This used to be a quick list of ultimately irrelevant deck changes! This is now a list of tips for playing it:
Security Rover is incredible alongside an equipped Whip or breakable Blood Razor + Inner Rage/Whirlwind. Save it for these combos! Make an army of Saronites!
Mulligan for one Forge of Souls, Slam and the other various 3-drops. The deck doesn't usually start games off strong but at least it has a good variety of early plays.
The best times to use the Coin are for necessary removal combos, Security Rover combos and Woecleaver.
Save Grommash for lethal unless you're both completely out of cards (or of course if you pull him with Woecleaver). Grommash + Inner Rage + Rampage is 15 damage!!
Enrage Warrior was my first creative deck attempt at the launch of the game, and I’ve tried to make it work at least once a year since then. It’s always my weakest deck...
Enrage Warrior was my first creative deck attempt at the launch of the game, and I’ve tried to make it work at least once a year since then. It’s always my weakest deck...
Damn I was about to write the same thing, I remember back in vanilla playing that Grommash Hellscream, Cruel Taskmaster combo and feeling like a badass
Enrage Warrior was my first creative deck attempt at the launch of the game, and I’ve tried to make it work at least once a year since then. It’s always my weakest deck...
Well hopefully this time around it won't be! Enrage Warr is at least looking promising so long as opponents aren't drowning in weapon removal.
The deck needed a little more oomph and oh boy, here it is.
Slam works very nicely with Inner Rage and all the combos and pings in the deck. At least 1 Spellbreaker's a must here since the only other hard removal is Execute. The deck doesn't need armor as badly as I thought it did; the Drywhiskers won't be missed. In their place there's an additional 3drop in Mountainfire Armor and more reach, enrage power and AoE in a second Blood Razor and Forge of Souls.
Rotface still seems a little slow here as a lot of the deck's pings are spent on the T6 Rover combos (which eerily mimic Secret Hunter's 3/3 wolf parade...).
Tip: save your Inner Rages for combos, lethal or necessary removal. Don't use them on Acolytes unless they can attack - there's usually no need to IR them the turn they're played as the deck isn't tempo! If your opponent buffs a minion and sends it into an acolyte you're doing pretty well.
I edited the above post a ton as I made a ton of changes to the list lol. I finally found a really solid and fun version!
Since there's so much draw power here, I took out a lot of the weaker minions and added two Direhorn Hatchlings and Woecleaver! Now an additional gameplan the deck has is to draw most of the deck then finish off the opponent with Woecleaver + big bois. Also the deck doesn't need to run so many minions thanks to the Direhorns!
I may not make any more changes to the list whatsoever as I'm taking a long hiatus to play Smash Ultimate and I'll mostly be completing quests in the meantime. Best of luck if you try this deck out!
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Standard will never be the same again! Behold: Enrage Warrior! AAAAAAAAAAAAAAAAHHHHHHHHHHHH!!!!!!
This used to be a quick list of ultimately irrelevant deck changes! This is now a list of tips for playing it:
Enrage Warrior was my first creative deck attempt at the launch of the game, and I’ve tried to make it work at least once a year since then. It’s always my weakest deck...
Damn I was about to write the same thing, I remember back in vanilla playing that Grommash Hellscream, Cruel Taskmaster combo and feeling like a badass
Enrage? What is that? I'm so confused by this word. Don't you mean wHiLe dAmAgEd?
Me? Gongaga.
Well hopefully this time around it won't be! Enrage Warr is at least looking promising so long as opponents aren't drowning in weapon removal.
Day 1 Changes:
-2 Drywhisker Armorer; -1 Dozing Marksman; -2 Cornered Sentry; -1 Sul'thraze; -2 Redband Wasp
+1 Mountainfire Armor; +2 Slam; +1 Woecleaver; +2 Direhorn Hatchling; +1 Acidic Swamp Ooze; +1 Blood Razor
The deck needed a little more oomph and oh boy, here it is.
Slam works very nicely with Inner Rage and all the combos and pings in the deck. At least 1 Spellbreaker's a must here since the only other hard removal is Execute. The deck doesn't need armor as badly as I thought it did; the Drywhiskers won't be missed. In their place there's an additional 3drop in Mountainfire Armor and more reach, enrage power and AoE in a second Blood Razor and Forge of Souls.
Rotface still seems a little slow here as a lot of the deck's pings are spent on the T6 Rover combos (which eerily mimic Secret Hunter's 3/3 wolf parade...).
Tip: save your Inner Rages for combos, lethal or necessary removal. Don't use them on Acolytes unless they can attack - there's usually no need to IR them the turn they're played as the deck isn't tempo! If your opponent buffs a minion and sends it into an acolyte you're doing pretty well.
I edited the above post a ton as I made a ton of changes to the list lol. I finally found a really solid and fun version!
Since there's so much draw power here, I took out a lot of the weaker minions and added two Direhorn Hatchlings and Woecleaver! Now an additional gameplan the deck has is to draw most of the deck then finish off the opponent with Woecleaver + big bois. Also the deck doesn't need to run so many minions thanks to the Direhorns!
I may not make any more changes to the list whatsoever as I'm taking a long hiatus to play Smash Ultimate and I'll mostly be completing quests in the meantime. Best of luck if you try this deck out!