I got a hard time building an efficient warrior that can keep up with my other decks. I tried the lists proposed on the forum and a few of mine unsuccessfully. Until I decided to go all-in with the Pirates and the weapons.
The trick is to know when to play a card even if it doesn't reach its full potential. It's tempting to keep a Southsea Deackhand because you want a weapon on the ground first. But sometimes, you should just play it to avoid having an early empty board.
Once you are good at that, the deck starts to reward you with weird and deadly little combos that will really surprise your opponent.
Pirates. Because nothing else matters when you have warsong commander + molten giant.
But honestly. Of what I have heard about the pirates the general consensus is that they are a really weak archetype. While there are some strong individual cards. What makes you think they are strong enough to opt an entire deck around them?
I beleive weapons and charge are the key to a warrior deck. The enrage mechanic is not very comfortable to use and doesn't really give you some board control. You almost only win because of Grom or the Molten Giants. That means 90% of the deck can be improved, and for that, weapons and charge must be added In.
Now, charge cards, and weapons are expensive, you need to fill the deck with a pack of cheap creatures to allow you to be alive during the second part of the game. Pirates are coming for this reason because they synergize just very well with all the weapons, and very well together (you note that I play only one Captain, so this isn't a 100% Pirate deck, but a Warrior deck with Pirates to support it), and can even offer weapon-solutions, a touch of draw power (turn 2 Brewmaster on the Coin-Parrot is awesome ^^) while being cheap and agressive (They can give you explosive hands with an Arcanite Reaper on the board).
I play the Molten-Warsong combo in all my warriors deck because I beleive this is one of the most unbalanced combo currently available (and Brewmaster can interfere in that combo deliciously) and a very cheap way to steal victories. Even so, my previous warriors were loosing badly to Hunt, Rogue and Mage decks with a deadfull regularity, while this one is actually close to have 50% wins against them (In a weird way, I have an experimental Paladin that crushes it, but as I am not sure about this Paladin yet, I don't count it ^^).
This deck is far from being a perfect killing machine. And I welcome feedbacks a lot!
it's not a theme deck. It's a deck with Pirates in, because Pirates are the best choice for the synergies I want. :)
Upgrade allows you to have more weapons, and a quick one. The deck runs pretty poorly if he doesn't have a weapon on the board, it's one of its weaknesses (And one of the reasons why I keep advising people to play more weapon hate in their decks ^^).
While I agree the ooze would probably work better than the Bloodsail Corsair. It ain't that bad as you would think. Considering the 9 of 17 of weapons have 2 durability and it will most likely be used to attack when you play it, the corsair would destroy the weapon just like the ooze. The only major threats that this card can't deal with is Doomhammer, Blood Fury, Sword of Justice, Assassin's Blade and Ashbringer. The thing is just that the ooze is simply better due to the card being almost as cheap and always being successful in it's job.
I have a feeling that the draw power might not be the exact reason. It might simply be that the pirates are too weak (uhh pirates sucks blabla inc). It might simply be due to all the pirates are cheap, weak creatures. In the start you will probably trade 1 for 1 with them but as the game goes on they will start ending up trading negatively, like 2 for 1. So to make them work as a core you need cards that benefit from swarming tactics. However, you also need a ton of weapons to make the pirates worthwhile. All this puts a lot of pressure on the card limit cap. Running 12 pirates, 10 weapon oriented cards and 2 single target removal cards together with the 6 cards for the Molten Giant combo doesn't net you any cards (with exception of the warsong commander) to keep your pirates efficient for the late game. I'd say that you could probably ditch at least half of the pirates for stronger drops that works better to stall you longer into the late game, allowing you to draw that Molten Giant combo and turn the tables.
If you still want to try some more draw power, than yeah, the Cult Master is probably your best bet.
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Hi,
I got a hard time building an efficient warrior that can keep up with my other decks. I tried the lists proposed on the forum and a few of mine unsuccessfully. Until I decided to go all-in with the Pirates and the weapons.
The trick is to know when to play a card even if it doesn't reach its full potential. It's tempting to keep a Southsea Deackhand because you want a weapon on the ground first. But sometimes, you should just play it to avoid having an early empty board.
