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[SA] Enrage Warrior

  • Last updated Aug 3, 2020 (Pre-Expansion Nerfs)
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Wild

  • 19 Minions
  • 8 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Enrage Warrior
  • Crafting Cost: 6700
  • Dust Needed: Loading Collection
  • Created: 8/3/2020 (Pre-Expansion Nerfs)
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  • Battle Tag:

    Anomaly#11162

  • Region:

    US

  • Total Deck Rating

    330

View 63 other Decks by Anomaly98
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Hello!

My name is Anomaly and today I bring to you my pick to be the best deck of the upcoming meta; Enrage Warrior

Why Enrage over Egg?

Although going into this patch, both decks were seen to be perfect substitutes (Equal in power level and win rate).  Egg warrior does not have that consistency when it comes to playing eggs on curve or coining it out on turn 2 into a Teron Gorefiend. Also, Enrage warrior is a better matchup into Galakrond Priest and Quest Warlock because of the burst potential with 2 Kor'kron Elite whereas the Egg lists have just one. My Enrage warrior list has cut the Injured Tol'vir because the card was best on curve against rogue because they cannot use Sealed Fate on a 2/3 damaged minion. Well, rogue is going to be a much more agressive class now so I wont have to worry about that! Enrage is going to be the superior deck post expansion release in my opinion.

 

What new cards did this deck even get?

Scholomance Academy has given a few new cards for this archetype; Shield of Honor, Coerce, and Reaper's Scythe.

  • Shield of Honor is going to replace Rampage in the list because it proves the same attack power for half the mana cost (Divine shield is a bonus). Now, Rampage is a better card early on in the game where the raw stats are more valuable so it is definitely feasible to run one copy of each card even though the burst combos with 2 Shield of Honor has me salivating but more on those later.
  • Coerce is my replacement for Execute, I think paying one mana more is worth destroying a minion even if it isn't damaged. This removal option is just too flexible and easily replaces Execute for me.
  • Reaper's Scythe is in this deck because I expect to see a lot of early aggressive decks looking to gain board control ASAP, This weapon provides that extra flexibility where you can just go face for 8, or use the spell burst mechanic and gain back control of the board in a snap, I might swap this out for a Wrenchcalibur if the meta slows down later in the expansion and I face more Highlander decks or Pure Paladin because of what the bombs do to their synergies.

 

Mulligans:

 In general, the mulligans for warrior decks should be unchanged; Corsair Cache, Sky Raider , Ancharrr are your must keeps.

 Against Hunters, Druids (If spell druid or Treant druid is the most common archetype), Rogues, Demon Hunters, Mage? (Tempo mage seems legit so far) and Paladin (Murloc Paladin) mulligan for Risky Skipper,  and Warmaul Challenger. If you have skipper in hand pre-mulligan look for a Bloodboil Brute as you can cheat it out really early and even for 0 mana on turn 5 if the opponent has a full board (Ex. Glowfly Swarm)


Strategy:

  1. Control. The. Board: You want to always have a presence on board because you don’t run innate board removal options like Brawl and  Bladestorm (If I notice that these cards might need to be added, I will update the guide accordingly). You can use one Bloodsworn Mercenary in conjunction with your Risky Skipper combo by copying a Bloodboil Brute or Armorsmith to keep the board in your favour at all times.                                                                                                                                              
  2. Understand when to use battlerage: This is very key to the fluidity to the deck as your battle rage is what gets you closer to your nutty burst combos which I will explain later. Don’t be afraid to use a Risky Skipper in slower matchups along with a Bomb Wrangler on turn 4, or doing it turn 6 and following up with a battle rage for 2-3 cards. You don’t always have to get those insane 6 card battle rages to win the game.                                                                                                                                                                                                                                                               
  3. A LOT of people say this is an aggro deck but I would argue its “aggro” approach comes in the form of multiple card combos which doesn’t mean you burst them by turn 6 like most aggro decks usually do (We have had enough of Tempo Demon Hunters right??). Don’t have to rush it against slower decks and waste your combo resources unless you have a significant board advantage and can capitalize with Rampage / Shield of Honor, Inner Rage either for more damage or 1 damage spot removal. I do try to save one Inner Rage to activate my damage combos though.

 

Understanding the Damage Breakpoints:

1. 12 health burst combo: Kor'kron Elite with Inner Rage and then Bloodsworn Mercenary (7 mana used) OR the original  Grommash Hellscream with Inner Rage for 8 mana.

2. 16 health burst combo: Kor'kron Elite with Inner Rage twice and then Bloodsworn Mercenary (7 mana used).

3. 18 health burst combo: Kor'kron Elite with Inner Rage and Shield of Honor then Bloodsworn Mercenary (8 mana), you can ramp this up to 22 damage when you use 2 Inner Rage instead of one.

4. 24 health burst combo: Kor'kron Elite with Inner Rage twice and then Bloodsworn Mercenary twice as well. You have THREE 8 Attack chargers ready to go!

5. 28 HEALTH BURST COMBO!!!: Kor'kron Elite with Inner Rage twice, followed by 2 Shield of Honor and one Bloodsworn Mercenary (9 mana).

Card Replacements:

This deck runs 30 class cards and all he cards mesh very well together. The Risky Skipper is what makes the entire class work so I would suggest saving your dust before crafting any warrior deck without it.

Hope you guys find this deck to be effective as early as day 1 and do look forward to your feedback in the comments below :)