Damien

Hearthstone Warrior Aggro

41 posts in this topic

This thread is for comments about our Warrior Aggro Deck.

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I feel like there is way too much taunt in the meta right now for this deck to get you close to legendary.  Very very hard for me to win with it...and I think I was playing correctly.  But for an aggro deck seems like there are not enough card draws...I will keep playing with it though.

 

I agree with the swap on the Upgrade card, have not found much use for it.

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Hi there,

I believe there is some kind of misunderstanding. I assume Icy Veins were inspired by a deck similar to this: http://www.reddit.com/r/CompetitiveHS/comments/37t7ys/offmeta_decks_first_time_legend_with_face_warrior/

But as the author of the reddit-article himself clearly writes: This is actually no "good" deck, at least not the best aggressive one (that would be Hunter). Instead this deck surprises the enemy player who nowadays would assume you are playing Grim Patron or Control.

Additionally, he climbed at the end of the season, meaning he mainly queued against low-rank legendary players who might not want to climb to the top anymore but want to have fun not playing their strongest decks.

So the strength of this deck only was the factor of surprise. As soon as people adapt to the fact that there might be faster Warriors around, this deck should perform quite poorly on ladder.

 

At least that's what I think. ;)

Cheerio,

Bob

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Hi there,

I believe there is some kind of misunderstanding. I assume Icy Veins were inspired by a deck similar to this: http://www.reddit.com/r/CompetitiveHS/comments/37t7ys/offmeta_decks_first_time_legend_with_face_warrior/

But as the author of the reddit-article himself clearly writes: This is actually no "good" deck, at least not the best aggressive one (that would be Hunter). Instead this deck surprises the enemy player who nowadays would assume you are playing Grim Patron or Control.

Additionally, he climbed at the end of the season, meaning he mainly queued against low-rank legendary players who might not want to climb to the top anymore but want to have fun not playing their strongest decks.

So the strength of this deck only was the factor of surprise. As soon as people adapt to the fact that there might be faster Warriors around, this deck should perform quite poorly on ladder.

 

At least that's what I think. wink.png

Cheerio,

Bob

the "best" aggro deck is actually quite subjective.i tend to do a lot better with aggro paladin compared to all hunter decks(and i tryed them all),mostly from people not expecting you to play aggro as other classes as much.for example,if you play a juggler on turn 2(or turn one with the coin) with a hunter they are more than likely to have removal for it in hand,but against other classes,not so much(and this is probably more true for warrior than it is for paladin).also there is such a thing as playing a different deck just because,you know,you enjoy playing it more.

 

 

as for the matter of people "adapting" this is basicly irrelevant.no matter how popular the deck gets,patron and control warrior will always be more common,and this means no one in their right mind will mulligan for early removal against a warrior.people might get used to playing against the deck more,but once they mulliganed away their responses at the start of the game,this hardly even matters.

 

 

i will be trying out this deck soon,just need to craft upgrade and mortal strike.probably will do a few tweaks according to my taste,but i will base it off this list,as i usually do.aggro pala got me to rank 1 last season,lets see if i hit legend this time :P

Edited by batanete

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the "best" aggro deck is actually quite subjective.

 

also there is such a thing as playing a different deck just because,you know,you enjoy playing it more.

 

You got some valid points there. Of course, the fun one has playing a deck should be the main reason for playing it.

I just wondered, why this deck is being advertised as legend material, when Icy Veins do not recommend playing a similar deck from summer 2014 any more:

http://www.icy-veins.com/hearthstone/season-15-low-budget-warrior-aggro-rush-deck

 

Hence my conclusion: surprise factor.

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Hi there,

I believe there is some kind of misunderstanding. I assume Icy Veins were inspired by a deck similar to this: http://www.reddit.com/r/CompetitiveHS/comments/37t7ys/offmeta_decks_first_time_legend_with_face_warrior/

But as the author of the reddit-article himself clearly writes: This is actually no "good" deck, at least not the best aggressive one (that would be Hunter). Instead this deck surprises the enemy player who nowadays would assume you are playing Grim Patron or Control.

Additionally, he climbed at the end of the season, meaning he mainly queued against low-rank legendary players who might not want to climb to the top anymore but want to have fun not playing their strongest decks.

So the strength of this deck only was the factor of surprise. As soon as people adapt to the fact that there might be faster Warriors around, this deck should perform quite poorly on ladder.

 

At least that's what I think. wink.png

Cheerio,

Bob

Yes, this is based on Mr Yagut's Face Warrior build. The author of that Reddit post is not the creator of the deck, so his opinions are not exactly the defining factor on the deck. Mr Yagut himself climbed to Rank 2 or 3 Legend with this deck, any deck that is capable of that is worth including on the site, it's that simple.

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and which would you say is better between warrior and paladin aggro?i'm likely going to try both decks anyway,just wondering what other people think.

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and which would you say is better between warrior and paladin aggro?i'm likely going to try both decks anyway,just wondering what other people think.

