Something about me: I am just another average Joe HS player currently playing in 3 Stars Master league.
Something about the deck: I don't have exact win rate of this deck because I didn't track matches and I am still in the process of polishing the deck but this current version usually wins 4 out of 5 games in 3 Stars Master league and on probably high MMR as I was running Unleash OTK Hunter deck for last week or so with more than 80% win rate. I am testing it for 3 days now, this is my current version and I hope to get some ideas from forum members to make it even better.
Deck that revolves around using Molten Giants while being at or under 10 hp in combo with Warsong Commander and Youthful Brewmasters for 16 dmg (2x Molten Giants), 27 dmg (2x Molten Giants -> Brewmaster -> Molten Giant) and up to whooping 38 dmg (2x Molten Giants -> Brewmaster -> Molten Giant -> Brewmaster -> Molten Giant).
Full combo costs just 7 mana at or under 10 hp.
Until 10 hp and all needed cards in hand you have a lot of tools to control the board, draw cards and armor up.
Baron Geddon is in the deck just because I have him and couldn't find place for him in any other deck so I was very happy being able to use this card here. He has same purpose as Abominations, can be easily replaced.
The Black Knight is important part of the deck as hard-removal for taunter(s) (can be used more than once in combination with one Brewmaster) but can also be replaced.
Faceless Manipulator is there just in case you are missing one Molten Giant or one Brewmaster for highest dmg, it can be used in Warsong Commander -> Molten Giant -> Faceless Manipulator on Molten Giant combo for 8 mana and there is space for one Brewmaster for even longer combo and higher damage which is total of 10 mana. Also it's always handy to have Faceless Manipulator for those sneaky Yseras and similar, good, opponent's legendary cards. ;)
Acolyte of Pain is there instead of Battle Rage, it's highest value replacement for this, now, nerfed card. Even before the nerf I was running Acolyte of Pain in this deck and usually had more draw than with Battle Rage (more than BR in THIS type of the deck), after the nerf it's no-brainer. Acolytes in combination with Whirlwind and a bit luck it can both make at least some board presence that will make opponent deal with it and draw a lot of cards.
What I want but couldn't test:
Shield Slam - on paper sounds awesome, especially as this deck runs Shield Block.
Upgrade - with many weapons this deck runs, having Upgrade can be awesome addition, especially if you are able to use it on Gorehowl.
Inner Rage - can be used as removal, as 0 mana +4 damage boost for Molten Giants combo, as 0 mana secured draw out of Acolyte of Pain cards, as Kor'kron Elites buff to 6 damage which can deal with most of the opponent's late game taunters/threats.
Mountain Giants - sounds amazing, with this deck and draw it has you usually sit with a lot of cards in hand, it can and probably will make opponent burn all their answers on big threat as Mountain Giants are in early-mid game. Also, this deck runs 2 Warsong Commanders so Mountain Giants can be used as "mini-combo" face-damage before the Molten Giants main combo or as hard removal for major threats on the board like taunters. Mountain Giants are cards I wish I had the most, as I am sure they would be awesome addition to the deck, hopefully someone has them and is willing to test them out. :)
What I tested and didn't work out:
Arathi Weaponsmith - when on board it's 4 mana 3/3 card that is easily dead and another weapon is usually (in my cases ALWAYS) too much near 5 weapons this deck already has.
Other minions - adding this will make deck playstyle a bit different, this OTK deck with those minions is what I usually see in deck databases here at Hearthpwn and Hearthhead. Minions like Worgen, Pirates, and all 3 Bersekers work fine and have synergy with cards like Whirlwind deck already has but I just didn't like it, it's good but different deck than this which usually uses Molten Giants combo as second "win condition" and not as main focus of the deck.
What I am testing atm:
Recently I got Alexstrasza and I was running her today in couple of games instead of Baron Geddon. On paper Alexstrasza should work awesome in this deck. For starters this is, in majority of games, late (or even super-late) game deck with opportunity to run 9 mana Legendary cards. Alexstrasza can be used on your Hero to buy time needed to get that last needed piece for combo and also stays on the board as 8/8 threat or she can be used on enemy Hero turn before wombo combo if you are in the situation where combo you have in hand wouldn't be able to finish the opponent. Thing is, in those games I run this card I didn't have opportunity to use her - unlucky as I was, I didn't draw her a single time. :) Will continue testing.
