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[Tavern Brawl] Aggro Warrior is the Boss Now!

  • Last updated Oct 21, 2015 (Warsong Nerf)
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Wild

  • 13 Minions
  • 10 Spells
  • 7 Weapons
  • Deck Type: Tavern Brawl
  • Deck Archetype: Unknown
  • Brawl: Who's the Boss Now?
  • Crafting Cost: 2420
  • Dust Needed: Loading Collection
  • Created: 10/21/2015 (Warsong Nerf)
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  • Battle Tag:

    MetricTrout#1723

  • Region:

    US

  • Total Deck Rating

    206

View 22 other Decks by MetricTrout
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Warriors may possibly have the best class cards for aggro, even over Hunters, yet aggro Warrior isn't seen very often in constructed.  This is due to the fact that Warriors also have the worst hero power in that respect, one that is completely useless in anything other than keeping the player alive, which aggro decks don't care much about.  Fortunately, for the Who's the Boss, Now Tavern Brawl, Armor Up gets replaced by one of 12 better ones, making aggro Warrior a strong selection.  It also costs only 2420 dust, the bulk of which is taken up by Leeroy Jenkins, who can be replaced.

This deck differs from aggro Warrior decks on ladder due to the nature of this Tavern Brawl.  First is the inclusion of Whirlwind.  Whirlwind is essential for this Tavern Brawl due to the strong synergy it has with both your and you opponent's replacement hero powers.  For your opponent, 3 of the possible hero powers summon one or more minions with 1 Health.  As for your own hero powers, Decimate sets all enemy minions to 1 health, which allows you to destroy your opponent's entire board for 3 mana when comboed with Whirlwind.

Since this deck does not have any direct damage spells that can target heroes, like Kill Command, getting through taunts is critical.  Hence, this deck runs 2 Execute and 1 Ironbeak Owl.  Execute is generally better in this deck dues to the abundance of Whirlwind effects and Cruel Taskmaster, and it also synergizes with the Poison Cloud hero power, which deals 1 damage to all enemy minions.

Weapons are essential to the deck due to the number of other cards which rely on you having one.  This deck runs 7 weapons to increase the probability that you will have one as often as possible.  This includes the Charge spell, which is best comboed with a Bloodsail Raider.  A charging Bloodsail Raider does a minimum of 7 damage, with an non-upgraded Fiery War Axe, and even more with a better weapon.  Dread Corsair also works well with Charge due to the fact that he is often played for free.