Once you are good at that, the deck starts to reward you with weird and deadly little combos that will really surprise your opponent.
Last advice: always keep a Warsong Commander in your hand.
I hope you will like it! :)
I have an opinion on almost everything. :)
Pirates. Because nothing else matters when you have warsong commander + molten giant.
But honestly. Of what I have heard about the pirates the general consensus is that they are a really weak archetype. While there are some strong individual cards. What makes you think they are strong enough to opt an entire deck around them?
I beleive weapons and charge are the key to a warrior deck. The enrage mechanic is not very comfortable to use and doesn't really give you some board control. You almost only win because of Grom or the Molten Giants. That means 90% of the deck can be improved, and for that, weapons and charge must be added In.
Now, charge cards, and weapons are expensive, you need to fill the deck with a pack of cheap creatures to allow you to be alive during the second part of the game. Pirates are coming for this reason because they synergize just very well with all the weapons, and very well together (you note that I play only one Captain, so this isn't a 100% Pirate deck, but a Warrior deck with Pirates to support it), and can even offer weapon-solutions, a touch of draw power (turn 2 Brewmaster on the Coin-Parrot is awesome ^^) while being cheap and agressive (They can give you explosive hands with an Arcanite Reaper on the board).
I play the Molten-Warsong combo in all my warriors deck because I beleive this is one of the most unbalanced combo currently available (and Brewmaster can interfere in that combo deliciously) and a very cheap way to steal victories. Even so, my previous warriors were loosing badly to Hunt, Rogue and Mage decks with a deadfull regularity, while this one is actually close to have 50% wins against them (In a weird way, I have an experimental Paladin that crushes it, but as I am not sure about this Paladin yet, I don't count it ^^).
This deck is far from being a perfect killing machine. And I welcome feedbacks a lot!
I have an opinion on almost everything. :)
Triple points for originality. Garrosh is still an ass. How's that for feedback? :D
On topic: I'm not sure about upgrade. Seems like one card to sometimes get an extra durability point. Too situational maybe?
Pretty nice for a theme deck.
it's not a theme deck. It's a deck with Pirates in, because Pirates are the best choice for the synergies I want. :)
Upgrade allows you to have more weapons, and a quick one. The deck runs pretty poorly if he doesn't have a weapon on the board, it's one of its weaknesses (And one of the reasons why I keep advising people to play more weapon hate in their decks ^^).
I have an opinion on almost everything. :)
This deck lost too much games in my last testing wave. The reason is simple: lack of good draw power. Suggestions welcome. :)
I have an opinion on almost everything. :)
the bloodsail corsair is a very bad card get something else instead perhaps cult master if you lack draw
Let me change your mind
While I agree the ooze would probably work better than the Bloodsail Corsair. It ain't that bad as you would think. Considering the 9 of 17 of weapons have 2 durability and it will most likely be used to attack when you play it, the corsair would destroy the weapon just like the ooze. The only major threats that this card can't deal with is Doomhammer, Blood Fury, Sword of Justice, Assassin's Blade and Ashbringer. The thing is just that the ooze is simply better due to the card being almost as cheap and always being successful in it's job.
I have a feeling that the draw power might not be the exact reason. It might simply be that the pirates are too weak (uhh pirates sucks blabla inc). It might simply be due to all the pirates are cheap, weak creatures. In the start you will probably trade 1 for 1 with them but as the game goes on they will start ending up trading negatively, like 2 for 1. So to make them work as a core you need cards that benefit from swarming tactics. However, you also need a ton of weapons to make the pirates worthwhile. All this puts a lot of pressure on the card limit cap. Running 12 pirates, 10 weapon oriented cards and 2 single target removal cards together with the 6 cards for the Molten Giant combo doesn't net you any cards (with exception of the warsong commander) to keep your pirates efficient for the late game. I'd say that you could probably ditch at least half of the pirates for stronger drops that works better to stall you longer into the late game, allowing you to draw that Molten Giant combo and turn the tables.
If you still want to try some more draw power, than yeah, the Cult Master is probably your best bet.