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Season 15 Mid Budget Warrior Aggro/Rush Wild Deck

Last updated on Jul 06, 2014 at 16:46 by Poyo 2 comments

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

On this page, you will find a S15 mid budget Warrior Aggro/Rush Wild deck. It costs 3,940 Arcane Dust to make (counting common cards) and will help you make your way towards the top of the rankings.

1. S15 Mid Budget Warrior Aggro/Rush Wild Deck

Our deck costs 3,940 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

1.1. Mana Curve


2. Strategy

Our Mid Budget Warrior Aggro / Rush Deck offers a rather aggressive approach to the game, which will help you establish your board, push your opponent low, and win the game using your powerful finishers.

The early game will often highly depend on your draw and you will likely end up dedicating all your resources towards board control, rather than putting pressure on your opponent. Upgrade!, Fiery War Axe, Southsea Deckhand, and Heroic Strike can help you establish board control and allow you to start building up pressure on your opponent.

Leper Gnome may be an easy target for an aggressive Hero Power, however in most situations it will do decent damage and it can potentially be traded for a 3/2 minion.

Should you have a weapon equipped, Bloodsail Raider can easily bring an amazing value on the board and since it has 3 health, it will often out-range certain early game removal.

Faerie Dragon provides decent pressure, and its ability makes it difficult to kill, which makes it outstanding against any deck that relies on controlling the board with spells in the early game.

Dread Corsair is a rather bad minion in general, however when played with a weapon on board, it can provide additional pressure as well as serve as a defensive measure against other aggressive decks. Since its cost is reduced proportionally to your weapon's attack value, you will often be able to play it for free.

Frothing Berserker can gain amazing value when minions are damaged, which makes it an exceptional play when you are about to trade your minions or when you anticipate an AoE damage spell that will wipe out the rest of your board, but not the Frothing Berserker.

Kor'kron Elite can potentially be used as removal, as it provides an instant 4 damage, however by the time you are able to play it, you will likely be aiming to get your opponent within kill range, which will often force you to use your Kor'Kron Elite as an attacker or a potential finisher.

Mortal Strike is your finisher, as it can provide decent damage when at low health, however if you have the advantage on the board, you may as well use it as removal and keep pressuring your opponent with your minions.

Brawl may seem like an odd choice as this is an aggressive deck, however in most matches you will lose your board advantage in the mid game, and Brawl can help you delay your opponent and potentially help you break through their taunters, which will allow you to squeeze in some additional damage with your Charge minions or weapons.

Ironbeak Owl can sometimes be used in the early stages of the match, however its main role is to silence any potentially problematic taunter when going for the kill or attempting to do as much damage as possible to your opponent with your current board.

Arcanite Reaper and Gorehowl can potentially be used as removal, however in most situations you will use them to bring your opponent low on health or potentially finish them with the instant damage your weapons provide.

Leeroy Jenkins provides 6 instant damage, and you will mostly be using it as a finisher. Occasionally you can use Leeroy as removal in order to take out a taunter, allowing your other minions to swing at your opponent.

Argent Commander can serve as a finisher, however in most situations you will use it as removal and get a 2-for-1 out of it if your opponent is out of kill range.

In most games you will aim towards finishing your opponent before turn 9. Turn 9 is when you will be under pressure, without any board presence, likely in range for your opponent's finishers and running out of cards. Your opponent can also play Alexstrasza or Lord Jaraxxus, which will heal them back to 15.

2.1. Synergies and Combinations

Buffing a weapon with Upgrade! will increase its aggressive potential as well as give you 1 Durability, which can be used for an additional attack, which can then help you establish board advantage in the early game, or as a finisher in the late game. Arcanite Reaper and Gorehowl, with an additional Durability, can easily take out half of your opponent's health total.

Attacking minions with your weapons will often bring you low on health, which can turn your Mortal Strike into an excellent finisher.

2.2. Mulligan / Starting Hand

You should always mulligan for Leper Gnome, Upgrade!, Fiery War Axe, and Faerie Dragon. Should you have Fiery War Axe already in your hand, you can potentially choose to keep Dread Corsair and / or Bloodsail Raider.

2.3. Card Swaps

You can potentially swap your Argent Commander for Reckless Rocketeer or Wolfrider, if it is outside of your budget range.

You should keep Ironbeak Owls in your deck in order to silence taunters, however if the meta game allows it, you can take one out for an additional Argent Commander.

Arathi Weaponsmith can create value and help you build your advantage on the board, however in most situations, Arathi Weaponsmith will be overkill as you are already playing several weapons.

3. ChangeLog

  • 06 Jul. 2014: The deck has been reviewed and deemed valid for Season 4.
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