This is just something that I was fiddling around with, and something I am hoping to improve on. Now I would just like to mention a few of the vulnerabilities I can see, and hopefully something I can improve upon.
- Silencers. Right now I don't have silencers in the deck, I think it'd be a good idea to add at least a Ironbeak Owl and a Spellbreaker.
- Overall weak minions. I would have liked to have added some more things with bulk to this deck, but between weapons, abilities and having to feel like I have enough taunters and some card draw (Engineers) I couldn't find the room to add any, or even the appropriate ones to compliment the deck.
And here are some things I am on the fence about having.
- Warsong Commanders. I feel like that they can be a great utility when I need them, but not sure if it's worth having them in this kind of deck, would it be advised to keep them around, to switch them for something else (i.e silencers) or should I be adding something with more bulk?
- One Gorehowl. I added one purely to leave room for other things in the deck, and as I imagine it'll largely be used for clearing the board (Unless I draw an "Upgrade!") but would it be wise to prioritize this card?
- One Arathi Weaponsmith. I added only one due to (What I thought) was shortage on other minions/abilities, but I do feel like I should probably have another one. Thoughts?
- Bloodsail Raiders. They do scream out to a weapons deck, but I'm not sure if it'd be best to drop these in favour of x2 Questing Adventurer's, some stronger minions or for those silencers that I spoke of before.
- Novice Engineer. Don't get me wrong I think this is a good card with the 'draw card' effect, but I'm not sure if I should be using this card over something like Battle Rage where I can possibly draw multiple cards at a time, especially after throwing out a whirlwind. I thought having another minion on the field could help, but don't know if I have an over-abundance of them in my deck already.
If you do have any suggestions, feedback or anything I should change around I would really appreciate any of it. Thank you!
So in the deck you have 5 weapons + weaponsmith, which is 1/5 of the total card count. Too often IMO you'll have a weapon equipped already, and other weapon cards in your hand won't be an option 'cause you can only equip one weapon at a time.
I'd try getting some Shield blocks in, gives great card advantage and makes it really easy to take out minions with your hero's weapon. Your draw is pretty weak, without greenskin you've got very little card advantage, maybe consider some slams in the deck?
I have a warrior weapon deck that relys on Charge with either above combo but weakening the hero before and protecting yourself until you can use your combo with Shield Block for longevity and Shield Slam for removal to delay the game even longer. For the above combo I need to use some minions and weapons to keep the enemy low enough to one shot but high enough to save his heals and not be suspicious. But my ultimate combo is:
So in the deck you have 5 weapons + weaponsmith, which is 1/5 of the total card count. Too often IMO you'll have a weapon equipped already, and other weapon cards in your hand won't be an option 'cause you can only equip one weapon at a time.
I had a deck similar to this, and this was it's main problem.
How would you play Onyxia on turn 6? :D The combo sounds awsome but people usually pick off the commander first so it's only solid if you can play it all one turn. The giant play is nice though.
Hey guys, thanks for all of your feedback. So far I've removed the Arathi Weaponsmith and I've replaced it with a second Spiteful Smith for the time being, this will require testing once I'm able to play Hearthstone, but the goal would be to always try and have a weapon equipped. I've also replaced Rampage (While a fantastic card) with Shield Block for more longevity and card draw.
I would personally like to keep Heroic Strike in my deck, as I'm going to aim to be attacking with my hero every turn, and it'll allow me to either use it by itself or to simply buff up a weapon of mine.
I would love to be able to add stuff like Charge and the Acolyte of Pain, but I don't know what I can replace to fit in charge (I feel if I replace minions with it, I'll be too short on them) and Acolyte of Pain I could see replacing the Novice Engineer, but I'm not entirely sure if I'm making the right move on doing that.
I've also considered Battle Rage, but again - I don't know what to replace. And I'm still a bit stuck on where to throw out a Spellbreaker/Ironbeak Owl.
I wish I had seen your post earlier. I made a similar weapon heavy deck. I understand saturating the deck with weapons even if you pull multiple while having a weapon already equipped but its nice to keep a steady stream of weapons available. I do think Shield Block is essential for card draw.
This is just something that I was fiddling around with, and something I am hoping to improve on. Now I would just like to mention a few of the vulnerabilities I can see, and hopefully something I can improve upon.
