I opened some packs yesterday with the release with no luck and now I depend on my dust to craft Bouncing Blade and Iron Juggernaut for my CW deck.
I was wondering whether these cards are worth crafting. Sure it is to early to tell but What are your first impression on these cards in a CW deck? Are they worth crafting, will they provide anything new to the deck in comparison with the old cards or not?
I spent almost all my dust fortune in a Golden Iron Juggernaut. As it's been said, I think it's such a cool card you "need" to have it in your warrior deck. Besides that, it's a really good card for a control deck, when you tend to make games last longer (aka more chances to draw mine). Victories with the mine explosion are the best that has happened to me in this game since release. As a minion, it's just average (6/5 for 6), but has the advantage of being a mech, with all the new interactions and synergies, and it's a nice "fake-target" for hard removal, so then you can drop your bigger guys with no worries. The 10 damage to the face is huge value, like a random Pyroblast, which is great when you try to go for fatigue games (typical control warrior way).
About Bouncing Blades, I'm not a big fan for now... sometimes can be great, others you just can't use it in a viable way.
But Crush... oh, Crush, gotta love that card. Assassinate for 3 mana? Gimme please. It's really easy to activate the -4 mana cost (7 to 3) with warrior... I mean, that's not hard with almost any class that uses big minions, but particularly warrior has lots of tools for self-damage, so yeh. Plus, this spell has a really cool animation.
I'd ignore Bouncing Blades for now and go for Crush and Iron Juggernaut, particularly if you play control warrior.
Try control warrior list is in my profil thingy below, son thats what I'm referencing. I tried Iron Juggernaut, but with most of control warrior being centered around Alex and going from there, I found that the randomness was somewhat detrimental, and basically alerted a player to the card's presence. In a mech-aggro warrior deck maybe, but for right now Ima stick to crush😁
Basically what the others have said. Iron Juggernaut is a lot of fun - you actually want your opponent to draw cards and they hesitate to. Bouncing Blade can be great or mediocre, situationally. Crush is pretty easy to activate.
I opted to craft Troggzor instead of Juggernault for more consistency and versability across different decks, but I'm really looking forward to grab a copy of juggernault later on!
Well thank you all very much for your replies, you have been very helpful. I will probably wait a bit more to craft Iron Juggernaut as I don't want to spend dust easily on a class card just for fun.. (I prefer to craft other fun cards that can be played in more decks)
I was lucky to get Crush so I will try it in CW and wait for the others!
What they say about Alexstrasza "interaction" with Iron Juggernaut is true, sometimes you can screw your own plays with that two cards together, but that was my main reason to cut Alexstrasza from my deck: let's say I was a bit tired of that card, there were many games where I found quite difficult to play her (9 mana cost ~ full turn), so you can understand Iron Juggernaut like a smaller "substitute", with the plus of being immune to Big Game Hunter (card that is going to see a lot of play). But yeh, it depends on the game, sometimes one will be better, sometimes the other... Iron Juggernaut will always be 10 damage, Alextrasza sometimes is better (i.e. bring 30 to 15 HP) and others you just get "shitty plays" like a 17 to 15 HP and Faceless'ed/BGH'ed next turn, which happens A LOT to me Y___Y, and sometimes you can't even get a positive play and get forced to heal your enemy (well, there's the self-healing scenario too, but if you have to use Alex as a heal, you are probably screwed anyway, considering how control warrior works). So yes, Iron Juggernaut has an obvious random factor with the mine-card position, but at the same time it's a solid mechanic of plain 10 damage to the face, which is always good.
In addition, I tend to prefer lower mana drops cause I'm really unlucky and get these Alexstraszas and stuff like that in the opening hand, so a 6 drop > 9 drop in that scenarios, and in late game you can consider a 6 drop more "flexible" cause you can spend the other 4 crystals in "other things" (well, that's obvious shit). I admit I hate 9 mana drops cause they just shut your turn 95% times.
That's my non-pr0 vision of this pair of cards, and my reason to prefer Iron Maccaroni to Alexstrasza.
