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Warrior's Charge

  • Last updated Dec 16, 2015 (Explorers)
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Wild

  • 24 Minions
  • 2 Spells
  • 4 Weapons
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 4040
  • Dust Needed: Loading Collection
  • Created: 12/16/2015 (Explorers)
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  • Total Deck Rating

    6

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warrior charge deck (100% win rate out of 14 games before posting here)

there is plenty of room for changes if you have legendaries that I don't (i.e Grom or Leeroy)

basics: use weapons to trade as much as possible and go face with minions, try to save the ooze for whatever you give your opponent with blingtron if it is a particularly strong weapon (obviously don't ooze it if they get a Cursed Blade)

included the warsong commander to try and prove it still has purpose, but raid leader is equally viable, though the commander will buff almost every minion you've got anyways, and you can even cause it to buff itself if you use Charge on it.

speaking of Charge, the primary target you'll want to hit with it is the Dragonkin Sorcerer, making it a 6/6 with charge, much beefier than most charge minions. don't shy away from using them on any of the other minions that don't naturally have charge if you haven't drawn the sorcerers however.

where this deck is weak: card draw. however, in testing this deck I noticed that this was often not a problem anyways because you rarely play more than one card per turn until the late mid to late game anyways, and my hand never dropped to 2 or fewer cards until the only card draw available in the deck was playable on turn 10 or later in the form of Varian Wrynn. who more often than not will pull 3 minions, often with charge, I'd say the weakest varian draws are weapons, especially if he pulls more than 1 of them but the chances of that are fairly low.