- Silencers. Right now I don't have silencers in the deck, I think it'd be a good idea to add at least a Ironbeak Owl and a Spellbreaker.
- Overall weak minions. I would have liked to have added some more things with bulk to this deck, but between weapons, abilities and having to feel like I have enough taunters and some card draw (Engineers) I couldn't find the room to add any, or even the appropriate ones to compliment the deck.
And here are some things I am on the fence about having.
- Warsong Commanders. I feel like that they can be a great utility when I need them, but not sure if it's worth having them in this kind of deck, would it be advised to keep them around, to switch them for something else (i.e silencers) or should I be adding something with more bulk?
- One Gorehowl. I added one purely to leave room for other things in the deck, and as I imagine it'll largely be used for clearing the board (Unless I draw an "Upgrade!") but would it be wise to prioritize this card?
- One Arathi Weaponsmith. I added only one due to (What I thought) was shortage on other minions/abilities, but I do feel like I should probably have another one. Thoughts?
- Bloodsail Raiders. They do scream out to a weapons deck, but I'm not sure if it'd be best to drop these in favour of x2 Questing Adventurer's, some stronger minions or for those silencers that I spoke of before.
- Novice Engineer. Don't get me wrong I think this is a good card with the 'draw card' effect, but I'm not sure if I should be using this card over something like Battle Rage where I can possibly draw multiple cards at a time, especially after throwing out a whirlwind. I thought having another minion on the field could help, but don't know if I have an over-abundance of them in my deck already.
If you do have any suggestions, feedback or anything I should change around I would really appreciate any of it. Thank you!
So in the deck you have 5 weapons + weaponsmith, which is 1/5 of the total card count. Too often IMO you'll have a weapon equipped already, and other weapon cards in your hand won't be an option 'cause you can only equip one weapon at a time.
I'd try getting some Shield blocks in, gives great card advantage and makes it really easy to take out minions with your hero's weapon. Your draw is pretty weak, without greenskin you've got very little card advantage, maybe consider some slams in the deck?
Might I suggest Charge it makes great combo with Bloodsail Raider and Gorehowl + Upgrade! for a good burst on hero. Though you also need card draw mechanics. Since you have Whirlwind you can use Acolyte of Pain maybe
I have a warrior weapon deck that relys on Charge with either above combo but weakening the hero before and protecting yourself until you can use your combo with Shield Block for longevity and Shield Slam for removal to delay the game even longer. For the above combo I need to use some minions and weapons to keep the enemy low enough to one shot but high enough to save his heals and not be suspicious. But my ultimate combo is:
Alexstrasza with Charge and Gorehowl the turn prior.
Let me change your mind
I had a deck similar to this, and this was it's main problem.
Daymn you so smart angel. That's a great combo!
How would you play Onyxia on turn 6? :D The combo sounds awsome but people usually pick off the commander first so it's only solid if you can play it all one turn. The giant play is nice though.
Let me change your mind
Hey guys, thanks for all of your feedback. So far I've removed the Arathi Weaponsmith and I've replaced it with a second Spiteful Smith for the time being, this will require testing once I'm able to play Hearthstone, but the goal would be to always try and have a weapon equipped. I've also replaced Rampage (While a fantastic card) with Shield Block for more longevity and card draw.
I would personally like to keep Heroic Strike in my deck, as I'm going to aim to be attacking with my hero every turn, and it'll allow me to either use it by itself or to simply buff up a weapon of mine.
I would love to be able to add stuff like Charge and the Acolyte of Pain, but I don't know what I can replace to fit in charge (I feel if I replace minions with it, I'll be too short on them) and Acolyte of Pain I could see replacing the Novice Engineer, but I'm not entirely sure if I'm making the right move on doing that.
I've also considered Battle Rage, but again - I don't know what to replace. And I'm still a bit stuck on where to throw out a Spellbreaker/Ironbeak Owl.
Not a fan of Grom, I'd play Leeroy Jenkins
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
I wish I had seen your post earlier. I made a similar weapon heavy deck. I understand saturating the deck with weapons even if you pull multiple while having a weapon already equipped but its nice to keep a steady stream of weapons available. I do think Shield Block is essential for card draw.
here is a link to my post if you want to check it out. http://www.hearthpwn.com/forums/hearthstone-general/deck-sharing-and-feedback/681-warrior-deck-the-weaponmaster
Need at least one innerage to save for grom