This is a Work In Progress (WIP) deck. All wins thus far, but I feel like something is missing, but I just don't know what, which is why I'm asking if anyone got an idea or better trades and better certainty in win rate.
For instance: The opponent had 3 strong minions on the board, I had nothing. I throw out my N'Zoths First Mate and add a Brawl. I lucked out, and N'Zoth was the last man standing. This allowed me to use the Bloodsail Raider and boost my attack on my weapon. Not that it mattered much (I overkilled my opponent by with -5 damage), but still, Brawl relies heavily on a lot of luck.
The way I've been playing this deck thus far is use Execute early, as a removal. I'm using Blood Warriors on a single minion most of the time, e.g., Orgrimmar Aspirant or Spiteful Smith, or even the Skycap'n Kragg.
The idea I have is to remove any opposition as fast as possible and give a clear shot at the opponents face.
My concerns are a lot of Taunt minions, mainly, and I'm wondering... should I add in a Sparring Partner and The Black Knight combination in here (Because I can use both Execute's really early and might need a backup)? Or is there something else I'm missing that I should have? Do I have too much Draw?
Any input welcome :)
Thank you!
^I scrapped that entirely. Too much C'Thun rage. So I thought it appropriate to completely go... RAGE!!! (And appropriately my title became Angry Chicken too)
You have some very fast cards (upgrade, deckhand, kor'kron) combined with some extremely slow cards (gorehowl, blood brothers, grommash), combo draw mechanisms and no mid-game and very little removal. I think in this deck you will experience some decent starts, then a clunky midgame and then a lot of praying (to C'thun of course, we're all heathens here) when you need to catch up.
I think you need to decide where you wanna be... aggro? Lose the slow stuff and clunky card draw and curve out instead... mid-range / tempo? More minions + warrior's cheap removal, control? Lose the very fast early game stuff and add shield slams / brawls etc.
Also, absolutely no warrior deck should ever run one war-axe... always 2 these days.
I have only one Fiery War Axe because I run into problem of having too many weapons on hand whenever I go with several weapons. I.E. getting two War Axes, or having two War Axes and an Arcanite Reaper, or a War Axe, Arcanite Reaper and a Gorehowl at the same time. Having one of each weapon usually let's me trade the weapons themselves better (when the War Axe burn out, I can equip Arcanite, when the Arcanite burns out, I can equip the Gorehowl).
The draw is representative of that, allowing me to draw enough to always have a weapon and to upgrade it by Greenskin, Aspirant, Bloodsail, or Upgrade!.
Most of the win games I've had have been around turn 6-8 (that is, if I draw the cards I need and staying patient). Gorehowl and the Arcanite Reaper easily gets up to around 9-11 damage, if I use them properly.
Hm, if I dropped 1xBlood Warriors, 1xWhirlwind Grommash and 1xBattle Rage and added... 1 more War Axe and... what else? (I went with 1 War Axe, 1 Bloodhoof, minion, Abusive Sergeant, and 1 Heroic Strike)
I guess I want a sort of Semi-Tempo, Semi-Aggro deck?
EDIT: I just had an 11 damage Upgrade! weapon xD (Orgrimmar Aspirant, Bloodsail Raider, Spiteful Smith and Heroic Strike).
to me it looks like a very aggresive tempo deck. I imagine you are able to damage quite a bit early on control the board and hit with the charge of gorehowl and grommash late game to finish. to me the only highly questionable card is blood warriors, I believe acolyte of pain would be more effective.
Yeah, but you need two axes for the early mulligan... both for starting the pain and for controlling the board to protect your minions (and to not get stomped). Fiery war-axe is perhaps the best card in the entire game atm, so it shouldn't be a hassle. :)
I'd just tweak the deck to curve out better, and remove most of the situational cards, draw engine and combo cards you have. You can check out the pirate deck that is popular atm to see how the curve is built up, it's good and fairly refined. No need to copy it or anything, but it's good check out working competitive builds to see how they are set up.
For tempo warrior you also need some lategame and a continous curve of decent threats, and you'd want something that isn't overly dependant on a combo for the late as well (since tempo generally burns through cards fast and can't slow down too much for drawing)... something like rag for example.