I feel like one copy of bouncing blade and crush is needed in warrior. Their solid cards but 2 seems a bit clunky sometimes. Iron juggernaut is a good and fun card but not a must have. U have like 3 slots where u can put 6 drops in and iron juggernaut is one of the viable choices. I use him because he's just to cool not to include.
Iron Jug is just solid in so many ways and you have Shieldmaidens to carry the Mine to term. Then you have the Siege Engines which I think are really flying under the radar right now. If you have an Armorsmith with a couple minions out, the SEs can snowball like nothing. I easily got one up to 12 atk before he got taken out. Huge value.
For the early game, I included the Warbots, which synergize incredibly with Cruel Tasks. 4/2 by turn 2 is just strong. I also included a Screwjank in my deck to buff the mechs even further.
Games are faster now that I've incorporated these cards, and my CW's tempo is very definitely better. I feel like I'm more in control than before when you had to wait until the late game before getting traction.
While I am no expert at this game, below are my views on the new cards. I run a standard CTRL Warrior and luckily for me, I managed to get all the class cards through the packs.
Personally, I don't feel much love for Crush. I don't think I have room to accommodate this card after including the standard warrior spells (2x Shield Slam, 2x Execute and 1x Brawl. I also carry 2x Cleaves which isn't optimum but provides immense value against the hunters and zoo's (And I know this sounds very stupid but I did swap out Ragnaros the Firelord for one extra Cleave.
I was excited about the Bouncing Blade and did try it out in the deck. Unfortunately, I found it very situational. Even if there is a single low health minion left on the table, the effectiveness comes down substantially. In an ideal board situation this can work wonders but getting that board situation is pretty difficult.
I replaced the 2x Shield Block with 2x Shieldmaiden. While this means higher mana cost for 5 armor and no card draw, the 5/5 body does compensate for it. Also now I am extremely conscious of value which I derive from my 2xAcolyte of pain
Loatheb makes way for Iron Juggernaut. So far, I haven’t regretted this trade. For 1 additional mana I get a potential 10 damage and a body with +1 attack. This card really messes with the opponent’s strategy esp. if you play this late game. They always have to account for that 10 damage which may hit them at the start of the turn or if they are drawing extra cards.
Also replaced Cairne Bloodhoof with Sneed's Old Shredder. Again an expensive mana trade but I think this derives a higher value vs. Cairne Bloodhoof. If the opponent destroys Cairne, he knows exactly what new minion is the deathrattle going t get me. With Sneed's Old Shredder, the opponent has to account for me landing a heavy hitter (and I have to account for getting a crappy guy). Of course, either of the minions could be silenced and the deathrattles are moot then.
Dr.Boom in CW is amazing. The bombs make it easy to deal dmg and activate Execute and the 7/7 is not too bad either.
Iron Juggernaut....I have to admit that I have mixed feelings about this card. I've played 8 games today, 6 wins (1 loss to zoo, 1 loss to secret mage that pulls Al'Rakir from Unstable Portal while he has duplicate on the board). Out of those 6 wins, in 4 matches Iron Juggernaut didn't do anything. In the other 2 matches the mines closed the game. Since my CW deck has many battlecries (2x Shield Maiden, 1x Healbot, 2x Taskmasters, Harrison Jones, Iron Juggernaut, Dr.Boom and I might be missing one or two) I have one Youthful Brewmaster. I think that Iron Juggernaut, HJ and possibly even the Healbot have some battlecries that can have a huge impact in the game, so a single Brewmaster can get a lot done. In those 2 games that I played, one against Paladin and the other one against Mage, the game went on well after turn 10 and I played Iron Juggernaut twice. Both games were quickly closed by the mines, the most epic one being the mage that went from 30 to 15 (Alex), then a couple of turns later he drew mine into mine right at the beginning of his turn.
