@Aionion: There's no difference in the people you play in ranked or unranked as there's no MMR difference or separation of player pools. You literally play the same people in either mode, you just get get a medal system on the other. Against control decks, yes, you'll have a somewhat difficult time ONLY if you try to play them card-for-card in value or if they have big taunts. This is the wrong way to play against control decks as you essentially have no late game while they have tons. The only thing you have late game is burst with Warsong Commander - which you should hold in your hand unless you have two. The main purpose of every card you have is to best try and hurt the opponent, if you don't balance damage on the enemy hero while maintaining control of the board to a state that they cannot protect themselves, you're going to have a rough time against control decks.
I tried this deck and went 0/2. I didn't like it much at that time. Reading through this thread now though, 1) I played the deck wrong I think. 2) I tried to get minions in my hand at the start instead of a weapon, even though the deck is advertised as hitting things with your weapon to gain board control. 3) I played against a Priest and a Mage and couldn't get board control in either game. They simply sniped what I tried to put on the board and there was never a chance to get my minions enraged and hitting hard.
All in all I think I should give this deck another try at some point, with what I have read in mind.
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I tried this deck and went 0/2. I didn't like it much at that time. Reading through this thread now though, 1) I played the deck wrong I think. 2) I tried to get minions in my hand at the start instead of a weapon, even though the deck is advertised as hitting things with your weapon to gain board control. 3) I played against a Priest and a Mage and couldn't get board control in either game. They simply sniped what I tried to put on the board and there was never a chance to get my minions enraged and hitting hard.
All in all I think I should give this deck another try at some point, with what I have read in mind.
I highlighted a clip of the deck and put it in the opening post, hopefully you see some of the strengths and the reasoning behind my plays with the deck. It's the most recent I could find, so I sifted through the last couple of broadcasts and pulled the most recent ones. I hope you were able to find something out!
After 4 games I've only won 1 game that took forever and the 3 loses took forever too. I feel like there is too much stall trying to deal with minions before you can overwhelm them. I'm thinking about removing Battle Rages for 2 Executes because 2 of the loses I couldn't deal with Gurubashi Berserker and a Mana Wyrm hiding behind 2 Mirror Image Taunts. Also might remove the Bloodsail Raider for a Harvest Golem since everytime I get to play it unless it's protected by a Dread Corsair always dies next turn, Harvest Golem has better potential to allow me to keep a creature on the field my next turn.
My deck is quite similar to yours, except some minion options were different, gonna give yours a try tonight
What do you think of Gorehowl? A 7 cost card too little too late for a rush deck?
I accidentally glazed over this question.
Gorehowl, I've reconsidered, is actually a decent card, You get to clear many cards off the field while you mill for your winning hand, many times it's a dead card, so I'm not on good terms with it, but I've seen it as a welcome addition when you're going into later game. Watch your health though!
I got all the cards a couple days ago and played out 20 matched with it. I think I have lost 2 or 3 times, all of those to the FOTM Unleash the Hounds Hunters. I get them within one turn of a kill before they buzzard and draw until they get what they need.
There's lots of power in this deck, even if there's no straight removal (which I don't think warriors have anyway). Using Arcanite + minion to take down big guys like Ironbark Protector is an easy way to bypass any major issues.
The only problem I sometimes have is draw power. Keeping the board clear means that I tend to only get 1 draw from battle rage and little use of slam (unless I hit my own minions for draw/enrage). It hasn't turned into a huge problem yet though!
I had Frothing Berserker (already at 4/4) and Fiery War-Axe. The hunter I was playing had a Starving Buzzard, Timber Wolf, and a secret.
I axed the Buzzard, which set off the snake trap. I cast whirlwind which killed the three snakes and the Timber Wolf. My Frothing hit him for a nice nine damage.
This shows the kind of combo play possible with the deck. Even if the opponent kills one of your more dangerous cards, there are plenty more bombs left for you to drop and force him to use removal.
The deck is definitely a combo-orientated deck, there's just so much consistent damage to be had. Nothing like Rampage+Worgen decks with OTK-levels of burst, but you're putting out double damage digits whenever you need to while maintaining some form of board presence. Heck, even slamming your own cards into Battle rage is a valid option for card draw, you want to mill for your winning hand, don't discount those kind of tactics. I think I'll add a Commanding Shout to this deck, if only due to the nerf to Battle Rage. I recently picked one up! I also cleaned up the opening post to keep to clarify much of my playstyle with this deck, there were some misleading lines.