Any tips, ideas, changes... basically any kind of discussion about the deck is more than welcome!
Thanks for reading and hopefully at least one person here tried this type of Warrior decks or will try it now and come back with something to say. :) Also I am well aware this isn't something new, most of you already played against this deck or saw it on streams but thing is, I couldn't find DISCUSSION about this type of Warrior decks here (checked for up to 20 days old threads) nor at official HS Warrior forums (checked all pages).
If you run Faceless Manipulator i would run 2 of them, and 2x Charge aswell, because if you copie a giant+ chargespell the copie should have Charge aswell. Its simply more consistent than only having 2x Warsong Commander in your deck.
Even i generally dont like Coldlight Oracle in a None murloc deck, i would suggest him over the acolyt, with that many ""reset"" Cards ""abom,geddon,brawl"" it doesnt mather all that much, if you give your Opponent Cards, and you can reuse him with a Panda. The Problem is, your giants can be on the buttom of your deck, the murloc grants slightly more drawpower.
Shieldblock works against your strategie, and slam is in my opinnion a realy horrible card.
I run one Faceless Manipulator because I have just one currently, when I get 2nd I'll test it out.
Charge while it seems good I didn't really got into situation where I didn't draw a single Warsong BUT I like your charged Molten Giant(s) into Faceless Manipulator idea, also it could be nice to have those Charges for Abomination/Baron Geddon control (with Charge I won't be in mercy of opponent's removal/silences in case of Abominations) but what would you replace and put 2x Charge in?
Coldlight Oracles, I didn't think about them. Will try it for sure instead of Acolytes. I like idea of Brewmaster combo with it. I totally forgot about Oracles, never ever used them before - thanks for mentioning them. :) <3
Slam is really good in this deck, you mentioned situation where Giants could be in bottom of the deck - well that can always happen and it will happen that literally last 2 cards in my deck are 2 Molten Giants BUT this is slow deck with a lot of draw power, you have time to draw entire combo out - main reason I run Shield Block and Slam, Slam can be used well with Execute/Whirlwind/Abominations and draw you a card, or as simply 2 mana 2 dmg early game removal. What would you put in instead of Slams that serves the same purpose?
Do you feel this combo is stronger than the Hunter OTK deck? For additional control/card draw synergy with Acolyte have you considered Wild Pyromancer? It may be an unnecessary card for your deck but I could see it taking the place of Baron Geddon.
Do you feel this combo is stronger than the Hunter OTK deck? For additional control/card draw synergy with Acolyte have you considered Wild Pyromancer? It may be an unnecessary card for your deck but I could see it taking the place of Baron Geddon.
Heya, sorry for late response.
No, I don't feel current version of Warrior MG OTK is stronger than one of few standard Hunter Unleash OTK decks - not in terms of win ratio and win security, both are similar decks with same idea behind them but Unleash OTK is just better deck. Reasons:
Draw/deck cycle: both decks are very draw (card luck) dependent but Unleash OTK is just better. As Hunter you have a lot more purely draw/deck cycle cards like Flare and Tracking (and Novice Engineer if you playing that version of the deck) while as Warrior you need to use Slam and not kill enemy minion with it (which puts pressure on you to use another card for finishing that minion), you need to use Shield Block which trades one card for combo delay, you either have to use nerfed Battle Rage, Acolytes+Whirlwind combo and pray Acolytes will do additional damage for more card draw or Coldlight Oracles which will draw cards for your opponent, too. Also as Hunter your draw/cycle cards are 1-2 mana and you can use them while still putting pressure with Steady Shot or your damage abilities. Now most important thing: Buzzards, even if you used all your cycle cards, even if you miss more than 1 combo card, you can always start the combo with Buzzard(s) and have big chances of getting those last combo cards from already milled deck. Hunter deck simply just wins in this department.
