This deck has been playing pretty well for me. I was training on no-rare decks for an Arena I was considering doing. It only has 11 common cards and the rest are free cards. Worst case, that is 440 dust, or 11 packs disenchanted, assuming you get absolutely 0 useful cards from them.
edit: If you don't know how to craft, please check my post at:
The general theory is to kill as many creatures as you can with the 6 weapon sources in the deck. Keep the enemy board clear at reasonable cost. Do not use your weapons on the enemy hero unless you have a glut of them in your hand. The #1 thing to do is keep the board clear. This deck has no AoE, so being proactive is a must.
Use Kor'Kron Elite, Heroic Strike, Slam, Inner Rage*, Execute, Charge, and all weapons for removal.
*Inner Rage is good for pinging pre-Execute, but use that sparingly. You are using 2 cards to kill 1... Inner Rage's flexibility is its strength.
Only play Warsong Commander if you have a "cute" play to make that turn. Paired with another creature on the same turn, its value goes way up. For 9 mana you can play a charging Windfury Harpy. For 10 you can play a charging Corehound. Don't think of Warsong Commander as anything but a 3-mana "Charge" card which might have some other utility (but probably won't).
Try to get a feel for when to play creatures in the early game, and when to just pump your armor. Draw cards are usually worth playing. Otherwise, unless something needs immediate killing, you might just want to wait and play multiple creatures on turn 5/6 instead of one on turn 3. In general players need to learn to hold cards back more.
6 weapon sources should be overkill, but I have had some problems with the RNG... I drew all the way down to 12 cards without getting a weapon one game. Statistics says that should only happen about once in 1300 games, but... :)
**It is good to have a 5 or 6 drop powerful card to add flexibility vs Core Hound.
The Thrifty Rogue: http://us.battle.net/hearthstone/en/forum/topic/9948005023
Edited by mashdar on 9/12/2013 12:01 PM PDT
As someone that doesn't have the funds to go ham on packs, this is exactly what I was looking for. This deck is fantastic when played correctly! I have been doing great since I built it. Including a list of commons to replace uncommons people may not have is what made this so great. Doing my Warrior dailies felt like such a chore since it seemed like every match my opponent had a deck full of rares+. It became a little rough to keep up with my common and basic cards at times. Thank you for this. You are a gentleman and a scholar! This should be the outline for every deck building thread posted.
Please explain to me why using weapons on the enemy Hero is a bad thing. With other characters (Paladin/Rogue), I try to use my weapons exclusively on the enemy hero to minimize the damage to me while maximizing the damage to him. Is it because with the Warrior's armor mitigates much of that?
Weapons are a powerful means of controlling the board. If your goal is to kill the enemy as fast as possible, they might be well used attacking the enemy.
This deck is a control deck, and focusses on controlling the board and whittling away at the opponent. A weapon with two swings means you can use a single card to kill two cards. This is a powerful means of gaining card advantage and board advantage at the same time.
By not using your weapon when there is nothing on the field, you have increased flexibility later. You can always use the weapon on the enemy, but waiting gives you the option of taking out a minion later.
By sacrificing some hero HP, you can save your minions from costly battles and keep them on the field. This keeps the war engine running.
Example: You have 20 hp, a 3/1 weapon, a 3/3 on the board, and the opponent has a 3/3 on the board. If you trade, you will be left with 3 damage to do to the opponent and no board control. If you kill the 3/3 with your weapon, you take 3 damage, but you deal 3 damage to the enemy, have board control, and promise of future damage. The opponent must now waste cards on your minion, which is to your advantage.
Edited by mashdar on 9/6/2013 7:43 AM PDT
This is hard to say without playtesting decks. I have ~70 packs worth of cards, which affords me several Legendaries but not enough to make any deck I want :) I've also have fewer warrior cards than other classes.
Very tempting cards to include 1 of (replacing):
**Indicates a Rare card
***Indicates an Epic card
****Indicates a Legendary card
+Replacing a Corehound with a Commanding Shout adds a lot of utility, especially if you have a harpy out. Also, most of the other changes are mana increases, so hopefully this would help keep the deck from starving.
Other tempting cards I would not start with but might mix in after testing:
Comments on other cards:
Edit: I'm not sure that this deck is optimal if you have infinite card resources. Again, I have not playtested expensive Warrior decks. /shrug
Edited by mashdar on 9/6/2013 9:36 AM PDT
He probably had a really good draw, and you must not have done any control (bad draw?). Even with two early Tidecallers, Murlocs can't kill you that fast unless you have no removal. And if a warlock is using his hero power, he is not playing Murlocs with that mana. (Shamans are much scarier with turn 5-8 Murloc Blood Lusts.)
You want to be mulliganing for very active early cards. Fiery War Axe in particular is a great early draw. Heroic Strike, Slam, Raging Worgen, and Tauren Warrior are good early draws. I like to keep an Arathi Weaponsmith if I get one, but that plays more into the midgame.
You don't want Charge, Warsong Commander, or anything over 4 mana in your starting hand.
Sometimes you get a bad hand. Sometimes the enemy gets an immaculate one.
Edited by mashdar on 9/10/2013 5:40 PM PDT
going to give this a try, i cant belive i used my free pass on arena to play with a warrior and had 0 clue wtf was going on with the game.
im having pains when warrior daily come up, even tho it was today i finished quickly because had a win vs a priest that made really bad choices and my deck (current one) is kinda decent.
still looking forward to test this build because my deck sometimes have nothing to drop on early drops and is more based on mid game than anything else
It's a good card for flexibility and finishing. I grant you it stinks to use a deck/hand slot on it, but reactivity > having another bear in the deck.
I can't tell you how often I three-for-two with the Windfury Harpy and a Charge on turn 6.
i discovered a crazy trick with this deck
if you are lucky with your card draw, you can win the game in as little as 4 turns
turn 3: raging worgen + inner rage + charge, 12 damage right there
if he doesnt kill it, do another 12, fiery war axe, heroic strike.
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