squats I like the synergy between ur deck can I just ask what the purpose of the shield block is? It just seems like it would slow you down with this aggressive type of deck. I'm guessing its mostly used to not take as much damage when swinging with weapons.
squats I like the synergy between ur deck can I just ask what the purpose of the shield block is? It just seems like it would slow you down with this aggressive type of deck. I'm guessing its mostly used to not take as much damage when swinging with weapons.
What you guys are forgetting to account for is that warrior with its armor is the only class in the game that can have over 30 Hp. This is a big deal with things like burn mages running around.
What you guys are forgetting to account for is that warrior with its armor is the only class in the game that can have over 30 Hp. This is a big deal with things like burn mages running around.
<looks at post> <looks at date> <looks at Beta Patch number> <looks at post and re-reads "burn mages running around"> <shakes head at goldblade02>
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Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Over how many games? From Rank 25 (started the new ranking system with it) to Rank 13/14 or so. That should answer the "what rank" question.
During this time, it felt like every game was against Mage. Recent patches nerfed Blizzard and Cone of Cold so I've seen a fair share of other classes quite a bit during that time.
As for the Shield Block. I don't play the deck aggressively. There is no Charge, no Warsong Commander (I threw in 1 Charge card as a Frothing Zerker surprise because some games he sat there with 9 - 12 attk and I KNEW he was gonna die.) I use the weapons for control but if/when I get card advantage, I then switch to aggression and start pressing the attack. This forces my opponent (mage or otherwise) to start Fireballing defensively and otherwise force them into bad plays/dropping too many minions as their life starts getting in the teens. Until this happens however, I don't feed the Nova, Consecrate, Flamestrike, Blizzard, etc. I keep it slow and steady.
This best sums up why I think the deck works and why it has done so well. I'm going to be honest and say that with "net decks" coming out now (this guy won this tournament with it, etc.), the difference at the rank I'm at vs. top 50 ranks (what is that? Like Rank 6 or better) isn't the decks...it is how the decks are played. The players make better choices and don't make blatant mistakes. Hearthstone isn't like Magic in that you can truly have some impeccable play. In Hearthstone someone, no matter how good they are, will make a possible good decision but an opponent draw will make it look like a mistake. In Magic, the option of being able to do things on your opponents turn adds another layer of depth and complication. This is why top end players will beat newer players, all the time. They won't make mistakes and can still punish you on your turn. I'm done ranting and comparing. Back to what makes my Warrior deck work..
Look at the mana curve. You have Arathi Weaponsmith and Argus at 4. Arcanite is 5. Grom obviously is higher. Grom doesn't count because 99% of the time he is held until a turn 10 play combined with Taskmaster. Other than those few cards, the entire deck is 3 or less cost. What this means is Warrior is great at early control. Hero Power stalls. Shield Armor stalls. A few "bait" creatures like Imp Master and Frothing Zerker have insane potential but will draw early fire/attacks. Otherwise, the Fiery War Axe is the king of early control. It kills basically anything on turn 1, 2, 3. So we eventually get into the late game and with such a low mana curve, the combo's are built in but not in the heavily dependent way that traditional Warrior is. On turn 5 I can play Taskmaster on an already in play Acolyte of Pain. I draw 1. I then Whirlwind. Thats another card draw from Acolyte. I then Battle Rage, drawing 3 (acolyte, taskmaster and myself if I've maintained control to this point with weapons.) Acolyte with now 3 attack runs into whatever was there on turn 5 (which is already damage with Whirlwind) and most likely kills it. I get ANOTHER card draw from whatever kills the Acolyte. That is 5 cards drawn on turn 5, everything has 1 Whirlwind damage, something probably died from my Acolyte running into it and I have a 2/1 Taskmaster on the board. On TURN 5.
That is the synergy the deck has consistently with such a low mana curve. You combo it up in 1 or 2 key turns, stabilizing with weapons and armor early game. Execute handles late game and strategy wise, I don't deal with their big stuff (Stormwind Champ, Ogre, Venture Co, etc.) late. Just go face after turn 6-7 as within 2 turns, a key Arcanite, Grom or Frothing puts them on defensive - instantly. Other than Pyroblast, I can think of no other class that when your opponent is sitting at 15ish life and you have 8 to 10 mana, they play differently because they KNOW they could be dead next turn. Especially with this deck and the control and card draw. At that point, I also have 6 cards in hand. That screams 20 damage to my opponent. You force different play - all the time (they attack non-taunters, etc.)
Yes, the hero power is weak, but the warrior card set is exceptional. Frothing berserker and armorsmiths are so, so powerful.
