With all these new mechanics and amazing cards I'm thinking that a midrange Warrior deck might actually become a thing! I'm convinced at least most of the bomb cards are worth holding onto despite the meta becoming much more fast-paced. The deck will also acquire some incredible new minions!
Frightened Flunky, Temple Berserker and Bloodsworn Mercenary are all incredibly powerful minions in their own right - midrange decks deserve all three of them! The new taunt cards however don't seem like they will have much traction - Flunky stands far above them as he discovers any of them while simultaneously helping create an early game board presence. Restless Mummy is a very good addition as well but IMO isn't consistently solid enough to warrant running two copies.
Thanks to these new cheap minions, Frothing Berserker gets to make an appearance as there are finally enough good, cheap minions for a Warrior deck to run it! The card can take down huge threats or end games very prematurely by virtue of having virtually infinite attack so long as minions are taking damage. The Frothings plus SN1P-SN4P, bomb cards and Mercenaries is what will enable the deck to out-race control and combo decks.
The rest of the deck isn't as exciting as the aforementioned cards, but since the deck is midrange it doesn't have to be haha. Acolyte plus IR is a solid way to cycle through a deck and find its other synergies. The singleton removal cards help add variety to the ways the deck can efficiently get over obstacles mid-to lategame. Redband Wasp is a solid 2-drop here as it can help get rid of 1/1's and with the help of a ping go face or remove large threats, and just helping buff Frothing Berserker can be worthwile as well. The number of different ping effects together create lines that can kick-start synergies or efficient removal.
My Warrior brew is midrange as it focuses on playing out minions in a very assertive manner despite there being virtually no 1-drops or buff cards. Tempo Warrior decks will look to Magic Carpet, 1-drops, Rampage and History Buff for their deck to pop off (and possibly play the new quest as well) whereas midrange decks will focus on a longer-term gameplan that blends board presence and value. Refrain from posting Tempo lists here - there's another thread talking about that right now actually - but feel free to post midrange Warrior decklists and brews here and discuss them!
I see no hope for Temple Berserker. You play a taunt, your opponent kills it. And even if your taunt somehow manages to stick around for a turn, buffing it's attack doesn't make it any harder to remove.
Edit: I confused Temple Berserker with the card that gives taunts +2 attack.
Since your trying to kill your opponent, might as well get rid of all the taunts. SMOrc decks don't play taunts.
You forgot to put Leeroy Jenkins. Lethal combos are good tempo.
Two Town Criers are mandatory. Your rush minions are key. I think Militia Commander is better than the Mummy. Supercollider doesn't belong here. You are trying to kill the other guy, it can only hit face for 1 at a time. Get rid of Elekk, you only need to put a bomb or two in the deck to make Boom good. Rover still goes into this list, the card is just bonkers. Cruel Taskmaster is probably better than Improve Morale.
Since your trying to kill your opponent, might as well get rid of all the taunts. SMOrc decks don't play taunts.
You forgot to put Leeroy Jenkins. Lethal combos are good tempo.
Two Town Criers are mandatory. Your rush minions are key. I think Militia Commander is better than the Mummy. Supercollider doesn't belong here. You are trying to kill the other guy, it can only hit face for 1 at a time. Get rid of Elekk, you only need to put a bomb or two in the deck to make Boom good. Rover still goes into this list, the card is just bonkers. Cruel Taskmaster is probably better than Improve Morale.
See, to me Frightened Flunky is THE quintessential midrange card and if there ever were taunts that should remain in a deck like this they should be it and Zilliax. Supercollider is part removal for when there isn't a weapon out and part meta call in that conjurer giants and developing wide boards in a single turn are still going to be very prevalent and popular. Leeroy is good as well as the 1-drops but they require enough SMOrc alongside themselves that the deck inevitably becomes tempo, not midrange. My hangup with Militia is that it isn't as versatile as Restless in decks like this that are neither full-on tempo nor control.
I'm definitely not bashing Cruel Taskmaster as an inclusion but a random lackey that one can opt to play whenever may be worth more than the immediate 2/2 body although that really is nitpicking haha. Another nitpick is the second Town Crier - there are 2 Acolytes and a Battle Rage + ping effects in here already and a 1/2 vanilla body isn't worth that much.
This list made it to legend a month ago. It would probably be my starting point.
I think the bomb stuff is probably bad for this deck, even though that seems counter-intuitive. Bomb stuff is only good if your opponent draws bombs. The game is going to have to go on for a while for your opponent to draw the bombs. A deck like the one you posted isn't looking to go that long/win that way.
As we saw last format, the best bomb warriors went Elysiana-long. They midrange versions were far less successful (even though they were still successful b/c warrior was busted).
I think Livewire Lance may be something that this deck wants. It definitely wants 2x Town Crier and 2xEternium Rover
Funny enough I got to legend with a ping brew as well last expansion! Security Rover was bonkers haha. Security Rover is now effectively replaced by Mercenary though, meaning the deck can afford to be a bit more assertive - note the Mad Genius in that decklist you posted carrying its lategame. My bet is that this expansion will be a bit faster than the Mad Genius can handle with all these quests running around, meaning more assertive cards are better than relying on the hero in non-control lists.
Bomb cards I think will remain relevant as there still isn't a lot of healing in Standard - they just won't be worth stuffing a deck full of anymore. Removing them definitely gives access to other good synergies however so feel free in y'all's own midrange lists! Maybe I just realy like bomb cards lol.
To me, Mad Genius feels like he fills the role that Deathstalker Rexxar played in Midrange Hunter the format before. You only need it in a few match ups, but it gives you a chance to win those match ups.
