+2
Favorite this Deck

Abusive Relationship

  • Last updated Aug 11, 2017 (Frozen Throne)
  • Edit
  • |

Wild

  • 15 Minions
  • 10 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Enrage Warrior
  • Crafting Cost: 6660
  • Dust Needed: Loading Collection
  • Created: 8/12/2017 (Frozen Throne)
View Similar Decks View in Deck Builder
  • Battle Tag:

    Lukaz2009#1344

  • Region:

    US

  • Total Deck Rating

    3

View 1 other Decks by Lukaz2009
BBCode:
Export to

A deck concept I've always loved, but never really got the support it needed until Knights of the Frozen Throne. I know it isn't a tier anything deck, but it is a super fun deck to pilot.

The gimmick of the deck is minions that gain value when they take damage. So run plenty of Whirlwind effects to maximize their value.

Animated Berserker: This is the minion that enables the early game of the deck, be it Acolyte of Pain drawing cards or Val'kyr Soulclaimer giving extra board presence, this guy puts in work.
Molten Blade: I run this for potentially extra Blood Razor procs, but the ability for it to be any weapon has a lot of value.
Whirlwind: A self-explanatory inclusion. Procs all the cards in my deck while also dealing light damage to enemy minions that can then be killed with Execute.
Armorsmith: Grants tons of free armor just for doing what the deck does best. Nothing much else to say.
Execute: The bread and butter of Warrior removal. As with Armorsmith, not much else to say.
Forge of Souls: This card could potentially be taken out, but it allows the deck to fetch the two weapons of the deck to have them in hand for when they are needed. Plus it will allow the Molten Blades to start changing into other weapons.
Acolyte of Pain: Card draw at its finest in this deck. This deck can easily get the full three draws off them, vastly increasing card advantage.
Frothing Berserker: Another card that could potentially be taken out since it I haven't gotten much value off it. But it can get VERY big in the early game, making an opponent have to use resources to remove it before it spirals out of control.
Shield Block: One of Warriors oldest, and yet still very good cards. Gives you more health and draws you a card. Want's not to love about this old favorite from Classic?
Val'kyr Soulclaimer: The minion that keeps on giving! Getting free 2/2 Ghouls whenever this thing survives damage gives a lot of board presence and more things for your opponent deal with.
Blood Razor: My favorite weapon to be added since Death's Bite. Don't get me wrong, this thing doesn't even hold a candle to Death's Bite, but it makes for a pretty good retrain for standard play. Has a Whirlwind effect on Battlecry and Deathrattle, procing all of the decks damage-based effects, and helps clear weakened minions. Overall a wonderful weapon.
Bloodhoof Brave: The best taunt for this deck. Play it while you have an Animated Berserker on the board and you have a 5/5 Taunt on turn 4.
Mortal Strike: Decent removal for Warrior. Not much else.
Death Revenant: This is another card that could be on the chopping block. If the board is set up just right, this thing can reach some pretty respectable stats, but that is only with very specific board states.
Sudden Genesis: This card, while rather situational, can lead to some rather silly boards. Two Grommash Hellscream for double the death? SURE! Double Rotface for hilarious amounts of legendaries? Why not!?! The possibilities are endless with this card.
Grommash Hellscream: Classic win-con for Warrior. Comes down ready to fight, and hits hard while enraged. Nice and simple.
Rotface: Probably the first card to get taken out if you want to use this deck at any level of competitive play. I know he isn't a very good card, but I love this guy purely because I love random effects. If ol'Rotty isn't dealt with immediately, he can cause some ridiculous shenanigans, causing the game to go in any direction, for better or worse.
Scourgelord Garrosh: Garrosh got an awesome Deathknight card that really ties the deck together. The 4/3 Shadowmourne is just the thing for late game board clear and also punishes your opponent for mindlessly throwing out minions without regard for their positioning on the board. The Hero Power changing to a Whirlwind effect just synergies with the minions in the deck perfectly while also softening up your opponents minions for Shadowmourne to clear them for your bigger threats to get through.