I think Frothing is invaluable as well, being your only card above 3 health, it forces your opponent to think twice about board clear. It creates hesitation in using Multi Shot, Explosive Trap, Holy Nova, Consecrate, Hellfire, Cleave, Lightning Storm, you name it. Not Blizzard, Cone of Cold, Frost Nova, or Flamestrike though, screw Mages, even if they're one of your better matchups due to general lack of taunt minions.
The deck is quite different to play, it offers a real sense of killing the opponent over card value and I'm sure that so much damage feels great for you and incredibly overwhelming for the opponent. If you play the deck expecting you to make good trades with your cards, you'll eventually lose because there was too much damage given up and no real late game. The mind set to play this deck in is the Warrior being a shot-caller. You deal as much damage on your terms and tell your opponent to remove this threat or die.
Played this deck earlier but felt as rising in ranks it became less and less successful. I scratched it completely now at 2 Star Master. Didn't feel it had enough constant pressure and is a bit too "This and that needs to happen so I can do this and that!".
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Played this deck earlier but felt as rising in ranks it became less and less successful. I scratched it completely now at 2 Star Master. Didn't feel it had enough constant pressure and is a bit too "This and that needs to happen so I can do this and that!".
You know that happens with every combo deck. Warrior, rogue, druid, priest, whatever because one thing leads to another but if you don't learn how to hold the right cards and have the foresight for plays you're going to lose. I decided to pick this deck up again for a daily since I got commanding shout and its been doing as well as ever. I can even burst down priests and it still seems like people aren't playing as many taunts as they should. I also put Grommosh in the deck, such a stupid card vs the right type of deck. He's like a second life if you're behind but did enough damage.
I think Windy said it best when it comes down to it - the deck relies on synergy between card draw, weapons, burst to put your opponent into lethal. I'll say it again - rely on dealing direct damage over card value when possible if you have the choice. There's no substitute for damage on the enemy hero when you're playing from behind with a lower hand count, you can deal with the minions or survive the burst until you get enough to win.
To be fair, when you lose, it does look one-sided sometimes because you failed at dealing enough damage, but you win just as hard as you lose and that shouldn't get to you as you learn to play this deck. I also don't have Grommosh, I hope to fix that at some point. I did pull another Cenarius aka 400 dust. *sigh*
Just tried out a slightly different version since I don't have all the cards. The deck worked out pretty well except for the fact that I had a HORRIBLE starting hand and didnt get any weapons or 2 drops till turn 4. I was going up against a mage and as it went late game he just stalled me out till he pulled pyroblast, had him down to 1 health.
I swapped out slam for cleave since I don't have slam. Do you think Slam is a necessary card? Dropping frothing berserker and cleave on turn 5 really helped to get back in the game after such a bad start.
Not sure about Grommosh, probably a Shield Block. You might want to trade out the other one for another whirlwind then. Or the Commanding Shout? Needs testing.
And yes, slam lets you trade even with the elusive 5 health minions in tandem with any other form of 3 damage. It also gives a way to mill, a little damage, and at worst, usually ends up a 1:1 trade. The amount of times that Slam & Battle Rage gave me the winning card reminds me that the card is much to important to replace.
I haven't updated the deck in a while, I'm assuming it actually works better than before due to people's aversions to taunts and in favor of more aggro decks rising to popularity? Hey, if people want to try to race against a warrior, be my guest. It won't be pretty.
I have to say. I loved playing this deck, as I did your slash and burn deck. Your decks have been a ton of fun!
I'm trying to improve my knowledge of the game by getting more experience with deck building. And I wanted to start by making changes to other people's deck, before I start creating my own decks from scratch. I would love to know what you think about my changes below. I made some edits to be more weapons focused.
Edit: After reading through your posts, I know how you feel about Gorehowl and and Hellscream. I had a few losses in the late game, with your deck unchanged, and I've felt that these two cards have given me a better chance to win in the late game, if I don't win the early game.
I'm also considering taking out a kor'kron elite for a whirlwind. What are your thoughts on that? THANKS!
Glad you enjoy it, I would take back what I said about Grommosh, he's a bit too much damage to pass up. My stance stays on Gorehowl.
If you like a more weapon-focused aggro warrior deck, I believe Artosis's Ek0p Warrior deck has something to that effect. As for Elites, it's tough to remove them, 4 attack charges can save and end games easily. I'm personally not a fan of Upgrade, between all the weapons I have, I can usually throw out one weapon for another in most cases. The addition of Gorehowl may increase its value, but it looks to be a bit of a dead card in a few cases.