Weaponsmiths make for great removal, as does shield slam. Damn man I'm spending the night playing warrior, that's just all there is to it.
Yes Math, Arathi Weaponsmith. I start rambling and forget card names sometimes.
Anyway, here is my current deck list. It's been working quite well. I'd say around 85-90% win rate so far.
squats I like the synergy between ur deck can I just ask what the purpose of the shield block is? It just seems like it would slow you down with this aggressive type of deck. I'm guessing its mostly used to not take as much damage when swinging with weapons.
Also good against mages.
Over how many games?Arena Tips
What you guys are forgetting to account for is that warrior with its armor is the only class in the game that can have over 30 Hp. This is a big deal with things like burn mages running around.
<looks at post>
<looks at date>
<looks at Beta Patch number>
<looks at post and re-reads "burn mages running around">
<shakes head at goldblade02>
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Hey all thanks for the replies.
Over how many games? From Rank 25 (started the new ranking system with it) to Rank 13/14 or so. That should answer the "what rank" question.
During this time, it felt like every game was against Mage. Recent patches nerfed Blizzard and Cone of Cold so I've seen a fair share of other classes quite a bit during that time.
As for the Shield Block. I don't play the deck aggressively. There is no Charge, no Warsong Commander (I threw in 1 Charge card as a Frothing Zerker surprise because some games he sat there with 9 - 12 attk and I KNEW he was gonna die.) I use the weapons for control but if/when I get card advantage, I then switch to aggression and start pressing the attack. This forces my opponent (mage or otherwise) to start Fireballing defensively and otherwise force them into bad plays/dropping too many minions as their life starts getting in the teens. Until this happens however, I don't feed the Nova, Consecrate, Flamestrike, Blizzard, etc. I keep it slow and steady.
This best sums up why I think the deck works and why it has done so well. I'm going to be honest and say that with "net decks" coming out now (this guy won this tournament with it, etc.), the difference at the rank I'm at vs. top 50 ranks (what is that? Like Rank 6 or better) isn't the decks...it is how the decks are played. The players make better choices and don't make blatant mistakes. Hearthstone isn't like Magic in that you can truly have some impeccable play. In Hearthstone someone, no matter how good they are, will make a possible good decision but an opponent draw will make it look like a mistake. In Magic, the option of being able to do things on your opponents turn adds another layer of depth and complication. This is why top end players will beat newer players, all the time. They won't make mistakes and can still punish you on your turn. I'm done ranting and comparing. Back to what makes my Warrior deck work..
Look at the mana curve. You have Arathi Weaponsmith and Argus at 4. Arcanite is 5. Grom obviously is higher. Grom doesn't count because 99% of the time he is held until a turn 10 play combined with Taskmaster. Other than those few cards, the entire deck is 3 or less cost. What this means is Warrior is great at early control. Hero Power stalls. Shield Armor stalls. A few "bait" creatures like Imp Master and Frothing Zerker have insane potential but will draw early fire/attacks. Otherwise, the Fiery War Axe is the king of early control. It kills basically anything on turn 1, 2, 3. So we eventually get into the late game and with such a low mana curve, the combo's are built in but not in the heavily dependent way that traditional Warrior is. On turn 5 I can play Taskmaster on an already in play Acolyte of Pain. I draw 1. I then Whirlwind. Thats another card draw from Acolyte. I then Battle Rage, drawing 3 (acolyte, taskmaster and myself if I've maintained control to this point with weapons.) Acolyte with now 3 attack runs into whatever was there on turn 5 (which is already damage with Whirlwind) and most likely kills it. I get ANOTHER card draw from whatever kills the Acolyte. That is 5 cards drawn on turn 5, everything has 1 Whirlwind damage, something probably died from my Acolyte running into it and I have a 2/1 Taskmaster on the board. On TURN 5.
That is the synergy the deck has consistently with such a low mana curve. You combo it up in 1 or 2 key turns, stabilizing with weapons and armor early game. Execute handles late game and strategy wise, I don't deal with their big stuff (Stormwind Champ, Ogre, Venture Co, etc.) late. Just go face after turn 6-7 as within 2 turns, a key Arcanite, Grom or Frothing puts them on defensive - instantly. Other than Pyroblast, I can think of no other class that when your opponent is sitting at 15ish life and you have 8 to 10 mana, they play differently because they KNOW they could be dead next turn. Especially with this deck and the control and card draw. At that point, I also have 6 cards in hand. That screams 20 damage to my opponent. You force different play - all the time (they attack non-taunters, etc.)