• 3

    posted a message on Saidan the Scarlet

    Obviously slots right into Handbuff and will see tons of play. This will often become massive rush minion for just 3 mana. 

    Posted in: Saidan the Scarlet
  • 6

    posted a message on Pirate Warrior Returns?

    I’ve been loving the return of Pirate Warrior since Ike started the trend post-Darkmoon races. I’ve played it extensively and I used it to climb to D5 real quick for the start of the February season. We’ll see if I can dodge enough broken Cheese Paladins to hit Legend again this month running the deck because I really believe it has a positive win rate against all other decks. That being said, I do believe there are some optimization changes that can be made from Ike’s list. First, I’m pretty low on Frothing Berserker here. I was first running Steeldancers which felt good but then someone suggested Crabriders and they’ve been phenomenal. Second, I’m also low on Whatley and Greenskin. Both are slow and this deck wins through its speed. I replaced them with two copies of Stage Dive. So, we lose one draw but what we gain is more impactful draw that matches the speed of the deck. All of our pulls with Stage Dive are high-value. Tent Trashers become two, three or four mana 7/6 rushes. Crabriders become 3/5 windfury rushes for two mana. They are also a amazing targets for Nitroboost Potion if they stick to the board and you can smack face with them. Krastinov becomes a 6/5 weapon buff rush for five. Just my 2c but these changes have been amazing for me. 

    Posted in: Pirate Warrior Returns?
  • 0

    posted a message on EnZo’s [Almost] Highlander Bomb Warrior

    Hi friend! I stalled out in high plat using this iteration of the deck so I made some more changes that haven’t been updated here yet. Mainly, I traded in some more high-cost flash for cheaper control tools and it’s working out even better. Cleave is valuable in this meta, especially against stealth rogue decks. Sword and Board is strong against early aggro aggression and it can be used as an activator for Coerce or as a cheap spell to follow on your Barov to clear the board. The other big change I made was adding a second Cache. This makes it slightly harder to activate the highlander aspect of the deck but it strengths to main win condition which is the bomb consistency. Drawing and casting a cache still quickly activates the highlander so it’s still pretty damn close to being a full highlander deck. For this reason, I look for cache on mulligan every match. Look out for the updated list that I’ll put here soon. My refined list helped me push through plat 5 and on my way to diamond. 

    Posted in: EnZo’s [Almost] Highlander Bomb Warrior
  • 2

    posted a message on EnZo’s [Almost] Highlander Bomb Warrior

    Those are all pretty crucial cards. The deck will be weaker without them for sure. 

    Posted in: EnZo’s [Almost] Highlander Bomb Warrior
  • 2

    posted a message on Rattlegore

    Really excited to use this card in my Ripper deck! Speaking of board control, my version of Ripper warrior runs Hack the System which has good synergy with the Big theme since it doesn’t add minions to the deck and it really helps add board pressure during turns when you’re clearing in stead of dropping big minions or casting your Dimensional Ripper. Ceremonial Maul will also help add a little more board presence alongside your 4/3 golems. 
    If I can get Rattlegore to stick to the board, then the pressure will be immense. Not to mention, if you can pull copies of Rattlegore out with The Boom Reaver or Dimensional Ripper, it’ll be insane! 

    Posted in: Rattlegore
  • 2

    posted a message on Dekkster's Ripper Warrior

    Thanks for the reply! Why can’t I run Upgrade! with Ceremonial Maul? I’ll never be upgrading the Maul so the 1 mana spell won’t be used for the spell burst. Upgrade! is there for the 3 attacks, that’s it. Here is my deck list currently pre-Scholomance. I’ve been swapping out my big minions trying to figure out what works best but I’m looking forward to the expansion because it seems like the big minions will then be optimized and there won’t be any question about trying different ones out. 

    ### Quest Ripper
    # Class: Warrior
    # Format: Standard
    # Year of the Phoenix
    #
    # 2x (1) Boom Squad
    # 1x (1) Hack the System
    # 1x (1) Shield Slam
    # 1x (1) Sword and Board
    # 2x (1) Upgrade!
    # 1x (2) Corsair Cache
    # 2x (3) Bladestorm
    # 1x (3) Bulwark of Azzinoth
    # 2x (3) Livewire Lance
    # 2x (3) Ramming Speed
    # 2x (3) Shield Block
    # 1x (4) Archmage Vargoth
    # 1x (4) Kargath Bladefist
    # 2x (4) Molten Breath
    # 2x (5) Brawl
    # 1x (8) Deathwing, Mad Aspect
    # 1x (9) Burly Shovelfist
    # 1x (10) Colossus of the Moon
    # 2x (10) Dimensional Ripper
    # 1x (10) Scrapyard Colossus
    # 1x (10) The Boom Reaver
    #
    AAECAQcMogT2lgPWmQOgngP3qAPfqQPfrQO+uQPAuQPzuwP2wgP5wgMJS/8D/weWlAP1qAPbrQP/tAOltgO4uQMA
    #

    Posted in: Dekkster's Ripper Warrior
  • 0

    posted a message on Dekkster's Ripper Warrior

    Don’t think it’s really Dekkster, right?

