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"Arms" Warrior (Aggro)

  • Last updated Mar 17, 2015 (Undertaker Nerf)
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  • 22 Minions
  • 6 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1160
  • Dust Needed: Loading Collection
  • Created: 1/30/2015 (Undertaker Nerf)
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Continuing along my theme of theorycrafting of "budget" decks, BAM! I present to you the "Arms" warrior gimmick.

Packed with plenty of weapons and minions to work off of those weapons, here you have a high-damage, axe-to-the-face warrior deck that's sure to take those who prepared their hands for a control warrior by surprise. This deck's incredible proactivity and explosive openings have slaughtered many-a-fellow aggro decks and control decks alike.

The attractive curve of this deck is nothing short of "efficient" if nothing else. Complete with Shield Block for a touch of that heavy defense we Warriors are known for, you should have no trouble pushing out minions like Leper Gnome and Southsea Deckhand to tickle the enemy's face from the get-go.

Tips & Tricks:
You'll want to use your weapons to take out enemy taunt minions. For taunts with divine shields, use your Southsea Deckhand to pop the shield, and then your weapon to clear them. You will be wanting to take damage doing this. Use your hero ability to prevent taking too much damage. You'll want to calculate things out so you hit just under 12 health, so that your Mortal Strike can more effectively damage your opponent's face.

Mulligan for your Fiery War Axe, Dread Corsair, and your Ship's Cannon. If you're going second, throw in Southsea Deckhand or Leper Gnome.


Post-edit notes:

I saw Mortal Strike as being a better fit for a finisher than having to time the Death's Bite with a Raging Worgen + Charge at post 6-mana game, where plenty of taunts could have already been played out by then. At 12 health or less (armor is NOT factored in as of this writing), it will deal 6 damage instead of 4. As a result, Charge and Raging Worgen have been removed, leaving 2 slots open for replacement at this time.

Noting all of the Pirates I was using in this deck, I thought some synergy could work here for additional damage output. With that said, I decided to put in Ship's Cannon. This'll throw damage everywhere, including your opponent's face, whenever you summon one of your six pirates--Which should be somewhere in or near your starting hand. This has so far proven far more valuable than Charge.

A long, played-out game doesn't suit this deck well as an aggro-deck. It can hardly pull ahead if you haven't already won by turn 8 or 9, and if it's drawn out that long, something's wrong. With that being said, Arcanite Reaper lost its spot in favor of Upgrade! The Upgrade can turn your 3/2 into a 4/3, or your 4/2 into a 5/3. That's insane value on its own.

With these changes, the curve was looking less attractive. So, I needed a 3-drop. "What's needed here..?" Well, the deck's ONLY card-draw was Shield Block, so that's remedied with an Acolyte of Pain. We -could- technically replace this with something less costly, like a Loot Hoarder, but this has the potential of drawing not one, but two cards. I like those odds better.