Combo: atm I am running solely Molten Giants OTK combo and I believe deck will be much better when I add Mountain Giants. Currently Hunter OTK deck has much better combo simply because you have Owls for 2 mana which are also beasts that do 2 damage. Before the combo you have bunch of abilities to clear enemy taunters and even if you are still facing taunter(s) at the moment of the combo you have Owls to counter that. With Warrior OTK you actually have to use Giants to kill taunters, Brewmaster them back and do combo with a lot lower damage. Again, Hunter deck has 2x Buzzards 2x Boars 2x Timbers, 2x AC (if you are running that version) which you can use as mini-combo in mid-game for pressure and additional card draw - in those rare cases where you get all combo cards and no answer cards (Deadly, Kill Command, Traps, etc). While Warrior's combo hits harder, looks and sounds better Hunter combo is more consistent because of Owls and card draw.
Traps vs Minions: Hunter OTK has 4-6 traps in deck, traps are awesome and in most of cases hard to avoid (even if playing against competent opponent on highest rating) . Warrior OTK has minions which need NOT to be silenced after summoned on the board (Abomination, Baron, Acolyte etc).
Counters: Both decks have same hard counters but as Warrior you don't have Flare and heavy secret decks will destroy you. Hunter OTK, as said, has Flare which is 1 mana cost counter to all heavy secret decks in the game. Hunter deck also has Owls that can be easily added to combo as counter for taunters.
Deck version versatility: Hunter OTK has 3 popular versions and you basically can change bunch of cards (which are not the combo core cards) to meet your particular playstyle. I've seen Hunter OTKs with all core combo cards run Savannahs, Explosive Shots, even Hyenas etc etc and Warrior MG OTK has basically this and addition of Mountain Giants that needs to be tested. :)
Popularity: Hunter's OTK has 2 most popular threads on official HS Hunter forums. A lot of people are running this deck because it is fun, it is good and it is consistent AND it is CHEAP! In Diamond and higher leagues you WILL play a lot against Unleash OTK Hunter decks and you will lose most of the times. Warrior MG OTK you will rarely see at all and there are no threads about this deck on any popular HS website, it's known deck but people just don't see it's potential or they simply think it's bad and too much gimmicky. Hunter's OTK is popular and will net you brutally high win rates for the reason. I wouldn't be too surprised if we are about to see some kind of nerfs in the future, I am sure Blizzard people have global match stats where when Hunter plays Unleash OTK has brutally high win rates. :)
Deck cost: Warrior OTK costs 2900 dust WITHOUT legendary cards and WITHOUT Mountain Giants. All 3 best versions of Hunter OTK decks cost between 1200 and 1600 dust.
Conclusion: Hunter's OTK is just better. This doesn't mean Warrior OTK is bad, I am in 4th day of testing and still going strong with wins but I just feel more secure playing Hunter OTK, it's more fluid combo deck and usually games simply go your way.
Also I am well aware this isn't something new, most of you already played against this deck or saw it on streams but thing is, I couldn't find DISCUSSION about this type of Warrior decks here (checked for up to 20 days old threads) nor at official HS Warrior forums (checked all pages).
I am aware this is nothing new, I actually saw similar deck with same concept here at Hearthpwn deck database days after beta started and I also played against deck with same concept long ago. I just shared my version of the deck with specific cards and main idea and hope making this I had was to spark some discussion about Giants OTK Warrior decks because I couldn't find that discussion anywhere else. Also from my own experience this Warrior concept is not that popular/used, another reason for discussion - I really want to make this deck better and hope for ideas forum users can have! :)
You take it serious ;D, thats nice. What does OTK mean?
Well, with pandas you dont need that much carddraw, because they can rescue your minions and ""draw"" them again, but the main-problem remains "draw a worthy charge guy". Mountain Giant is pretty much the same strategie, like molten giant, if you decide towards panda and bouncing Oracle " he could be usefull. I dont realy like the facless, in a deck without having massiv buffs by yourself, of course he is nice if you can copie a scary enemy minion, but he is still to situational.
OTK = one turn kill.
I tested Oracles and I wasn't that happy, I really think in CURRENT version of the deck giving your opponents additional draw can and often will backfire. BUT what I also think is that Oracles + Charge spells + Mountain Giants + Pandas and Molten Giants can make a lot stronger version of the current deck. In that case there's a lot of room for testing, cards that can be removed should be Slams, Baron, Faceless, Acolyte/Whirlwind combo etc. Sadly I don't have yet Mountain Giants, will work on that.