 

Well I just put this deck together and have to say that it is absurdly strong. The burst is insane! Is it better that aggro pally? It definitely can be given the circumstances (e.g. great draw). The same can be said about the aggrodin though. Some key differences between the two are the hero powers which affects the play style. Warrior is more of a stall while Paladin gives you a token that you can trade or buff. I've caught some legendary decks off guard with my pally, but some strong AOE or taunts can really screw things up.

 

I still have some testing to do, but I'm currently 6-0 at rank 14 with this deck. We'll see how well it holds up in the later ranks.

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i think it's pretty obvious that the warrior hero power is pretty bad for this sort of deck lol.you probably want to use it ONLY if you have nothing else to do with your mana.

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Is there any viable substitute for Death's Bite? I know i'ts a stupid question, because weapons are essential in this deck, but maybe Arathi Weaponsmith could replace it?

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Is there any viable substitute for Death's Bite? I know i'ts a stupid question, because weapons are essential in this deck, but maybe Arathi Weaponsmith could replace it?

i actually find that having 2 death's bite can be a hinderance to the gameplan of the deck,as most of your creatures have 1 hp.it's true that the arathi will give you board presence,which this deck can really lack at times,but a 2/2 weapon on turn 4 sounds a bit underwhelming.i personally think that shredder could be a better replacement,but i will try both tomorrow and post results after i play a few games(currently at rank 6).

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Hello,
I tried this deck and it is not good at all. Every player with one or two minions with taunt can counter such warrior! Im not even telling you how easy is to be countered with some basic cards and no skill... True if you are using this deck for training maybe it will work vs expert training innkeeper or maybe easy inn keeper basic cards. But vs player you cant expect to go further in ranked than 21 rank ! Really low deck i dont know why you are lying that is for rank 3-legendary !

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Really stupid deck !... 15 games and 15 losts i dont know how to describe my disappointment !

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Affordable option for casual/quest. I have zilch good warrior cards and was struggling to put something together before it. Still lack some cards (second arcane golem, couple more), but I went 5:5 and few lost games were extremely close (opponent winning with 1-3 health left).

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Hello,

I tried this deck and it is not good at all. Every player with one or two minions with taunt can counter such warrior! Im not even telling you how easy is to be countered with some basic cards and no skill... True if you are using this deck for training maybe it will work vs expert training innkeeper or maybe easy inn keeper basic cards. But vs player you cant expect to go further in ranked than 21 rank ! Really low deck i dont know why you are lying that is for rank 3-legendary !

Read my last post in this thread, a player recently used this deck to hit top 10 Legend. So your entire point is invalid.

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Warrior quest again and few more games on top. Had a better feel for the deck now and went 8:1 in casual this time. The only lost game was Zoo bursting me down while having 1 life left.

 

I think the challenge is same as how people describe playing Face Hunter - it seems trivial, but in reality you need to have a very good feel for how much damage you can deal (and receive) couple turns ahead.

 

Also playing for burst is a little unusual after other decks, sometimes I overlook having lethal because I don't expect myself to have like 8+ extra damage on low mana in hand.

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Last night I was rank 9 and I felt that ever achieving rank 5 was a distant dream. (The best I'd done in the past was rank 6, and I hadn't been ranked that high in months.) This morning I took this deck for a spin. I am now rank 5. Thanks!!

 

This deck seems to be much less easy to progress with at rank 5 than at the lower ranks, though, or perhaps I simply got lucky when I was lower on the ladder. So I may have to switch to a different deck now. But at least it saved me a lot of time laddering up, and I will strongly consider laddering with it at the start of the next season.

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I have to say this deck is a nice surprise, and totally owns! After an 8 loss streak with patron, i found myself rofling after 2x9 hits to the face with reaper+HS smile.png

 

Keep up the good work!

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so after playing this deck for a bit on legend ranks,i'd say it is in fact pretty good(the surprise factor is even greater at these ranks,since NO ONE expects aggro warrior).

 

overall though,aggro paladin still seems like the superior deck to me.both decks can get completely blowout wins with a good draw,but the main weaknesses this deck has is lack of card draw(paladin can just refill their hand with divine favor when needed) and ways to take back the board when you get outstarted by other aggro decks(sure,weapons help,but paladin has access to consecration,muster for battle,equality and avenging wrath on top of also having weapons).still a fun and effective deck overall though,and it is much cheaper to craft.

 

just my two cents on my experience with it so far.

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The deck relies on face damage as quickly as possible, so in my opinion even minion exchanges should be frequently overlooked in favour of face damage. I've managed to win by round 5, but it quickly runs out of steam if the opponent has many taunts and/or heals. Plus, it badly needs card draw because you're left with very few cards vs the opponent, who if he/she is not dead by turn 7 or so, he has most of the answers needed in his hand.

 

Honestly my impression so far is that it's a very one-sided deck lacking in many areas, solely relying on early aggression without any planning for other circumstances whatsoever. I'll see if I can improve it a bit. It might work nicely if an extra Mortal Strike is included, and if both are cast below 12 hp.