Hey, i have a bit of a dilema with this deck. I have been palying it a bit and is eem to get stuck vs moast classes now if
1. i dont get a fiery war axe early
2. they have taunts, and defender of argus...most people run them now
I feel like it's not as consistent right now. Warriors being one of the worst class (with hunter) in constructed. I came to this conclusion because warrior decks are never submited for any tournaments, not to mention win.
If you have any new iideeas how to improve your deck ? or anything in the works ? An update of this giude would be great. I quite enjoy it
Also, i feel like you are overlooking gorehowl... i may be wrong
I've been pretty tied in terms of getting some serious playtime down. I'll look over some things to test for this deck soon, I still want to keep it as an offensive, early game, rush deck. All of that while maintaining a somewhat minimal budget, it's quite the challenge! Expect another video to pop up going over some possible changes and playtesting soon. I've been neglecting this deck a bit, so some quality face-axing is in order.
I picked up Gorehowl, so there's that. I may go on a dusting spree and pick up Mr. Jenkins. Molten Giants? Drop the Shield Blocks? Second Whirlwind? Pyromancers? Too much to theorycraft right now. Question for the posters! What are the weakpoints you see in this deck right now? Is it the rise of the now-popular Defender of Argus? The lack of standard early game minion stats like 3/2 and 2/3, causing a serious reliance on Fiery War Axe? What would you suggest in lieu of all this?
i honestly think going rush,aggresive is the only way to go with war. I mean has no class late game cards that can get you out of a tight spot. Problem is it does not have a great way to remove early stuff beside axe. If you fail to kill stuff by 7-8 you will probably lose since you already took a lot of damage from face tanking everything with your weapons. The fact that you trade a lot of lfie for removal now opens you up to a lot of counter play i feel. I feel like molten giants are a good option to your late game. And the fact that you face tank a lot of stuff makes them even better. Card draw (for me) seems to be a problem since you use a few in your combos, and if that fails you fall short.
And yeah Taunt is the bane of warriors i think. Also early removal seems to fuck you up
PS i feel like i you the word feel way too much..sorry
Of course, early game is honestly the way to go. The only issue is how to approach it. I want to stay faithful to a strong early game with strong draw power to end the game by drawing the key game winners. No mid game, no late game, straight rush for some damage, then mill for win. The issue people bring up is the inconsistency of early game aggression and reliance on two/three key cards.
Cheers.
@Aionion: There's no difference in the people you play in ranked or unranked as there's no MMR difference or separation of player pools. You literally play the same people in either mode, you just get get a medal system on the other. Against control decks, yes, you'll have a somewhat difficult time ONLY if you try to play them card-for-card in value or if they have big taunts. This is the wrong way to play against control decks as you essentially have no late game while they have tons. The only thing you have late game is burst with Warsong Commander - which you should hold in your hand unless you have two. The main purpose of every card you have is to best try and hurt the opponent, if you don't balance damage on the enemy hero while maintaining control of the board to a state that they cannot protect themselves, you're going to have a rough time against control decks.
@Sir: Enjoy, hope you liked it.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
I tried this deck and went 0/2. I didn't like it much at that time. Reading through this thread now though, 1) I played the deck wrong I think. 2) I tried to get minions in my hand at the start instead of a weapon, even though the deck is advertised as hitting things with your weapon to gain board control. 3) I played against a Priest and a Mage and couldn't get board control in either game. They simply sniped what I tried to put on the board and there was never a chance to get my minions enraged and hitting hard.
All in all I think I should give this deck another try at some point, with what I have read in mind.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
I highlighted a clip of the deck and put it in the opening post, hopefully you see some of the strengths and the reasoning behind my plays with the deck. It's the most recent I could find, so I sifted through the last couple of broadcasts and pulled the most recent ones. I hope you were able to find something out!
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
After 4 games I've only won 1 game that took forever and the 3 loses took forever too. I feel like there is too much stall trying to deal with minions before you can overwhelm them. I'm thinking about removing Battle Rages for 2 Executes because 2 of the loses I couldn't deal with Gurubashi Berserker and a Mana Wyrm hiding behind 2 Mirror Image Taunts. Also might remove the Bloodsail Raider for a Harvest Golem since everytime I get to play it unless it's protected by a Dread Corsair always dies next turn, Harvest Golem has better potential to allow me to keep a creature on the field my next turn.