I hope someone has all needed cards and can try and test this deck with 2x Charge, 2x Mountain Giants and 2x Oracles. There's so much more depth with those cards, a lot of new angles and possibilities and strong mid game presence my version of the deck lacks. Go go someone! :)
Do you feel this combo is stronger than the Hunter OTK deck? For additional control/card draw synergy with Acolyte have you considered Wild Pyromancer? It may be an unnecessary card for your deck but I could see it taking the place of Baron Geddon.
I tried Pyromancer and it's not bad, sometimes even very good but problem is - I feel there are no cards I can remove from the deck and put Pyromancers and end with the same value. Arguably I could remove Abominations but they really work well in this deck, I have hard time removing them.
Hello everybody!
Something about me: I am just another average Joe HS player currently playing in 3 Stars Master league.
Something about the deck: I don't have exact win rate of this deck because I didn't track matches and I am still in the process of polishing the deck but this current version usually wins 4 out of 5 games in 3 Stars Master league and on probably high MMR as I was running Unleash OTK Hunter deck for last week or so with more than 80% win rate. I am testing it for 3 days now, this is my current version and I hope to get some ideas from forum members to make it even better.
Deck that revolves around using Molten Giants while being at or under 10 hp in combo with Warsong Commander and Youthful Brewmasters for 16 dmg (2x Molten Giants), 27 dmg (2x Molten Giants -> Brewmaster -> Molten Giant) and up to whooping 38 dmg (2x Molten Giants -> Brewmaster -> Molten Giant -> Brewmaster -> Molten Giant).
Full combo costs just 7 mana at or under 10 hp.
Until 10 hp and all needed cards in hand you have a lot of tools to control the board, draw cards and armor up.
Baron Geddon is in the deck just because I have him and couldn't find place for him in any other deck so I was very happy being able to use this card here. He has same purpose as Abominations, can be easily replaced.
The Black Knight is important part of the deck as hard-removal for taunter(s) (can be used more than once in combination with one Brewmaster) but can also be replaced.
Faceless Manipulator is there just in case you are missing one Molten Giant or one Brewmaster for highest dmg, it can be used in Warsong Commander -> Molten Giant -> Faceless Manipulator on Molten Giant combo for 8 mana and there is space for one Brewmaster for even longer combo and higher damage which is total of 10 mana. Also it's always handy to have Faceless Manipulator for those sneaky Yseras and similar, good, opponent's legendary cards. ;)
Acolyte of Pain is there instead of Battle Rage, it's highest value replacement for this, now, nerfed card. Even before the nerf I was running Acolyte of Pain in this deck and usually had more draw than with Battle Rage (more than BR in THIS type of the deck), after the nerf it's no-brainer. Acolytes in combination with Whirlwind and a bit luck it can both make at least some board presence that will make opponent deal with it and draw a lot of cards.
What I want but couldn't test:
Shield Slam - on paper sounds awesome, especially as this deck runs Shield Block.
Upgrade - with many weapons this deck runs, having Upgrade can be awesome addition, especially if you are able to use it on Gorehowl.
Inner Rage - can be used as removal, as 0 mana +4 damage boost for Molten Giants combo, as 0 mana secured draw out of Acolyte of Pain cards, as Kor'kron Elites buff to 6 damage which can deal with most of the opponent's late game taunters/threats.
Mountain Giants - sounds amazing, with this deck and draw it has you usually sit with a lot of cards in hand, it can and probably will make opponent burn all their answers on big threat as Mountain Giants are in early-mid game. Also, this deck runs 2 Warsong Commanders so Mountain Giants can be used as "mini-combo" face-damage before the Molten Giants main combo or as hard removal for major threats on the board like taunters. Mountain Giants are cards I wish I had the most, as I am sure they would be awesome addition to the deck, hopefully someone has them and is willing to test them out. :)
What I tested and didn't work out:
Arathi Weaponsmith - when on board it's 4 mana 3/3 card that is easily dead and another weapon is usually (in my cases ALWAYS) too much near 5 weapons this deck already has.
