- Boom Squad (2)
+ Athletic Studies (2)
We're dropping the entire dragon package. Boom Squad was included for dragon consistency but also for early minions. Athletic Studies is just straight up better, giving us early game proactive cards without polluting the large minions in our deck.
- Wrenchcalibur (2)
+ Ceremonial Maul (2)
Wrenches were in there to help against all the heavy cycling decks and highlander decks. I think Ceremonial Maul is much better for survivability as usually its gonna end up getting you a 3/3 (shield block) 5/5 (brawl) or 7/7 (commencement) and the occasional 10/10 (ripper). I MIGHT try messing with the new cleave spellburst weapon or Livewire Lances, but the Mauls seem the most promising on paper to me.
- Molten Breath (2)
+ Commencement (2)
No point in having molten breath when we're droping our dragons. Commencement is such a perfect card for this deck! Landing on ANY target is MASSIVE.
- Bonechewer Vanguard
+ Rattlegore
Bonechewer was there because it said taunt and it didn't feel bad cheating out OR playing for 7 mana. Now we have Commencements to fill that void, and we can put Rattlegore which is super stick and disgusting.
I've played probably around 200 games of Ripper Warrior now and I feel like this deck has a TON of potential, while still being slightly weak to aggro. HSR says the deck has low winrate, but I've maintained about a 58%+ winrate (dumpster legend to be fair)
I think most people struggle with being greedy. Don't be greedy. Use your removal early. Once you hit 7+ mana you should be turning the corner easily.
twitch.tv/dekkster
Ripper summoned 6x Archmage Vargoth lol
Looks promising.
Dekks, your user picture looks like a mug shot.
Don’t think it’s really Dekkster, right?
Definitely Not
Looks good! I’m a warrior-only player and right now Big Ripper is my favorite deck to play so I’m excited to try it out with Scholomance cards. On paper, this deck definitely looks better after the expansion!
My current Ripper deck runs the quest as well and it works really well! To do this, I drop only three cards - one copy of Sword and Board, one copy of Shield Slam, and one copy of Corsair Cache. My replacements are Hack the System and 2x Upgrade!. It loses a little of control but once completed, the quest adds a great deal of pressure to your board and fills the gaps for when you’re not dropping your big threats. Plus, you can churn out two 4/3’s for 4 mana on turns when you are also clearing the enemy board with the rest of your mana. With the updated deck list, you can also drop a 4/3 alongside your Troublemaker just like I already do after dropping Deathwing since they both cost 8.
The quest works by using Upgrade! strictly for the 1/3 weapon so I can maximize hero attacks for the quest without having to add more weapons. Once the quest is completed, I try to only attack if I can spend the 4 mana hitting my hero power twice. But I’m hitting my hero power once whenever I have extra mana. I’ll sometimes use my Bulwark of Azzinoth aggressively to get in extra attacks if my board and health are in a good state. Otherwise, I’ll use it for its usual defensive use. All in all, my deck provides 10 guaranteed attacks and possibly a couple more from the Bulwark. So 5 for the quest, and 5-7 turns where I’m hitting my hero power twice for the two 4/3’s. It ends up balancing out nicely with turns when I’m casting Dimensional Ripper or dropping expensive minions. Also, it obviously doesn’t add any minions do the deck which makes it all work. I like to run Livewire Lance in stead of Wrenches for a couple reasons. First, they are cheaper so I can get my quest started faster. Second, I love the utility they provide while filling out the board. They also help fill out your mana curve when your clearing or utilizing your double hero power. They also deliver some big minions sometimes or an extra Ripper through the lackey’s.
For Scholomance I plan on running a similar deck. I’ll basically copy this one but I’ll do the same thing where I drop one copy of Shield Slam, Sword and Board, and Corsair Cache for 2x Upgrade! and Hack the System. I’m torn between running Lances or the new Mauls so at first I think I’ll run a copy of each. The only other change I plan to make is to drop one copy of Commencement. I know this card is great but I just don’t love it enough in this deck to include two copies of it. With only 7 minions in the deck, it hurts when 2-3 of these are less than ideal targets for the spell. At 7 mana, it’s not cheap. And the less-than-ideal targets are Archmage Vargoth, The Boom Reaver, Kargath Bladefist, and even Deathwing to some extent since you lose the battlecry clear. Rattlegore and Troublemaker are freaking awesome targets for it though. Also, I dislike how it doesn’t pull a copy of the minion like Ripper and Reaver do but rather the actual minion from your deck. This, combined with the loss of Molten Breath’s removal has me wanting to add the new dual-class card Coerce for some solid and cheap removal. The inclusion of that card has me wanting to keep one or both Lances in the deck for the 1 mana lackey’s to activate the combo but I have to see how powerful the Maul is. Some free taunt minions might be really strong on turns where I’m clearing board and also producing two 4/3’s.
Feel free to give it a try! If you think no one expects the Dimensional Ripper deck, just wait until you start the match off with a quest! They won’t know what’s going on. I have yet to see this deck outside of myself playing it.
Hack the System seems like a really interesting card to add. I Think you cant run Upgrade! With Ceremonial Maul tho
Sphere of Sapience could be interesting since you can toss your big boys back in your deck but this would probably mess with your other weapons.
Do you have a decklist maybe?
Thanks for the reply! Why can’t I run Upgrade! with Ceremonial Maul? I’ll never be upgrading the Maul so the 1 mana spell won’t be used for the spell burst. Upgrade! is there for the 3 attacks, that’s it. Here is my deck list currently pre-Scholomance. I’ve been swapping out my big minions trying to figure out what works best but I’m looking forward to the expansion because it seems like the big minions will then be optimized and there won’t be any question about trying different ones out.
### Quest Ripper
# Class: Warrior
# Format: Standard
# Year of the Phoenix
#
# 2x (1) Boom Squad
# 1x (1) Hack the System
# 1x (1) Shield Slam
# 1x (1) Sword and Board
# 2x (1) Upgrade!
# 1x (2) Corsair Cache
# 2x (3) Bladestorm
# 1x (3) Bulwark of Azzinoth
# 2x (3) Livewire Lance
# 2x (3) Ramming Speed
# 2x (3) Shield Block
# 1x (4) Archmage Vargoth
# 1x (4) Kargath Bladefist
# 2x (4) Molten Breath
# 2x (5) Brawl
# 1x (8) Deathwing, Mad Aspect
# 1x (9) Burly Shovelfist
# 1x (10) Colossus of the Moon
# 2x (10) Dimensional Ripper
# 1x (10) Scrapyard Colossus
# 1x (10) The Boom Reaver
#
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#