After theorycrafting a ton of Midrange Warrior over the past few days despite taking a break from Hearthstone for the last two and a half expansions this is what I came up with. Overall it's the best (or very close to best) list I believe I'll come up with for the non-control, non-aggro archetypes of Warrior; that being said, I am still not 100% sure I'm on the right track. Thoughts and suggestions appreciated!
The singletons are all justified in that they're most desirable as a 1-of's for the sake of adaptability and versatility. WW is strong against aggro, plus there's no other way to ping for 1 damage in the deck save Lord Barov's deathrattle. It also clears the board with Barov and enables a turn 9 wombo combo with Kel'Thuzad in the mix. On top of that it can enable cheap or even free Bloodboil Brutes.
Risky Skipper could included instead (or as well?) for mostly the same reasons, but regardless I like the upsides of WW; the obvious downside of Risky Skipper is that it harms the other weenies but the repeatable WW value of it is amazing regardless. I'm not positive grabbing Ancharrr and stuffing in a pirate package is the way to go here though, but it does sound like it has potential regardless.
Bomb Warrior is pretty midrange, why don't you include the bomb package.
Reaper and Gan'arg are better weapons for tempo and helping weenies make better trades and go face, of which this deck has a number of. Basically I'm putting my stock in the (mostly) newer cheap minions and Troublemakers over bombs.
One word dude: Swingstone, thats the name of the game rn. Unless you're going full control with something like big warrior, you're just gimping urself if you're not running the skipper swing package, thats the biggest complain ppl have for warrior but it is what it is.
Following the curve is the aggros realm rn, either you go aggro or your deck must have a way to swing the board back at all times: all your minions must have taunt, rush, or an effect that removes something from their board.
Why you think the murloc paladin list was way more popular than the pure one? Cuz paladin had very limited ways to swing the board back, thats what you need to play midrange nowadays.
If you insist on not playin skipper, try the warrior taunt package, that gameplan is prety much midrange anyways.
OP, your deck has way too many 1-ofs that don't really fit a specific role and will hurt the deck's consistency. Blazing Battlemage? Ramming Speed? Double them up or get rid of them. (Hint: get rid of Ramming Speed. And Blazing Battlemage too if you aren't going for aggro.)
I also dream of a midrange warrior build; in my case, I specifically decided I want to first try a deck with Gorehowl, even if it's a meme. That free 7-drop out of Steeldancer is just tantalizing me with deliciousness, and doing 14 or so face damage with an upgraded Gorehowl sounds pretty blissful too.
Then I put in two other packages that will hopefully help me survive til the Gorehowl-face turns, while also making the Dread Corsairs much more useful: a pirate package (practically required in this day and age, Risky Skipper and Ancharrr are just too strong) and a Taunt package.
The Pirate Package consists of Risky Skipper, Armorsmith, Battle Rage, Ancharrr. Which provide AoE, lifegain, draw, and draw respectively. Having only this for AoE is a little suspect, and having only 4 pirates for Ancharrr to draw (with the Dread Corsairs) is a little suspect. But the amount of card draw in the deck, between Battle Rage, Ancharrr, Corsair Cache, and Cutting Class should be pretty awesome, and keep things flowing.
The Taunt package is supposed to function like a crapton of effective lifegain, and consists of Into the Fray, Frightened Flunky, Infested Goblin, Scrap Golem, and Armagedillo. Infested Goblin is undoubtedly the most suspect card in the entire list, which is why it's a 1-of, but I had no other 3-drops besides Ancharrr, so I felt that I needed something.
Looking at other people's lists, it appears I may be underestimating the importance of Lord Barov ... who would at least be another 3-drop ...
Bump just to say this is the best version I've come up with after playing it for a few days! I unfortunately had to cut Grommash - after 50 ranked games he did not hit the board once! Kel'Thuzad and the Troublemakers crowd up the top end too much already and are just that good.
Athletic Studies is an amazing card. Getting to play a discounted rush and discovering another absolutely saves the deck's curve and then some. Often times playing a Restless Mummy on t3 (t2 w/coin!) is more than worth it. On top of that it allows Rush minions to be played very assertively, to the point where they're an actual board presence. The Initiates and Gan'args are good and situationally great, but Athletic Studies is by far the most valuable 1-drop in here. I've had games where a Taunt/Rush has saved my skin and others where the 3/12 with extra attacks on kills clapped serious cheeks and won me the game.
After theorycrafting a ton of Midrange Warrior over the past few days despite taking a break from Hearthstone for the last two and a half expansions this is what I came up with. Overall it's the best (or very close to best) list I believe I'll come up with for the non-control, non-aggro archetypes of Warrior; that being said, I am still not 100% sure I'm on the right track. Thoughts and suggestions appreciated!