The bad thing about IJ is that you don't know when it will happen. The good thing is that it cannot be stopped: no traps, no taunts, no silence, nothing. It will eventually happen. Unfortuntely the turn 8 IJ -> Brewmaster is painful in terms of tempo, it would be better to play the Juggernaut on turn 7 but there's no way to guarantee that it will stay on the board one turn. I don't think that I'll ever try to build the deck entirely on the idea of the bouncing Juggernaut, but 10 unpreventable damage that can easily become 20 with the use of a single Brewmaster can fit well in a CW. I've removed Cairne in favor of Iron Juggernaut, too many Shrinkmeister shenanigans going on at the moment.
Bouncing Blade is ok-ishagainst aggro, amazing against mid range / control decks. There's many combo/miracle/control/mid range decks going on at the moment, with Bouncing Blade you don't have to worry about anything. Malygos? Oneshot. Antonidas? Oneshot. Gaz'rilla? Oneshot. Stealthed Annoy-O-Tron? Oneshot (if you really want to). The fact that it only costs 3 is a huge tempo swing lategame, but since it's not really that great against aggro I only run 1.
I couldn't find a spot for Crush, will test it later this week.
Took a break for a few seasons, just got back into it and threw this deck together. Pretty similar to old style control warrior with just 2 new cards that have been quite effective already. Any thoughts?
I crafted Dr Boom and Trogzor to try to CW. Until now Shieldmaiden is a very good and much needed card.. I don't have bouncing blades and Iron Juggernaut yet, I will wait to see for some weeks until I craft him..
@Slowgod It is a standard control Warrior with some tweeks but I believe there are better options that these! but why Shieldbearer?
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Hello!
I opened some packs yesterday with the release with no luck and now I depend on my dust to craft Bouncing Blade and Iron Juggernaut for my CW deck.
I was wondering whether these cards are worth crafting. Sure it is to early to tell but What are your first impression on these cards in a CW deck? Are they worth crafting, will they provide anything new to the deck in comparison with the old cards or not?
works great against warlock. that's for sure
What about Bouncing blades and crush?
I spent almost all my dust fortune in a Golden Iron Juggernaut. As it's been said, I think it's such a cool card you "need" to have it in your warrior deck. Besides that, it's a really good card for a control deck, when you tend to make games last longer (aka more chances to draw mine). Victories with the mine explosion are the best that has happened to me in this game since release. As a minion, it's just average (6/5 for 6), but has the advantage of being a mech, with all the new interactions and synergies, and it's a nice "fake-target" for hard removal, so then you can drop your bigger guys with no worries. The 10 damage to the face is huge value, like a random Pyroblast, which is great when you try to go for fatigue games (typical control warrior way).
About Bouncing Blades, I'm not a big fan for now... sometimes can be great, others you just can't use it in a viable way.
But Crush... oh, Crush, gotta love that card. Assassinate for 3 mana? Gimme please. It's really easy to activate the -4 mana cost (7 to 3) with warrior... I mean, that's not hard with almost any class that uses big minions, but particularly warrior has lots of tools for self-damage, so yeh. Plus, this spell has a really cool animation.
I'd ignore Bouncing Blades for now and go for Crush and Iron Juggernaut, particularly if you play control warrior.
Sorry for my English and have a nice day :D
Try control warrior list is in my profil thingy below, son thats what I'm referencing. I tried Iron Juggernaut, but with most of control warrior being centered around Alex and going from there, I found that the randomness was somewhat detrimental, and basically alerted a player to the card's presence. In a mech-aggro warrior deck maybe, but for right now Ima stick to crush😁
Current Ladder Climber Decks:
http://www.hearthpwn.com/decks/252615-prophetic-priest-ladder-climber
Basically what the others have said. Iron Juggernaut is a lot of fun - you actually want your opponent to draw cards and they hesitate to. Bouncing Blade can be great or mediocre, situationally. Crush is pretty easy to activate.
Feel free to add me if you play on NA! iMPose#1429
I opted to craft Troggzor instead of Juggernault for more consistency and versability across different decks, but I'm really looking forward to grab a copy of juggernault later on!