Other minions - adding this will make deck playstyle a bit different, this OTK deck with those minions is what I usually see in deck databases here at Hearthpwn and Hearthhead. Minions like Worgen, Pirates, and all 3 Bersekers work fine and have synergy with cards like Whirlwind deck already has but I just didn't like it, it's good but different deck than this which usually uses Molten Giants combo as second "win condition" and not as main focus of the deck.
What I am testing atm:
Recently I got Alexstrasza and I was running her today in couple of games instead of Baron Geddon. On paper Alexstrasza should work awesome in this deck. For starters this is, in majority of games, late (or even super-late) game deck with opportunity to run 9 mana Legendary cards. Alexstrasza can be used on your Hero to buy time needed to get that last needed piece for combo and also stays on the board as 8/8 threat or she can be used on enemy Hero turn before wombo combo if you are in the situation where combo you have in hand wouldn't be able to finish the opponent. Thing is, in those games I run this card I didn't have opportunity to use her - unlucky as I was, I didn't draw her a single time. :) Will continue testing.
Any tips, ideas, changes... basically any kind of discussion about the deck is more than welcome!
Thanks for reading and hopefully at least one person here tried this type of Warrior decks or will try it now and come back with something to say. :) Also I am well aware this isn't something new, most of you already played against this deck or saw it on streams but thing is, I couldn't find DISCUSSION about this type of Warrior decks here (checked for up to 20 days old threads) nor at official HS Warrior forums (checked all pages).
i play warrior too in masters 1. i will give your build a try and see how it fares!
I run one Faceless Manipulator because I have just one currently, when I get 2nd I'll test it out.
Charge while it seems good I didn't really got into situation where I didn't draw a single Warsong BUT I like your charged Molten Giant(s) into Faceless Manipulator idea, also it could be nice to have those Charges for Abomination/Baron Geddon control (with Charge I won't be in mercy of opponent's removal/silences in case of Abominations) but what would you replace and put 2x Charge in?
Coldlight Oracles, I didn't think about them. Will try it for sure instead of Acolytes. I like idea of Brewmaster combo with it. I totally forgot about Oracles, never ever used them before - thanks for mentioning them. :) <3
Slam is really good in this deck, you mentioned situation where Giants could be in bottom of the deck - well that can always happen and it will happen that literally last 2 cards in my deck are 2 Molten Giants BUT this is slow deck with a lot of draw power, you have time to draw entire combo out - main reason I run Shield Block and Slam, Slam can be used well with Execute/Whirlwind/Abominations and draw you a card, or as simply 2 mana 2 dmg early game removal. What would you put in instead of Slams that serves the same purpose?
Awesome, be sure to come back and report your experience. :)
Do you feel this combo is stronger than the Hunter OTK deck? For additional control/card draw synergy with Acolyte have you considered Wild Pyromancer? It may be an unnecessary card for your deck but I could see it taking the place of Baron Geddon.
Heya, sorry for late response.
No, I don't feel current version of Warrior MG OTK is stronger than one of few standard Hunter Unleash OTK decks - not in terms of win ratio and win security, both are similar decks with same idea behind them but Unleash OTK is just better deck. Reasons:
Draw/deck cycle: both decks are very draw (card luck) dependent but Unleash OTK is just better. As Hunter you have a lot more purely draw/deck cycle cards like Flare and Tracking (and Novice Engineer if you playing that version of the deck) while as Warrior you need to use Slam and not kill enemy minion with it (which puts pressure on you to use another card for finishing that minion), you need to use Shield Block which trades one card for combo delay, you either have to use nerfed Battle Rage, Acolytes+Whirlwind combo and pray Acolytes will do additional damage for more card draw or Coldlight Oracles which will draw cards for your opponent, too. Also as Hunter your draw/cycle cards are 1-2 mana and you can use them while still putting pressure with Steady Shot or your damage abilities. Now most important thing: Buzzards, even if you used all your cycle cards, even if you miss more than 1 combo card, you can always start the combo with Buzzard(s) and have big chances of getting those last combo cards from already milled deck. Hunter deck simply just wins in this department.