Hey! I decided to add Leeroy and Warpaths to my decklist since they give it a crazy amount of reach alongside Frothing Berserker, Grommash and the bombs. About to attempt the Brawlesium with it!
With all these new mechanics and amazing cards I'm thinking that a midrange Warrior deck might actually become a thing! I'm convinced at least most of the bomb cards are worth holding onto despite the meta becoming much more fast-paced. The deck will also acquire some incredible new minions!
Frightened Flunky, Temple Berserker and Bloodsworn Mercenary are all incredibly powerful minions in their own right - midrange decks deserve all three of them! The new taunt cards however don't seem like they will have much traction - Flunky stands far above them as he discovers any of them while simultaneously helping create an early game board presence. Restless Mummy is a very good addition as well but IMO isn't consistently solid enough to warrant running two copies.
Thanks to these new cheap minions, Frothing Berserker gets to make an appearance as there are finally enough good, cheap minions for a Warrior deck to run it! The card can take down huge threats or end games very prematurely by virtue of having virtually infinite attack so long as minions are taking damage. The Frothings plus SN1P-SN4P, bomb cards and Mercenaries is what will enable the deck to out-race control and combo decks.
The rest of the deck isn't as exciting as the aforementioned cards, but since the deck is midrange it doesn't have to be haha. Acolyte plus IR is a solid way to cycle through a deck and find its other synergies. The singleton removal cards help add variety to the ways the deck can efficiently get over obstacles mid-to lategame. Redband Wasp is a solid 2-drop here as it can help get rid of 1/1's and with the help of a ping go face or remove large threats, and just helping buff Frothing Berserker can be worthwile as well. The number of different ping effects together create lines that can kick-start synergies or efficient removal.
My Warrior brew is midrange as it focuses on playing out minions in a very assertive manner despite there being virtually no 1-drops or buff cards. Tempo Warrior decks will look to Magic Carpet, 1-drops, Rampage and History Buff for their deck to pop off (and possibly play the new quest as well) whereas midrange decks will focus on a longer-term gameplan that blends board presence and value. Refrain from posting Tempo lists here - there's another thread talking about that right now actually - but feel free to post midrange Warrior decklists and brews here and discuss them!
I
see no hope for Temple Berserker. You play a taunt, your opponent kills it. And even if your taunt somehow manages to stick around for a turn, buffing it's attack doesn't make it any harder to remove.Edit: I confused Temple Berserker with the card that gives taunts +2 attack.
Since your trying to kill your opponent, might as well get rid of all the taunts. SMOrc decks don't play taunts.
You forgot to put Leeroy Jenkins. Lethal combos are good tempo.
Two Town Criers are mandatory. Your rush minions are key. I think Militia Commander is better than the Mummy. Supercollider doesn't belong here. You are trying to kill the other guy, it can only hit face for 1 at a time. Get rid of Elekk, you only need to put a bomb or two in the deck to make Boom good. Rover still goes into this list, the card is just bonkers. Cruel Taskmaster is probably better than Improve Morale.
See, to me Frightened Flunky is THE quintessential midrange card and if there ever were taunts that should remain in a deck like this they should be it and Zilliax. Supercollider is part removal for when there isn't a weapon out and part meta call in that conjurer giants and developing wide boards in a single turn are still going to be very prevalent and popular. Leeroy is good as well as the 1-drops but they require enough SMOrc alongside themselves that the deck inevitably becomes tempo, not midrange. My hangup with Militia is that it isn't as versatile as Restless in decks like this that are neither full-on tempo nor control.
I'm definitely not bashing Cruel Taskmaster as an inclusion but a random lackey that one can opt to play whenever may be worth more than the immediate 2/2 body although that really is nitpicking haha. Another nitpick is the second Town Crier - there are 2 Acolytes and a Battle Rage + ping effects in here already and a 1/2 vanilla body isn't worth that much.
https://www.hearthstonetopdecks.com/decks/enrage-warrior-shadows-post-buff-legend-tofuwarrior/
This list made it to legend a month ago. It would probably be my starting point.
I think the bomb stuff is probably bad for this deck, even though that seems counter-intuitive. Bomb stuff is only good if your opponent draws bombs. The game is going to have to go on for a while for your opponent to draw the bombs. A deck like the one you posted isn't looking to go that long/win that way.
As we saw last format, the best bomb warriors went Elysiana-long. They midrange versions were far less successful (even though they were still successful b/c warrior was busted).
I think Livewire Lance may be something that this deck wants.
It definitely wants 2x Town Crier and 2xEternium Rover
Funny enough I got to legend with a ping brew as well last expansion! Security Rover was bonkers haha. Security Rover is now effectively replaced by Mercenary though, meaning the deck can afford to be a bit more assertive - note the Mad Genius in that decklist you posted carrying its lategame. My bet is that this expansion will be a bit faster than the Mad Genius can handle with all these quests running around, meaning more assertive cards are better than relying on the hero in non-control lists.
Bomb cards I think will remain relevant as there still isn't a lot of healing in Standard - they just won't be worth stuffing a deck full of anymore. Removing them definitely gives access to other good synergies however so feel free in y'all's own midrange lists! Maybe I just realy like bomb cards lol.
To me, Mad Genius feels like he fills the role that Deathstalker Rexxar played in Midrange Hunter the format before. You only need it in a few match ups, but it gives you a chance to win those match ups.
Not if you're trying to counter highlander decks, which I assume will be pretty prevalent in the first few days after release
Hey! I decided to add Leeroy and Warpaths to my decklist since they give it a crazy amount of reach alongside Frothing Berserker, Grommash and the bombs. About to attempt the Brawlesium with it!