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Level 10 Warrior--Under 1000 Dust

  • Last updated May 5, 2016 (Old Gods)
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Wild

  • 10 Minions
  • 16 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Worgen OTK Warrior
  • Crafting Cost: 800
  • Dust Needed: Loading Collection
  • Created: 1/5/2016 (Explorers)
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  • Battle Tag:

    jeblucas#1574

  • Region:

    US

  • Total Deck Rating

    35

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Heh greetings

You made it to Level 10 with the Warrior and are looking for some wins, congrats! This deck has you crafting some solid commons used routinely in Warrior decks and others, like Acolyte of Pain. It's for the brave, though, as you are going to win in one big turn!

Well played

This is a COMBO deck. It wants to win with one huge turn, dealing north of 15 damage in one shot to finish out the game before the opponent thinks a big Forbidden Healing is a good play. The key card is Charge (a minion gains +2 attack and charge).  You can put that on a Bloodsail Raider for 9 damage to pair with Arcanite Reaper for 5, or you can Charge a wounded Raging Worgen for a splashy 20 damage if you set things up correctly.

The balance of the deck is card draw effects like Slam, Shield Block, Battle Rage and Acolyte of Pain. Coupled with cheap removal (Execute)  to sneak your surprise across the board and into the opponent's face.

Imagine it's turn 10--you're down to 7 life and the opponent just played C'thun and cleared your board and hit you down to 4 life. You've got the second hit of an Arcanite Reaper ready to go. Ten mana, hmm, I don't think we need that much. Let's see:  Smash their face for 5. Play Raging Worgen, play Inner Fire on it, play Rampage on it, play Charge on it--that's only 9 mana spent, but that ticked-off Worgen just swung for 11 twice. 26 damage in a turn--that's Hearthstone.

That was an error

What's going to go wrong? Secrets are bad--Noble Sacrifice, Ice Block, Explosive and Freezing Traps, even Snipe, Repentence, and Misdirection are all problematic. You should be actively trying to clear them before your big turn. Taunts aren't that big a deal, actually. A lot of them at once is, I wouldn't want to see three at a time or anything--and something like Hogger making free ones is a problem. But for the most part you will kill it when it matters or clear it with Blood to Ichor + Execute or your face. 

You need to think nimbly with your effects--you might need Cruel Taskmaster to spike the opponent's minion so you can Execute it. You might need to Slam your own Gnomish Inventor to see an extra card. An early, naked Bloodsail Raider is a fine play on Turn 2 if you are missing your Fiery War Axe and they are dropping threats. I would try to avoid tipping the Charge play--that will make them defensive. But use everything you can to set up the big turn. Turn 4 Acolyte + Whirlwind if probably better than Turn 3 Acolyte against a Mage. Think about how to get cards in your hand fast

They might kill you before you can "go off." Combo decks are tough to play, because you need to be a bit cavalier with your life total. You don't get extra points for being at 30 life when you win--and believe me, with this deck, you'll be low. Your face is going to be keeping the board managed with big weapon swings as you churn through your deck looking for the combo pieces. At a minimum, you'll need that combo to do about 15--so you need to cook up about that much damage without the combo. That can be tough against a defensively minded deck. 

Good luck, and have fun!