Well thank you all very much for your replies, you have been very helpful. I will probably wait a bit more to craft Iron Juggernaut as I don't want to spend dust easily on a class card just for fun.. (I prefer to craft other fun cards that can be played in more decks)
I was lucky to get Crush so I will try it in CW and wait for the others!
Troggzor will probably be the first Legendary that I will craft!
Bouncing Blade is an amazing Acolyte/Armorsmith activator!
Currently running this:
What they say about Alexstrasza "interaction" with Iron Juggernaut is true, sometimes you can screw your own plays with that two cards together, but that was my main reason to cut Alexstrasza from my deck: let's say I was a bit tired of that card, there were many games where I found quite difficult to play her (9 mana cost ~ full turn), so you can understand Iron Juggernaut like a smaller "substitute", with the plus of being immune to Big Game Hunter (card that is going to see a lot of play). But yeh, it depends on the game, sometimes one will be better, sometimes the other... Iron Juggernaut will always be 10 damage, Alextrasza sometimes is better (i.e. bring 30 to 15 HP) and others you just get "shitty plays" like a 17 to 15 HP and Faceless'ed/BGH'ed next turn, which happens A LOT to me Y___Y, and sometimes you can't even get a positive play and get forced to heal your enemy (well, there's the self-healing scenario too, but if you have to use Alex as a heal, you are probably screwed anyway, considering how control warrior works). So yes, Iron Juggernaut has an obvious random factor with the mine-card position, but at the same time it's a solid mechanic of plain 10 damage to the face, which is always good.
In addition, I tend to prefer lower mana drops cause I'm really unlucky and get these Alexstraszas and stuff like that in the opening hand, so a 6 drop > 9 drop in that scenarios, and in late game you can consider a 6 drop more "flexible" cause you can spend the other 4 crystals in "other things" (well, that's obvious shit). I admit I hate 9 mana drops cause they just shut your turn 95% times.
That's my non-pr0 vision of this pair of cards, and my reason to prefer Iron Maccaroni to Alexstrasza.
Have a nice day! :D
I feel like one copy of bouncing blade and crush is needed in warrior. Their solid cards but 2 seems a bit clunky sometimes. Iron juggernaut is a good and fun card but not a must have. U have like 3 slots where u can put 6 drops in and iron juggernaut is one of the viable choices. I use him because he's just to cool not to include.
God, I LOVE these new cards.
Iron Jug is just solid in so many ways and you have Shieldmaidens to carry the Mine to term. Then you have the Siege Engines which I think are really flying under the radar right now. If you have an Armorsmith with a couple minions out, the SEs can snowball like nothing. I easily got one up to 12 atk before he got taken out. Huge value.
For the early game, I included the Warbots, which synergize incredibly with Cruel Tasks. 4/2 by turn 2 is just strong. I also included a Screwjank in my deck to buff the mechs even further.
Games are faster now that I've incorporated these cards, and my CW's tempo is very definitely better. I feel like I'm more in control than before when you had to wait until the late game before getting traction.
While I am no expert at this game, below are my views on the new cards. I run a standard CTRL Warrior and luckily for me, I managed to get all the class cards through the packs.
Personally, I don't feel much love for Crush. I don't think I have room to accommodate this card after including the standard warrior spells (2x Shield Slam, 2x Execute and 1x Brawl. I also carry 2x Cleaves which isn't optimum but provides immense value against the hunters and zoo's (And I know this sounds very stupid but I did swap out Ragnaros the Firelord for one extra Cleave.
I was excited about the Bouncing Blade and did try it out in the deck. Unfortunately, I found it very situational. Even if there is a single low health minion left on the table, the effectiveness comes down substantially. In an ideal board situation this can work wonders but getting that board situation is pretty difficult.