The singletons are all justified in that they're most desirable as a 1-of's for the sake of adaptability and versatility. WW is strong against aggro, plus there's no other way to ping for 1 damage in the deck save Lord Barov's deathrattle. It also clears the board with Barov and enables a turn 9 wombo combo with Kel'Thuzad in the mix. On top of that it can enable cheap or even free Bloodboil Brutes.
Risky Skipper could included instead (or as well?) for mostly the same reasons, but regardless I like the upsides of WW; the obvious downside of Risky Skipper is that it harms the other weenies but the repeatable WW value of it is amazing regardless. I'm not positive grabbing Ancharrr and stuffing in a pirate package is the way to go here though, but it does sound like it has potential regardless.
Bomb Warrior is pretty midrange, why don't you include the bomb package.
Reaper and Gan'arg are better weapons for tempo and helping weenies make better trades and go face, of which this deck has a number of. Basically I'm putting my stock in the (mostly) newer cheap minions and Troublemakers over bombs.
Thanks, now I have Nazi in my google search history. I thought that was a HS card or some gibberish lol.
One word dude: Swingstone, thats the name of the game rn. Unless you're going full control with something like big warrior, you're just gimping urself if you're not running the skipper swing package, thats the biggest complain ppl have for warrior but it is what it is.
Following the curve is the aggros realm rn, either you go aggro or your deck must have a way to swing the board back at all times: all your minions must have taunt, rush, or an effect that removes something from their board.
Why you think the murloc paladin list was way more popular than the pure one? Cuz paladin had very limited ways to swing the board back, thats what you need to play midrange nowadays.
If you insist on not playin skipper, try the warrior taunt package, that gameplan is prety much midrange anyways.
Remove stuff early game then drop beefy minions from midgame.
OP, your deck has way too many 1-ofs that don't really fit a specific role and will hurt the deck's consistency. Blazing Battlemage? Ramming Speed? Double them up or get rid of them. (Hint: get rid of Ramming Speed. And Blazing Battlemage too if you aren't going for aggro.)
I also dream of a midrange warrior build; in my case, I specifically decided I want to first try a deck with Gorehowl, even if it's a meme. That free 7-drop out of Steeldancer is just tantalizing me with deliciousness, and doing 14 or so face damage with an upgraded Gorehowl sounds pretty blissful too.
Top priority for this deck is the bigger weapons and weapon-synergy cards: Gorehowl, Reaper's Scythe, Upgrade!, Corsair Cache, Dread Corsair, Steeldancer, Cutting Class, Doctor Krastinov, Armored Goon.
Then I put in two other packages that will hopefully help me survive til the Gorehowl-face turns, while also making the Dread Corsairs much more useful: a pirate package (practically required in this day and age, Risky Skipper and Ancharrr are just too strong) and a Taunt package.
The Pirate Package consists of Risky Skipper, Armorsmith, Battle Rage, Ancharrr. Which provide AoE, lifegain, draw, and draw respectively. Having only this for AoE is a little suspect, and having only 4 pirates for Ancharrr to draw (with the Dread Corsairs) is a little suspect. But the amount of card draw in the deck, between Battle Rage, Ancharrr, Corsair Cache, and Cutting Class should be pretty awesome, and keep things flowing.
The Taunt package is supposed to function like a crapton of effective lifegain, and consists of Into the Fray, Frightened Flunky, Infested Goblin, Scrap Golem, and Armagedillo. Infested Goblin is undoubtedly the most suspect card in the entire list, which is why it's a 1-of, but I had no other 3-drops besides Ancharrr, so I felt that I needed something.
Looking at other people's lists, it appears I may be underestimating the importance of Lord Barov ... who would at least be another 3-drop ...
Bump just to say this is the best version I've come up with after playing it for a few days! I unfortunately had to cut Grommash - after 50 ranked games he did not hit the board once! Kel'Thuzad and the Troublemakers crowd up the top end too much already and are just that good.
Athletic Studies is an amazing card. Getting to play a discounted rush and discovering another absolutely saves the deck's curve and then some. Often times playing a Restless Mummy on t3 (t2 w/coin!) is more than worth it. On top of that it allows Rush minions to be played very assertively, to the point where they're an actual board presence. The Initiates and Gan'args are good and situationally great, but Athletic Studies is by far the most valuable 1-drop in here. I've had games where a Taunt/Rush has saved my skin and others where the 3/12 with extra attacks on kills clapped serious cheeks and won me the game.