My deck is quite similar to yours, except some minion options were different, gonna give yours a try tonight
What do you think of Gorehowl? A 7 cost card too little too late for a rush deck?
I accidentally glazed over this question.
Gorehowl, I've reconsidered, is actually a decent card, You get to clear many cards off the field while you mill for your winning hand, many times it's a dead card, so I'm not on good terms with it, but I've seen it as a welcome addition when you're going into later game. Watch your health though!
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Wanted to say thank you for posting this deck!
I got all the cards a couple days ago and played out 20 matched with it. I think I have lost 2 or 3 times, all of those to the FOTM Unleash the Hounds Hunters. I get them within one turn of a kill before they buzzard and draw until they get what they need.
There's lots of power in this deck, even if there's no straight removal (which I don't think warriors have anyway). Using Arcanite + minion to take down big guys like Ironbark Protector is an easy way to bypass any major issues.
The only problem I sometimes have is draw power. Keeping the board clear means that I tend to only get 1 draw from battle rage and little use of slam (unless I hit my own minions for draw/enrage). It hasn't turned into a huge problem yet though!
One play that I really liked against a hunter:
I had Frothing Berserker (already at 4/4) and Fiery War-Axe. The hunter I was playing had a Starving Buzzard, Timber Wolf, and a secret.
I axed the Buzzard, which set off the snake trap. I cast whirlwind which killed the three snakes and the Timber Wolf. My Frothing hit him for a nice nine damage.
This shows the kind of combo play possible with the deck. Even if the opponent kills one of your more dangerous cards, there are plenty more bombs left for you to drop and force him to use removal.
The deck is definitely a combo-orientated deck, there's just so much consistent damage to be had. Nothing like Rampage+Worgen decks with OTK-levels of burst, but you're putting out double damage digits whenever you need to while maintaining some form of board presence. Heck, even slamming your own cards into Battle rage is a valid option for card draw, you want to mill for your winning hand, don't discount those kind of tactics. I think I'll add a Commanding Shout to this deck, if only due to the nerf to Battle Rage. I recently picked one up! I also cleaned up the opening post to keep to clarify much of my playstyle with this deck, there were some misleading lines.
I think Frothing is invaluable as well, being your only card above 3 health, it forces your opponent to think twice about board clear. It creates hesitation in using Multi Shot, Explosive Trap, Holy Nova, Consecrate, Hellfire, Cleave, Lightning Storm, you name it. Not Blizzard, Cone of Cold, Frost Nova, or Flamestrike though, screw Mages, even if they're one of your better matchups due to general lack of taunt minions.
The deck is quite different to play, it offers a real sense of killing the opponent over card value and I'm sure that so much damage feels great for you and incredibly overwhelming for the opponent. If you play the deck expecting you to make good trades with your cards, you'll eventually lose because there was too much damage given up and no real late game. The mind set to play this deck in is the Warrior being a shot-caller. You deal as much damage on your terms and tell your opponent to remove this threat or die.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Played this deck earlier but felt as rising in ranks it became less and less successful. I scratched it completely now at 2 Star Master. Didn't feel it had enough constant pressure and is a bit too "This and that needs to happen so I can do this and that!".
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You know that happens with every combo deck. Warrior, rogue, druid, priest, whatever because one thing leads to another but if you don't learn how to hold the right cards and have the foresight for plays you're going to lose. I decided to pick this deck up again for a daily since I got commanding shout and its been doing as well as ever. I can even burst down priests and it still seems like people aren't playing as many taunts as they should. I also put Grommosh in the deck, such a stupid card vs the right type of deck. He's like a second life if you're behind but did enough damage.
I think Windy said it best when it comes down to it - the deck relies on synergy between card draw, weapons, burst to put your opponent into lethal. I'll say it again - rely on dealing direct damage over card value when possible if you have the choice. There's no substitute for damage on the enemy hero when you're playing from behind with a lower hand count, you can deal with the minions or survive the burst until you get enough to win.
To be fair, when you lose, it does look one-sided sometimes because you failed at dealing enough damage, but you win just as hard as you lose and that shouldn't get to you as you learn to play this deck. I also don't have Grommosh, I hope to fix that at some point. I did pull another Cenarius aka 400 dust. *sigh*
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Just tried out a slightly different version since I don't have all the cards. The deck worked out pretty well except for the fact that I had a HORRIBLE starting hand and didnt get any weapons or 2 drops till turn 4. I was going up against a mage and as it went late game he just stalled me out till he pulled pyroblast, had him down to 1 health.