For tempo warrior you also need some lategame, and you'd want something that isn't overly dependant on a combo (since tempo generally burns through cards fast and can't slow down too much for drawing)... something like rag for example.
I don't disagree, and personally I would scrap Cap'n skrag for Rag, but he does have a lot of late game, scrag, gorehowl, Grommash. with how aggressive his deck is I imagine he often can do the killing face blow with gorehowl.
to me it looks like a very aggresive tempo deck. I imagine you are able to damage quite a bit early on control the board and hit with the charge of gorehowl and grommash late game to finish. to me the only highly questionable card is blood warriors, I believe acolyte of pain would be more effective.
Cool. I scrapped Blood Warriors though, I didn't achieve what I wanted with it anyways (I used to have Faceless Manipulators in the deck too). I wanted to do a mass Skypcap'n Kragg (situational). Already have the Acolyte of Pains in there, and it's actually usually Upgrade! or Fiery War Axe that ends the game, ironically.
I removed the Gorehowl and the Grommash from the equation though, but maybe they'll revisit.
Yeah, but you need two axes for the early mulligan... both for starting the pain and for controlling the board to protect your minions (and to not get stomped). Fiery war-axe is perhaps the best card in the entire game atm, so it shouldn't be a hassle. :)
I'd just tweak the deck to curve out better, and remove most of the situational cards, draw engine and combo cards you have. You can check out the pirate deck that is popular atm to see how the curve is built up, it's good and fairly refined. No need to copy it or anything, but it's good check out working competitive builds to see how they are set up.
For tempo warrior you also need some lategame and a continous curve of decent threats, and you'd want something that isn't overly dependant on a combo for the late as well (since tempo generally burns through cards fast and can't slow down too much for drawing)... something like rag for example.
Yeah, I understood it like that too but, I tried running with two Fiery War Axes with little success. If I don't get a weapon on hand I can mulligan for N'Zoth's First Mate or the Fiery War Axe. Sure, N'Zoth's First Mate only gives 1/3 Weapon but together with the Southsea Deckhand you effectively get a 3 attack weapon on Turn 2. A Fiery War Axe is a 2 cost 3/2 presence, but a First Mate+Southsea is a 2 Cost 4/2 presence.
Ragnaros is a good idea though *inserts him* I better update the OP too, I've done some adjustments.
He just said he's had no losses with it.. why would you say that?
Well eeeh, maybe I got a little bit ahead of myself. I haven't counted but I think I'm around 60/40 win rate at the moment. Had 4-5 wins in a row and then it started to go downhill. I think it's probably around 10-6.
For tempo warrior you also need some lategame, and you'd want something that isn't overly dependant on a combo (since tempo generally burns through cards fast and can't slow down too much for drawing)... something like rag for example.
I don't disagree, and personally I would scrap Cap'n skrag for Rag, but he does have a lot of late game, scrag, gorehowl, Grommash. with how aggressive his deck is I imagine he often can do the killing face blow with gorehowl.
I do are about the war axe.
Well, like I said above, I removed the Gorehowl because I never got it, and with a Heroic Strike, Upgrades, Bloodsail, Captain Greenskin, I could get the Arcanite Reaper or even the Upgrade! up to Gorehowl damage (with durability charges).
A Pirate deck with 2 Brawls but no Dread Corsairs? I don't get it...
Oooooh, I see! I didn't think about that (Brawl into 0 Cost Dread Corsair, correct?) I didn't include them because, well, I understand the value of the Dread Corsair but they just didn't fit into the formula I wanted to create. I'll see if I can make some adjustments to include one of them maybe.
This is a Work In Progress (WIP) deck. All wins thus far, but I feel like something is missing, but I just don't know what, which is why I'm asking if anyone got an idea or better trades and better certainty in win rate.
For instance: The opponent had 3 strong minions on the board, I had nothing. I throw out my N'Zoths First Mate and add a Brawl. I lucked out, and N'Zoth was the last man standing. This allowed me to use the Bloodsail Raider and boost my attack on my weapon. Not that it mattered much (I overkilled my opponent by with -5 damage), but still, Brawl relies heavily on a lot of luck.