I replaced the 2x Shield Block with 2x Shieldmaiden. While this means higher mana cost for 5 armor and no card draw, the 5/5 body does compensate for it. Also now I am extremely conscious of value which I derive from my 2xAcolyte of pain
Loatheb makes way for Iron Juggernaut. So far, I haven’t regretted this trade. For 1 additional mana I get a potential 10 damage and a body with +1 attack. This card really messes with the opponent’s strategy esp. if you play this late game. They always have to account for that 10 damage which may hit them at the start of the turn or if they are drawing extra cards.
Also replaced Cairne Bloodhoof with Sneed's Old Shredder. Again an expensive mana trade but I think this derives a higher value vs. Cairne Bloodhoof. If the opponent destroys Cairne, he knows exactly what new minion is the deathrattle going t get me. With Sneed's Old Shredder, the opponent has to account for me landing a heavy hitter (and I have to account for getting a crappy guy). Of course, either of the minions could be silenced and the deathrattles are moot then.
Below is the deck I am testing:
Many streamers are trying now Doctor Boom, What do you think?
I think its a goodcard (I don't have him though). Could swap him with [card]Sneed's Old Shredder[/card]
I wish I had enough dust left to craft a Sneed's Old Shredder, but I'll get there eventually. :-)
Feel free to add me if you play on NA! iMPose#1429
Dr.Boom in CW is amazing. The bombs make it easy to deal dmg and activate Execute and the 7/7 is not too bad either.
Iron Juggernaut....I have to admit that I have mixed feelings about this card. I've played 8 games today, 6 wins (1 loss to zoo, 1 loss to secret mage that pulls Al'Rakir from Unstable Portal while he has duplicate on the board). Out of those 6 wins, in 4 matches Iron Juggernaut didn't do anything. In the other 2 matches the mines closed the game. Since my CW deck has many battlecries (2x Shield Maiden, 1x Healbot, 2x Taskmasters, Harrison Jones, Iron Juggernaut, Dr.Boom and I might be missing one or two) I have one Youthful Brewmaster. I think that Iron Juggernaut, HJ and possibly even the Healbot have some battlecries that can have a huge impact in the game, so a single Brewmaster can get a lot done. In those 2 games that I played, one against Paladin and the other one against Mage, the game went on well after turn 10 and I played Iron Juggernaut twice. Both games were quickly closed by the mines, the most epic one being the mage that went from 30 to 15 (Alex), then a couple of turns later he drew mine into mine right at the beginning of his turn.
The bad thing about IJ is that you don't know when it will happen. The good thing is that it cannot be stopped: no traps, no taunts, no silence, nothing. It will eventually happen. Unfortuntely the turn 8 IJ -> Brewmaster is painful in terms of tempo, it would be better to play the Juggernaut on turn 7 but there's no way to guarantee that it will stay on the board one turn. I don't think that I'll ever try to build the deck entirely on the idea of the bouncing Juggernaut, but 10 unpreventable damage that can easily become 20 with the use of a single Brewmaster can fit well in a CW. I've removed Cairne in favor of Iron Juggernaut, too many Shrinkmeister shenanigans going on at the moment.
Bouncing Blade is ok-ishagainst aggro, amazing against mid range / control decks. There's many combo/miracle/control/mid range decks going on at the moment, with Bouncing Blade you don't have to worry about anything. Malygos? Oneshot. Antonidas? Oneshot. Gaz'rilla? Oneshot. Stealthed Annoy-O-Tron? Oneshot (if you really want to). The fact that it only costs 3 is a huge tempo swing lategame, but since it's not really that great against aggro I only run 1.
I couldn't find a spot for Crush, will test it later this week.
TL;DR : Iron Juggernaut is cool.
Took a break for a few seasons, just got back into it and threw this deck together. Pretty similar to old style control warrior with just 2 new cards that have been quite effective already. Any thoughts?
I crafted Dr Boom and Trogzor to try to CW. Until now Shieldmaiden is a very good and much needed card.. I don't have bouncing blades and Iron Juggernaut yet, I will wait to see for some weeks until I craft him..
@Slowgod It is a standard control Warrior with some tweeks but I believe there are better options that these! but why Shieldbearer?