I swapped out slam for cleave since I don't have slam. Do you think Slam is a necessary card? Dropping frothing berserker and cleave on turn 5 really helped to get back in the game after such a bad start.
Not sure about Grommosh, probably a Shield Block. You might want to trade out the other one for another whirlwind then. Or the Commanding Shout? Needs testing.
And yes, slam lets you trade even with the elusive 5 health minions in tandem with any other form of 3 damage. It also gives a way to mill, a little damage, and at worst, usually ends up a 1:1 trade. The amount of times that Slam & Battle Rage gave me the winning card reminds me that the card is much to important to replace.
I haven't updated the deck in a while, I'm assuming it actually works better than before due to people's aversions to taunts and in favor of more aggro decks rising to popularity? Hey, if people want to try to race against a warrior, be my guest. It won't be pretty.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
I have to say. I loved playing this deck, as I did your slash and burn deck. Your decks have been a ton of fun!
I'm trying to improve my knowledge of the game by getting more experience with deck building. And I wanted to start by making changes to other people's deck, before I start creating my own decks from scratch. I would love to know what you think about my changes below. I made some edits to be more weapons focused.
Edit: After reading through your posts, I know how you feel about Gorehowl and and Hellscream. I had a few losses in the late game, with your deck unchanged, and I've felt that these two cards have given me a better chance to win in the late game, if I don't win the early game.
I'm also considering taking out a kor'kron elite for a whirlwind. What are your thoughts on that? THANKS!
Glad you enjoy it, I would take back what I said about Grommosh, he's a bit too much damage to pass up. My stance stays on Gorehowl.
If you like a more weapon-focused aggro warrior deck, I believe Artosis's Ek0p Warrior deck has something to that effect. As for Elites, it's tough to remove them, 4 attack charges can save and end games easily. I'm personally not a fan of Upgrade, between all the weapons I have, I can usually throw out one weapon for another in most cases. The addition of Gorehowl may increase its value, but it looks to be a bit of a dead card in a few cases.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Hey, i have a bit of a dilema with this deck. I have been palying it a bit and is eem to get stuck vs moast classes now if
1. i dont get a fiery war axe early
2. they have taunts, and defender of argus...most people run them now
I feel like it's not as consistent right now. Warriors being one of the worst class (with hunter) in constructed. I came to this conclusion because warrior decks are never submited for any tournaments, not to mention win.
If you have any new iideeas how to improve your deck ? or anything in the works ? An update of this giude would be great. I quite enjoy it
Also, i feel like you are overlooking gorehowl... i may be wrong
I've been pretty tied in terms of getting some serious playtime down. I'll look over some things to test for this deck soon, I still want to keep it as an offensive, early game, rush deck. All of that while maintaining a somewhat minimal budget, it's quite the challenge! Expect another video to pop up going over some possible changes and playtesting soon. I've been neglecting this deck a bit, so some quality face-axing is in order.
I picked up Gorehowl, so there's that. I may go on a dusting spree and pick up Mr. Jenkins. Molten Giants? Drop the Shield Blocks? Second Whirlwind? Pyromancers? Too much to theorycraft right now. Question for the posters! What are the weakpoints you see in this deck right now? Is it the rise of the now-popular Defender of Argus? The lack of standard early game minion stats like 3/2 and 2/3, causing a serious reliance on Fiery War Axe? What would you suggest in lieu of all this?
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
i honestly think going rush,aggresive is the only way to go with war. I mean has no class late game cards that can get you out of a tight spot. Problem is it does not have a great way to remove early stuff beside axe. If you fail to kill stuff by 7-8 you will probably lose since you already took a lot of damage from face tanking everything with your weapons. The fact that you trade a lot of lfie for removal now opens you up to a lot of counter play i feel. I feel like molten giants are a good option to your late game. And the fact that you face tank a lot of stuff makes them even better. Card draw (for me) seems to be a problem since you use a few in your combos, and if that fails you fall short.
And yeah Taunt is the bane of warriors i think. Also early removal seems to fuck you up
PS i feel like i you the word feel way too much..sorry
Of course, early game is honestly the way to go. The only issue is how to approach it. I want to stay faithful to a strong early game with strong draw power to end the game by drawing the key game winners. No mid game, no late game, straight rush for some damage, then mill for win. The issue people bring up is the inconsistency of early game aggression and reliance on two/three key cards.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post