Rank 5 Face Warrior [Easy Climb, Fast Golden Wa...
- Last updated Dec 5, 2015 (Explorers)
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Wild
- 19 Minions
- 5 Spells
- 6 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2500
- Dust Needed: Loading Collection
- Created: 11/10/2015 (Warsong Nerf)
- Rhox247
- Registered User
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- 9
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- 37
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Battle Tag:
Rhox#2611
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Region:
N/A
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Total Deck Rating
90
Hi guys, this is my design of an aggro warrior deck with which I had a lot of success climbing the ladder and grinding my golden warrior.
The current aggro meta lacks mainly one thing: taunt. And this is where the warrior class has it´s strength with all the weapon power.
I climbed with it from rank 15 to rank 5 in just one afternoon and made nearly 40 wins.
Rank 5 proof:
Golden Warrior proof:
Mulligan:
Mulligan for 1 drops and Fiery War Axe. Against Hunter also keep the Ironbeak Owl to silence off their Mad Scientist.
Match Ups:
Hunter: All you need is a good start. If you can curve out well in rounds 1,2,3 you will outtempo every Face Hunter. Against your weapons their traps are useless and often you can finish them with your Mortal Strike.
Priest: Even Dragon Priest with all it´s taunt is an easy match up. Just always go face and silence their taunts.
Druid: Aggro Druid is hard because of all their early game. Standard ramp druid is easy, kill off their turn two Darnasssus Aspirant and then always go face ;)
Tempo Mage: Very difficult. You MUST kill their Flame Wakers to have a chance.
Warrior: The new patron warrior is a good match up because they lack late game and can´t keep up with your damage. Standard Control Warrior is more difficult because they can armor up like hell.
Warlock: Handlock and Zoolock are both good match ups. Just go face and let them do the trading.
Paladin: Control Paladin is a good match up. Challenger Paladin is annoying because of "Get down!". But even against them you are favored when you have a good start.
Rogue / Shaman: Someone told me these classes might exist but I never had the chance to see them. :P
Try it out and climb up fast as lightning. ;)
Fun deck,maybe legend viable (need about a 53% win ratio to make it with a fast deck in a reasonable amount of time, I currently have 50% after 20 games). I'm trying out a different build now that week 4 of LOE is out:
-1 Bluegill Warrior
+1 Cursed Blade
-1 Worgen Infiltrator
+1 Southsea Deckhand
Although Cursed Blade is a pretty bad card, I think it has a place as a 1 of in Aggro Warrior. Since we have another weapon, I took out Worgen Infiltrator and added in Southsea deckhand. I feel southsea will be much better since usually it will be able to get in immediate charge damge. I'm also considering going no worgen, double deckhand, but I'll see how often I have a weapon equipped before I make that change.
Loving this deck. I decided to add Gorehowl instead of Jenkins as I don't have him. Seems to work for me.
Played a lot of Red Aggro decks in Magic, this is like right up my alley!
What rank did you end up getting to with this deck?
Still playing this often and really loving it. I made the Sir Finley add as soon as he came out, and being able to get an offensive ability has added a lot to this. I personally swapped for one of the one drops (alternating between the Worg and the Gnome, usually the worg because its one of the few cards in the deck that can be killed before dealing damage with aoe), but I might try the bluegill swap, seeing as you like that.
Surprised to have gotten some downvotes for my earlier post liking this... guess they are just cancer haters. Sure this deck gets beat a lot. Your win percent is not going to be a lot higher than 55% at best over any long haul, and may have stretches a lot closer to 50. That is the way of extreme aggro, though. The real advantage to playing this is in the quest to come as close to maxing daily gold as possible. You can climb the ladder, herky jerky, with it, too. But the beauty of games that are almost always over before turn 10 is that you can get to 30 wins a day in a reasonable amount of time.
I do use Bash instead of the horseriders, personal preference, as most of the drops in the deck die within a turn of play (when they dont, its just gravy) and the direct damage is a +1 over a rider and gives two more cards besides the owls and the 4 strikes to reach over taunt as finsihing blows or to kill the occasional troublesome drop that has a toughness 3 (vice what the rider can handle).
On mulligans, I tend to throw any spell and any 4 or higher back except when I have coin. Always love getting coin with deathbite and corsair!
Have not found lack of draw to be an issue (this deck plays better in topdeck mode when you are within range than most), as much as when you get too heavy or light a mix of weapons... the ideal early game gives you both. To many or few weapons is the most consistent obstacle to winning besides a terrible matchup. But it doesn't really matter, short games are good games, win or lose.
Not mentioned in the matchups yet, this deck really shines against freeze mage and mill, because the hasty damage is pretty much their counter. Unless they can freeze your face repeatedly or out taunt your silences and damage, those are hard to lose.
Reno will destroy you, but even Reno decks must draw him and live to cast him, which often doesn't happen for them before you mow them down.