The way I've been playing this deck thus far is use Execute early, as a removal. I'm using Blood Warriors on a single minion most of the time, e.g., Orgrimmar Aspirant or Spiteful Smith, or even the Skycap'n Kragg.
The idea I have is to remove any opposition as fast as possible and give a clear shot at the opponents face.
My concerns are a lot of Taunt minions, mainly, and I'm wondering... should I add in a Sparring Partner and The Black Knight combination in here (Because I can use both Execute's really early and might need a backup)? Or is there something else I'm missing that I should have? Do I have too much Draw?
Any input welcome :)
Thank you!
^I scrapped that entirely. Too much C'Thun rage. So I thought it appropriate to completely go... RAGE!!! (And appropriately my title became Angry Chicken too)
I didn't think about it, honestly (draw, that is). I just built it in a fit of rage xD
Surprisingly I had very good (lucky) draw for a couple of games. Drawing 3-4 cards at turn 4-5 (2-3 minions on board, hero damaged, battle rage), which usually kept me way ahead of the opponent.
But, I also lost 3-4 games due to poor draw, so I added 2xAcolyte of Pain. I've mixed the formula quite a bit actually.
Removed a lot of duplicates, added in 1 Brawl as well.
I still get rekt by lucky top-decking C'Thun Priests though *sigh*
Good idea, Worgen it is. I'll take it for a spin (I've got 12/9 with the deck thus far).
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Hi!This is a Work In Progress (WIP) deck. All wins thus far, but I feel like something is missing, but I just don't know what, which is why I'm asking if anyone got an idea or better trades and better certainty in win rate.For instance: The opponent had 3 strong minions on the board, I had nothing. I throw out my N'Zoths First Mate and add a Brawl. I lucked out, and N'Zoth was the last man standing. This allowed me to use the Bloodsail Raider and boost my attack on my weapon. Not that it mattered much (I overkilled my opponent by with -5 damage), but still, Brawl relies heavily on a lot of luck.2016-06-30 UPDATED- Removed 2xBlood Warriors
- Removed 1xGorehowl- Removed 1xSkycap'n Kragg- Removed 1xGrommash HellscreamDeck:2xExecute2xUpgrade!2xWhirlwind1xN'Zoth's First Mate1xSouthsea Deckhand1xFiery War Axe2xBattle Rage1xSlam1xHeroic Strike New1xShield Block2xAcolyte of Pain1xBloodsail Cultist1xIronbeak Owl New1xOrgrimmar Aspirant1xRavaging Ghoul1xDread Corsair New2xKor'kron Elite1xSpellbreaker New1xArcanite Reaper2xBrawl1xCaptain Greenskin1xSpiteful Smith1xRagnaros the Firelord NewThe way I've been playing this deck thus far is use Execute early, as a removal. I'm using Blood Warriors on a single minion most of the time, e.g., Orgrimmar Aspirant or Spiteful Smith, or even the Skycap'n Kragg.The idea I have is to remove any opposition as fast as possible and give a clear shot at the opponents face.My concerns are a lot of Taunt minions, mainly, and I'm wondering... should I add in a Sparring Partner and The Black Knight combination in here (Because I can use both Execute's really early and might need a backup)? Or is there something else I'm missing that I should have? Do I have too much Draw?Any input welcome :)Thank you!^I scrapped that entirely. Too much C'Thun rage. So I thought it appropriate to completely go... RAGE!!! (And appropriately my title became Angry Chicken too)
2xInner Rage
2xBlood To Ichor
2xExecute
2xWhirlwind
2xBattle Rage
2xAmani Berserker
2xCruel Taskmaster
2xCharge
2xFrothing Berserker
2xRavaging Ghoul
1xTauren Warrior
2xAberrant Berserker
2xBloodhoof Brave
2xGrim Patron
2xGurubashi Berserker
1xGrommash Hellscream
Solid
4/08/4 win rate thus far.You have some very fast cards (upgrade, deckhand, kor'kron) combined with some extremely slow cards (gorehowl, blood brothers, grommash), combo draw mechanisms and no mid-game and very little removal. I think in this deck you will experience some decent starts, then a clunky midgame and then a lot of praying (to C'thun of course, we're all heathens here) when you need to catch up.