    Posted in: Dekkster's Ripper Warrior
  • 2

    posted a message on Dekkster's Ripper Warrior

    Looks good! I’m a warrior-only player and right now Big Ripper is my favorite deck to play so I’m excited to try it out with Scholomance cards. On paper, this deck definitely looks better after the expansion! 

    My current Ripper deck runs the quest as well and it works really well! To do this, I drop only three cards - one copy of Sword and Board, one copy of Shield Slam, and one copy of Corsair Cache. My replacements are Hack the System and 2x Upgrade!. It loses a little of control but once completed, the quest adds a great deal of pressure to your board and fills the gaps for when you’re not dropping your big threats. Plus, you can churn out two 4/3’s for 4 mana on turns when you are also clearing the enemy board with the rest of your mana. With the updated deck list, you can also drop a 4/3 alongside your Troublemaker just like I already do after dropping Deathwing since they both cost 8.

    The quest works by using Upgrade! strictly for the 1/3 weapon so I can maximize hero attacks for the quest without having to add more weapons. Once the quest is completed, I try to only attack if I can spend the 4 mana hitting my hero power twice. But I’m hitting my hero power once whenever I have extra mana. I’ll sometimes use my Bulwark of Azzinoth aggressively to get in extra attacks if my board and health are in a good state. Otherwise, I’ll use it for its usual defensive use. All in all, my deck provides 10 guaranteed attacks and possibly a couple more from the Bulwark. So 5 for the quest, and 5-7 turns where I’m hitting my hero power twice for the two 4/3’s. It ends up balancing out nicely with turns when I’m casting Dimensional Ripper or dropping expensive minions. Also, it obviously doesn’t add any minions do the deck which makes it all work. I like to run Livewire Lance in stead of Wrenches for a couple reasons. First, they are cheaper so I can get my quest started faster. Second, I love the utility they provide while filling out the board. They also help fill out your mana curve when your clearing or utilizing your double hero power. They also deliver some big minions sometimes or an extra Ripper through the lackey’s. 

    For Scholomance I plan on running a similar deck. I’ll basically copy this one but I’ll do the same thing where I drop one copy of Shield Slam, Sword and Board, and Corsair Cache for 2x Upgrade! and Hack the System. I’m torn between running Lances or the new Mauls so at first I think I’ll run a copy of each. The only other change I plan to make is to drop one copy of Commencement. I know this card is great but I just don’t love it enough in this deck to include two copies of it. With only 7 minions in the deck, it hurts when 2-3 of these are less than ideal targets for the spell. At 7 mana, it’s not cheap. And the less-than-ideal targets are Archmage Vargoth, The Boom Reaver, Kargath Bladefist, and even Deathwing to some extent since you lose the battlecry clear. Rattlegore and Troublemaker are freaking awesome targets for it though. Also, I dislike how it doesn’t pull a copy of the minion like Ripper and Reaver do but rather the actual minion from your deck. This, combined with the loss of Molten Breath’s removal has me wanting to add the new dual-class card Coerce for some solid and cheap removal. The inclusion of that card  has me wanting to keep one or both Lances in the deck for the 1 mana lackey’s to activate the combo but I have to see how powerful the Maul is. Some free taunt minions might be really strong on turns where I’m clearing board and also producing two 4/3’s. 

    Feel free to give it a try! If you think no one expects the Dimensional Ripper deck, just wait until you start the match off with a quest! They won’t know what’s going on. I have yet to see this deck outside of myself playing it. 

     

     

     

    Posted in: Dekkster's Ripper Warrior
  • 3

    posted a message on Troublemaker

    Will very quickly find a home in Big Warrior decks. Pull two copies of this with Dimensional Ripper  or one copy with rush from The Boom Reaver and you’re in pretty great shape!

    Posted in: Troublemaker
  • 0

    posted a message on Rattlegore

    Looking forward to giving this a try in my standard Dimensional Ripper Warrior. I’ve been trying Anubisath Warbringer in this deck lately with pretty good results (had a couple games where I was able to pull out like 4 copies of Anubisath and had lackey’s that were 16/16!). That being said, if this gets buffed in hand, does it respawn as 8/8 regardless or -1/-1 from the buffed stats (ie 11/11 from one Anub buff)?

    Posted in: Rattlegore
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