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  • Last updated May 21, 2015 (Blackrock Launch)
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Wild

  • 3 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 0
  • Dust Needed: Loading Collection
  • Created: 5/22/2015 (Blackrock Launch)
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  • Battle Tag:

    Fluxflashor

  • Region:

    US

  • Total Deck Rating

    27098

View 4133 other Decks by Fluxflashor
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Read the story behind this deck below the guide if you're interested ;)

Guide:

This deck is pretty simple, but there are some strategies behind playing it. It's basically played like a face hunter deck: your goal is to bring your opponents' health to 0 before they gain momentum. With a good hand, this deck actually can out - burst a face hunter. Also, did I mention it's cheap? A good portion of this deck actually consists of basic cards!

  • Starting Hand:
  •  Always replace Arcanite Reaper and Mortal Strike. They are both strictly mid / late game cards. Additionally, it is best to mulligan for early game minions (such as your 1 drops) over weapons, the exception being Fiery War Axe (A.k.a. fiery win axe). This is because minions will pose a far greater threat than weapons in the early game, while they tend to just get wiped out later on due to their low health.
  • One other tip to note for your starting hand: Unless you have a Fiery War Axe opening, always replace Upgrade!. It's practically useless without a weapon to compliment it, and, unless you have a Fiery War Axe (As stated previously,) it will be unplayable in your first few turns.
  • Cards:

As a Face Warrior, you cannot afford to drag the game out. Therefore, each minion (with the exception of some 1 drops) is designed to have immediate value. Your spells also gain value on the turn they're played. Weapons can also have immediate value, but you may wish to not attack with them on the turn they're played in some circumstances.

I will explain the purpose of each in this order:  minions, weapons, and spells. Each section is arranged by mana cost.

  • Minions:

One Drops: I included many high - value one drops in this deck for a strong early game. Abusive Sargent and Southsea Deckhand CAN deal two damage on the turn they're played, depending on the situation. Therefore, you generally shouldn't play them unless you can get garunteed value. The one exception to this is playing these cards on turn 1, forcing your opponent to lose thempo / take damage anyway (Depending on the class). Worgen Infiltrator and Leper Gnome don't get value on the turn they're played, so it's okay to play them on an unfavorable board.

Two Drops: Ah, good old Ironbeak Owl. Use this card with discretion. It should be reserved for taunts that are difficult to deal with, or minions such as Lightwell that have the potential to lose the game for you. Never use your owl casually, as it could make the difference between a win and a loss in many cases.

Three Drops: Wolf Rider is super straightforward. Just play and charge! Arcane Golem should be played very carefully, and is generally best reserved as a finisher, or to set up a win condition, since the extra mana crystal you give your opponent could lose you the game. Only play arcane golem if you do not have a more effective means of dealing damage. With experience, you will learn when to golem and when not to golem.

Coldlight Oracle is the only non - damage oriented minion, but it is absolutely necessary, as it provides the deck's only card draw. Play it when you are running out of steam, or when you need to pull a win condition such as a silence, or that little bit of extra damage to finish off your opponent in the late game. Keep in mind that your opponent also draws cards, so use the Oracle with discretion.

Four Drops: For the Warchief! The Kor'kron Elite is the toughest minion in this deck. If you can play it on a favorable board, it has the potential to strike a second time for 8 total damage! Either way, it's four damage for four mana, and leaves a 4/3 minion. Not bad.

  • Weapons:

Two Drops: Many consider the Fiery War Axe to be the best two drop in the game. It can provide six damage to the face, or provide effective board clears. If you're playing it in the early game, try not to hit with it on the turn that it's played. By using it to clear the board, you can keep your other minions alive for extra damage in the ensuing turns. Clearing or not clearing really is situational, so knowing which to choose will come with practice.

Three Drops: Ogre Warmaul ... nah, just kidding. :P Warmaul is junk, don't play it if you want to win games.

Four Drops: Death's Bite can provide eight (Eight!) damage to face for four mana. It can also help to clear out large taunts when you don't have a silence, without sacrificing minions in the process. The only issue with the card is that it has potential anti - synergy because of the many one health minions in this deck. This is fairly straightforward to play around, however, since most minions will die the turn after they're played anyway. Eight damage for four mana is just too good, even given the potential downside.

Five Drops: The only card above four mana in this deck, Arcanite Reaper, provides ten damage over two turns for five mana. Unless you're clearing a taunt or preventing a lethal blow from your opponent, you should always hit face with the reaper.

  • Spells:

One Drops: Upgrade! Just a few key points for this card: Never, ever play it as a 1 / 3 weapon unless you have lethal or are setting up for lethal on the next turn (It can happen, I once won a game by using the 1/3 weapon to give a deckhand charge for lethal). It has the potential to deal ludicrous damage for a 1 mana card. At the very least, it should deal 5 extra damage (Fiery win axe on 1 charge, upgrade gives +1 attack, plus an extra 3 damage charge which also has +1 attack, = 5 damage.) You can imagine how insane it is with Arcanite Reaper. Also, play around weapon clears like Acidic Swamp Ooze.

Two Drops: Heroic Strike provides a garunteed four damage on the turn it's played. For two mana, that's great value. You should almost always go face with it, unless you have to clear out a taunt. Of course there are exceptions, but that's the general rule.

Four Drops: Mortal Strike, as stated before, is a late game card. Do not play it unless you have lethal, or absolutely have to destroy a minion. It is your only direct damage card, so be careful how you spend it. Remember that its damage depends on your health.

________________________________________________________________________________________________________

Whew! That was a long guide for a pretty simple deck ... If you are still reading, thanks. :P

The Story:

The idea for this deck came to me one day when I was opening card packs and found that I had gotten the card Upgrade!. I started thinking to myself "Wow, this card has the potential to have ridiculous value for a 1 mana card!" I then took a good look at the warrior cards, and after finding many damage - dealing cards, and idea formed. Perhaps I could make a face warrior!

Part of the fun of making a deck like this was the fact that the Warrior's hero power is so counter intuitive to an aggro deck. Additionally, the fact that super aggressive Warrior decks aren't really a viable archetype right now made me want this deck to work. I've always wanted to create a new archetype (Like Reynad created the "Zoolock" archetype), and I thought that this might be my chance.

After much refining and experimentation (For instance, I used to have pandas where Coldlight Oracles are now to bring back charge minions, but they were too slow), the deck seemed like it was actually working. If you have changes or refining of your own for this deck, go ahead and try it out! For instance, maybe you could replace a four or five drop with Leeroy Jenkins.