Combo: atm I am running solely Molten Giants OTK combo and I believe deck will be much better when I add Mountain Giants. Currently Hunter OTK deck has much better combo simply because you have Owls for 2 mana which are also beasts that do 2 damage. Before the combo you have bunch of abilities to clear enemy taunters and even if you are still facing taunter(s) at the moment of the combo you have Owls to counter that. With Warrior OTK you actually have to use Giants to kill taunters, Brewmaster them back and do combo with a lot lower damage. Again, Hunter deck has 2x Buzzards 2x Boars 2x Timbers, 2x AC (if you are running that version) which you can use as mini-combo in mid-game for pressure and additional card draw - in those rare cases where you get all combo cards and no answer cards (Deadly, Kill Command, Traps, etc). While Warrior's combo hits harder, looks and sounds better Hunter combo is more consistent because of Owls and card draw.
Traps vs Minions: Hunter OTK has 4-6 traps in deck, traps are awesome and in most of cases hard to avoid (even if playing against competent opponent on highest rating) . Warrior OTK has minions which need NOT to be silenced after summoned on the board (Abomination, Baron, Acolyte etc).
Counters: Both decks have same hard counters but as Warrior you don't have Flare and heavy secret decks will destroy you. Hunter OTK, as said, has Flare which is 1 mana cost counter to all heavy secret decks in the game. Hunter deck also has Owls that can be easily added to combo as counter for taunters.
Deck version versatility: Hunter OTK has 3 popular versions and you basically can change bunch of cards (which are not the combo core cards) to meet your particular playstyle. I've seen Hunter OTKs with all core combo cards run Savannahs, Explosive Shots, even Hyenas etc etc and Warrior MG OTK has basically this and addition of Mountain Giants that needs to be tested. :)
Popularity: Hunter's OTK has 2 most popular threads on official HS Hunter forums. A lot of people are running this deck because it is fun, it is good and it is consistent AND it is CHEAP! In Diamond and higher leagues you WILL play a lot against Unleash OTK Hunter decks and you will lose most of the times. Warrior MG OTK you will rarely see at all and there are no threads about this deck on any popular HS website, it's known deck but people just don't see it's potential or they simply think it's bad and too much gimmicky. Hunter's OTK is popular and will net you brutally high win rates for the reason. I wouldn't be too surprised if we are about to see some kind of nerfs in the future, I am sure Blizzard people have global match stats where when Hunter plays Unleash OTK has brutally high win rates. :)
Deck cost: Warrior OTK costs 2900 dust WITHOUT legendary cards and WITHOUT Mountain Giants. All 3 best versions of Hunter OTK decks cost between 1200 and 1600 dust.
Conclusion: Hunter's OTK is just better. This doesn't mean Warrior OTK is bad, I am in 4th day of testing and still going strong with wins but I just feel more secure playing Hunter OTK, it's more fluid combo deck and usually games simply go your way.
This isn't exactly a new concept.
OP has this in the post:
I am aware this is nothing new, I actually saw similar deck with same concept here at Hearthpwn deck database days after beta started and I also played against deck with same concept long ago. I just shared my version of the deck with specific cards and main idea and hope making this I had was to spark some discussion about Giants OTK Warrior decks because I couldn't find that discussion anywhere else. Also from my own experience this Warrior concept is not that popular/used, another reason for discussion - I really want to make this deck better and hope for ideas forum users can have! :)
OTK = one turn kill.
I tested Oracles and I wasn't that happy, I really think in CURRENT version of the deck giving your opponents additional draw can and often will backfire. BUT what I also think is that Oracles + Charge spells + Mountain Giants + Pandas and Molten Giants can make a lot stronger version of the current deck. In that case there's a lot of room for testing, cards that can be removed should be Slams, Baron, Faceless, Acolyte/Whirlwind combo etc. Sadly I don't have yet Mountain Giants, will work on that.
I hope someone has all needed cards and can try and test this deck with 2x Charge, 2x Mountain Giants and 2x Oracles. There's so much more depth with those cards, a lot of new angles and possibilities and strong mid game presence my version of the deck lacks. Go go someone! :)
I tried Pyromancer and it's not bad, sometimes even very good but problem is - I feel there are no cards I can remove from the deck and put Pyromancers and end with the same value. Arguably I could remove Abominations but they really work well in this deck, I have hard time removing them.