6 weapons! Good to see, as this is really the essence of he warrior class imo. Buffing up with lots of weaponry and spells.
If you count Upgrade and the Arathi Weaponsmith, there's 10 cards to get your warrior equipped with a weapon! [Which I believe is the max I could find for the warrior Warrior.]
I like the deck, and was toying around with something similar myself recently. However, I still have a few questions about priest mechanics, like if Voodoo Doctor and Earthen Ring Farseer deal damage to you when Auchenai Soulpriest is out, or can you switch the target of the "restored" [now damaged] health away from your hero? Just a thought.
A commander-style deck, built primarily on the idea of letting the Warrior dish out the pain himself, with supporting [mostly pirate] minions that play off of having Weapons, or building armor. Pretty straight forward imo, and something I've been toying around with for a bit. Focus' much more heavily on the "Armored Warrior" style of Warrior gameplay as opposed to the Enrage/damaged minions mechanics. [Which I made a separate deck to focus on.]
I decided to remove Frostwolf Warlord and Acidic Swamp Ooze in favor of Knife Juggler and Imp Master. I'm still on the fence about removing Big Game Hunter as it's one of the few cards that can deal with end-game monsters like Giants and a lot of big Legendaries, and in general even aggro decks will end up creating +7 Attack monsters at some point. Still might remove something else in favor of Cult Master though, will think on it.
Knife Juggler is something I've been considering adding quite a bit, but am unsure as to what to swap out for it. Cult Master I did think about, but I preferred focusing on Minions entering the battlefield rather than leaving it. However, if the deck proved to have card-in-hand issues then I would definitely reconsider adding it in. Imp Master just doesn't really fit the Battlecry/Minions entering or leaving the battlefield, and while I like it for aggro/spam decks, I just don't think it fits here.
A deck largely inspired by me mulling over the possible benefits of the "bounce" effect on the Youthful and Ancient Brewmaster's Battlecry abilities. A deck largely focused on cheap battle cries that can be bounced and repeated, supported by the Paladin's minion enhancing effects and ability to make a large number of easy minions. Not a super serious deck, but one I think could be pretty fun. The idea is that you can marginally replace the lack of spell utility with Battlecry effects, and use the Brewmasters to bounce them back to your hand if you end up re-needing an effect.
NOTE: Very Minion heavy, with only a few minion-supporting spells, and purposely so. Considering re-doing that, but at the moment this deck is more themed on a whim than anything.
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Edit: Ah, didn't see the Clarifications. May edit in something else later.
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Thanks!
If you count Upgrade and the Arathi Weaponsmith, there's 10 cards to get your warrior equipped with a weapon! [Which I believe is the max I could find for the warrior Warrior.]
Thanks! I'm glad I could help. :>
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I like the deck, and was toying around with something similar myself recently. However, I still have a few questions about priest mechanics, like if Voodoo Doctor and Earthen Ring Farseer deal damage to you when Auchenai Soulpriest is out, or can you switch the target of the "restored" [now damaged] health away from your hero? Just a thought.
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A commander-style deck, built primarily on the idea of letting the Warrior dish out the pain himself, with supporting [mostly pirate] minions that play off of having Weapons, or building armor. Pretty straight forward imo, and something I've been toying around with for a bit. Focus' much more heavily on the "Armored Warrior" style of Warrior gameplay as opposed to the Enrage/damaged minions mechanics. [Which I made a separate deck to focus on.]
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I decided to remove Frostwolf Warlord and Acidic Swamp Ooze in favor of Knife Juggler and Imp Master. I'm still on the fence about removing Big Game Hunter as it's one of the few cards that can deal with end-game monsters like Giants and a lot of big Legendaries, and in general even aggro decks will end up creating +7 Attack monsters at some point. Still might remove something else in favor of Cult Master though, will think on it.
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Huh. I guess I just wasn't thinking about it that way. That's a good point, def worth some thought/testing.
I appreciate the input. :]
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Knife Juggler is something I've been considering adding quite a bit, but am unsure as to what to swap out for it. Cult Master I did think about, but I preferred focusing on Minions entering the battlefield rather than leaving it. However, if the deck proved to have card-in-hand issues then I would definitely reconsider adding it in. Imp Master just doesn't really fit the Battlecry/Minions entering or leaving the battlefield, and while I like it for aggro/spam decks, I just don't think it fits here.
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A deck largely inspired by me mulling over the possible benefits of the "bounce" effect on the Youthful and Ancient Brewmaster's Battlecry abilities. A deck largely focused on cheap battle cries that can be bounced and repeated, supported by the Paladin's minion enhancing effects and ability to make a large number of easy minions. Not a super serious deck, but one I think could be pretty fun. The idea is that you can marginally replace the lack of spell utility with Battlecry effects, and use the Brewmasters to bounce them back to your hand if you end up re-needing an effect.
NOTE: Very Minion heavy, with only a few minion-supporting spells, and purposely so. Considering re-doing that, but at the moment this deck is more themed on a whim than anything.