I think you need to decide where you wanna be... aggro? Lose the slow stuff and clunky card draw and curve out instead... mid-range / tempo? More minions + warrior's cheap removal, control? Lose the very fast early game stuff and add shield slams / brawls etc.
Also, absolutely no warrior deck should ever run one war-axe... always 2 these days.
Thank you!
Interesting.
I have only one Fiery War Axe because I run into problem of having too many weapons on hand whenever I go with several weapons. I.E. getting two War Axes, or having two War Axes and an Arcanite Reaper, or a War Axe, Arcanite Reaper and a Gorehowl at the same time. Having one of each weapon usually let's me trade the weapons themselves better (when the War Axe burn out, I can equip Arcanite, when the Arcanite burns out, I can equip the Gorehowl).
The draw is representative of that, allowing me to draw enough to always have a weapon and to upgrade it by Greenskin, Aspirant, Bloodsail, or Upgrade!.
Most of the win games I've had have been around turn 6-8 (that is, if I draw the cards I need and staying patient). Gorehowl and the Arcanite Reaper easily gets up to around 9-11 damage, if I use them properly.
Hm, if I dropped 1xBlood Warriors, 1xWhirlwind Grommash and 1xBattle Rage and added... 1 more War Axe and... what else? (I went with 1 War Axe, 1 Bloodhoof, minion, Abusive Sergeant, and 1 Heroic Strike)
I guess I want a sort of Semi-Tempo, Semi-Aggro deck?
EDIT: I just had an 11 damage Upgrade! weapon xD (Orgrimmar Aspirant, Bloodsail Raider, Spiteful Smith and Heroic Strike).
to me it looks like a very aggresive tempo deck. I imagine you are able to damage quite a bit early on control the board and hit with the charge of gorehowl and grommash late game to finish. to me the only highly questionable card is blood warriors, I believe acolyte of pain would be more effective.
my tip is scrap it and copy a netdeck
Say "Wow" for RNG!
Yeah, but you need two axes for the early mulligan... both for starting the pain and for controlling the board to protect your minions (and to not get stomped). Fiery war-axe is perhaps the best card in the entire game atm, so it shouldn't be a hassle. :)
I'd just tweak the deck to curve out better, and remove most of the situational cards, draw engine and combo cards you have. You can check out the pirate deck that is popular atm to see how the curve is built up, it's good and fairly refined. No need to copy it or anything, but it's good check out working competitive builds to see how they are set up.
For tempo warrior you also need some lategame and a continous curve of decent threats, and you'd want something that isn't overly dependant on a combo for the late as well (since tempo generally burns through cards fast and can't slow down too much for drawing)... something like rag for example.
I don't disagree, and personally I would scrap Cap'n skrag for Rag, but he does have a lot of late game, scrag, gorehowl, Grommash. with how aggressive his deck is I imagine he often can do the killing face blow with gorehowl.
I do are about the war axe.
I removed the Gorehowl and the Grommash from the equation though, but maybe they'll revisit.
Ragnaros is a good idea though *inserts him* I better update the OP too, I've done some adjustments.
Thanks for the input, it really helps :)
My biggest problem is C'Thun, I've noticed.
I just can't trade against the minions, and it's usually accompanied by great removal cards (Mage or Priest, in particular).
So, how do I counter C'Thun?
EDIT: Rebuilt the deck entirely and completely (See OP). Aggro, I guess? And I suppose I call it Face Rage Berserker C'Thun Hate Warrior? xD
And why Tauren over Raging Worgen ? You can get a OTK with the worgen and other than the taunt it's a better threat.
I didn't think about it, honestly (draw, that is). I just built it in a fit of rage xD
Surprisingly I had very good (lucky) draw for a couple of games. Drawing 3-4 cards at turn 4-5 (2-3 minions on board, hero damaged, battle rage), which usually kept me way ahead of the opponent.
But, I also lost 3-4 games due to poor draw, so I added 2xAcolyte of Pain. I've mixed the formula quite a bit actually.
Removed a lot of duplicates, added in 1 Brawl as well.
I still get rekt by lucky top-decking C'Thun Priests though *sigh*
Good idea, Worgen it is. I'll take it for a spin (I've got 12/9 with the deck thus far).