My style of play with this, I go all in almost always and force them to answer or not. And I try to maximize curve, playing weapons first when I have a choice between a weapon or a critter (usually). Hardly ever use 'weapon hold', even when I dont have another in hand.
There are a few times I will hold a 1 drop back (against mage, till I can drop two or use it to break a mirror entity), and owls of course are best held for scientists or taunts. Sometimes against priest, if they open strong and you weak, then I will hold everything except weapons and spells till I can take board control (to prevent their card draw and creature healing engine) which improves the win rate with them (when you limit their heal to their face, you can beat them). But otherwise, rarely hold back anything.
When this deck is working its best, they will be at 15 or so by turn 4-5 and you will be able to crack off a 4 or 5 weapon with strikes and/or creatures to finish on t 6-8. Keeping track of range to lethal is so important with this. Have found the new feature in DeckTracker that overlays your board damage total to be very, very helpful with this deck especially. Helps me know when to keep playing for topdeck vs concede. Also, when you have to switch to control to buy a turn or two for topdecks.
The warrior is my favorite class, I don't know why it just is. My first constructed deck was similar to this but this deck is much better. I dont have deaths bite or Leroy, so i swapped out an Argent Cmd and 2 reckless rocketeer's. On the last day of the month I was able to get from rank 20 to 16 pretty quickly, though there were a few times when I'd get stuck on a win two lose two cycle. I think I could have done better if I had more time to play. I'll play more this month and see how well I do. Thanks for the post it has helped me out a lot.
This deck is like face hunter, only worse. No offense, mate.
I've been playing a similar face warrior, so grain of salt but, I think Grom could work. The only problem is you have to be sure to have an activator and the only one in this deck is Death's Bite. It might be worth subbing Upgrade! for Inner Rage but I'm not positive about that.
Great Deck 9+ winstreak
Nice work.
Southsea Deckhand is a good alternative for Worgen Infiltrator. Did you really switch in Bloodsail Corsair for Bluegill Warrior? Or did you mean Bloodsail Raider? The Raider is a good choice.
Concerning Bash, I tried it some time but it didn´t fit in really well. As a finisher it does not enough damage and played on turn 3 you don´t develop any pressure on the opponent. But try it, maybe it works well for you.
How is this against a control meta? Is it good now?
If you face a lot of Reno control decks, than this deck is probably not the best choice. But i have not tested it in the new meta, so maybe I´m wrong.
Pretty fun deck I think, but very hit (ha) or miss for me. Any sort of control deck (and I seem to run into a lot) sure ruins your day.
He says midrange grim warrior is easy because they have no late game......you realize this deck hardly has mid game let alone late game power and with zero card draw your late game is getting beat on by fat taunts and Dr. OP
Played 6 matches with this deck and lost all of them. Mages can slow play/counter with fireballs, druids start popping multiple taunt minions while you run out of steam... closest I got was getting a druid to 1 hp. For what this deck brings a hunter face deck is better in every way.
Wow I REALLY like this. I have already ground to my golden Hunter and Paladin, enjoying a liberal mix of Cancerous aggro builds to speed those along, so I totally get the value of a deck like this that will occasionally just be outmatched. It really doesnt matter... well played, you are going to win at or over 50% and it doesn't take much over to smooth the glide through the bonus star ranks and get you to five pretty quickly (compared to the higher percentage midrange and control decks that slog their way through longer games, and may require fewer games, but more time, mainly because of decks like this that WILL break their streaks frequently enough).
Would like to see a mulligan guide, to help those less familiar with the process. Will also add that in the same way early Darnassus Aspirant is an exception to face. Mech Warper is, too, for much the same reason. I like the suggestions of Fel Reaver and Rocketeer as subs for Leeroy, but would add that Argent Commander is pretty good, too. None are as good as Leeroy, but all synergize here adequately enough.
A look forward, I think when he is available, Sir Finley Mrgglton will be a viable swap for some other card, maybe Upgrade, or something else. While he wont have haste, his Discover lets you choose a new Hero Power. While at this point we dont know for sure if its the standard slate of starting powers, or might even include the Justicar effects at random, or if they are altogether new unusual ones, in the end, as long as the options include offensive ones like rogue, hunter, mage, and druid, they will be better than armor, which sometimes works against the awesome Mortal Strikes and rarely has as good an impact as damage when you have spare mana (especially late game).
Gave this the coveted +1 and a Favorite heart. Would love it if anyone who appreciates the feedback could take a look at one of my few decks and possibly comment or + them. I do have guides and will check out, plus, and comment on decks that are built by people who take the time to comment on mine! Thanks!
Hi,
what you think about arathi weaponsmite and southsea deckhand instead of bluegill warrior and worgens or argent horserider?
Arathi is not so good because you already have a lot of weapons and it doesn´t have charge. Southsea is also a one drop and in this slot i prefer Leper Gnome and Worgen Infiltrator. Bluegill fills the 2 mana gap and that´s why I took it in.
Thank you.