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Opened Captain Greenskin and tried it out for a bit. Don't feel it's good in this build. It's too expensive for early game and it's a bad topdeck later when you really want a burst to finish on the spot. Having a weapon AND greenskin AND enough mana to play it all is too conditional to come together reliably.

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It's not like you have to play it all on the same turn, you play a Weapon on one turn, and then Greenskin the turn after.

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Just my impressions. It's like Spellbreaker vs Owl — same effect, former comes with a better body, latter is much more flexible to fit into turn due to mana cost.

 

I saw builds with Greenskin around, just feeling this one is too low curve to run it.

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So after a few weeks of playing with the deck I've found it to play exactly how a warrior deck should play- like a bare knuckle fight to the death where you will win with less than 5 health or at the very least death is assured your next turn 90% of the time.

 

If you don't have a warrior deck and saw that low cost- it's completely worth it. I've gone from 20 to 4 in a week just with this deck at the start of the month, so it has some serious teeth and a bit of a surprise factor when playing legendary control and other aggression decks.

 

That said I've also gone 12 loss streaks in a row, partly to my own ignorance of enemy decks and because this deck relies so heavily on a strong opener and good weapon/minion synergy... getting completely skunked with all/no weapons is a loss, no owls to answer taunts against any control deck by turn 5 (sludgebelcher with no answer completely loses any momentum you had and sets up their legendary/freeze/burst that clinches the game) is a loss, getting your hero frozen repeatedly or losing two weapons in a row is a loss, and not gimping the 1-trick ponies (light's defender/grimm patron/etc) with an appropriate minion within a turn is a loss...

 

Like any deck there's no sure-fire win against everything, but if you practice with it and learn what to clip with your minions and when it's okay to ignore and smash that hero- you'll find this is an easy to learn and use deck with a fairly high win rate for something so cheap. 

 

Sottle did good bringing this here, and a lot of the substitutions work well for their intented effect- I found Upgrade! and Execute have won and cost me matches the other would have won, and Leeroy is worth the Arcane Golem if you're lucky enough to have one but the Arcane Golem does just as well with the Cruel Taskmaster/Abusive Sergeant as an equivalent cost play-typicaly used as a finisher only.

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pleas post a video and explain how to use this deck better. and the first card chioses.  

i have 1 win and 1 lose over and over on lvl 16. im sure that im doing somthing wrong.

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      The Matchup
      Some cards have the ability to completely take over a game on their own in certain matchups. If you know exactly which deck you’re up against then keeping these cards in your opening hand is always the correct decision, regardless of whether they cost 10 mana or 1. If nine of the last ten Druids you faced were playing Jade, then you stand to gain much more by holding on to Skulking Geist in your opening hand than you do by mulliganing it away. Let’s explore why.
      In this example nine of the last ten Druids we faced were Jades, which extrapolates to a 90% chance that the current Druid you are currently facing is also a Jade. If you assume that keeping the Skulking Geist drops your win percentage from 50% to 0% against all other Druids (which it doesn’t), you’re still only giving up 5% win percentage over the course of 10 games (50% or .5 divided by 10). This means that keeping the Skulking Geist would still be the smarter decision if getting to play the card increased your overall match win percentage against Jade Druid by more than 5.6% (50% or .5 divided by 9), which I’m almost certain that it does. Though it might seem greedy to keep an expensive or narrow card in your opening hand without being certain what you’re up against, the numbers show that it’s often correct to do so.
      Try to resist the urge to mulligan away an expensive card in your hand before considering the odds that it could tilt the matchup in your favor. Consider the prevalence of each deck in your opponent’s class, as well as the impact an individual card has on the overall win percentage in each matchup. It’s far too complex to calculate exact numbers, but with time and practice you can start to get a sense for when and why you should keep certain narrow or expensive cards in your opening hand.
      Conversely, there are cards which are typically strong in opening hands but must be mulliganed away based on your opponent’s class or the expected matchup. These cards might line up poorly against the enemy’s Hero Power or common class cards. For example, minions with one Health are typically miserable against Mage, and early Deathrattle cards like Kindly Grandmother with 2 power or less can get blown out by Potion of Madness. The ability to recognize when it is correct to mulligan away cards that are typically strong is just as important as the ability to recognize when it is correct keep cards that are typically weak.
      50% Theory
      It is often correct to hold onto a card which might not be ideal but is just above the cut. In what I call “50% Theory”, I always try to stop and ask myself if there is a greater than 50% chance that the card I’m thinking about mulliganing away will turn into a worse one. I often find that my first instinct is to mulligan away a less than perfect card to try and find something better, but that when I apply 50% theory I realize that my odds of improving my hand actually decrease by shipping the card away.
      Curving Out
      Another reason to keep potentially expensive cards is because your hand can naturally curve into them. For example, let’s say you’re playing a deck which typically always mulligans away 4 drops in the dark. If the other two cards in your hand are a 2 drop and a 3 drop, then it could potentially be worth keeping the 4 drop so long as it is a natural follow-up to the other two cards.
      Checking the curve of our hand can also help us catch when we might have too much of a good thing. Many cards which are typically excellent in opening hands might not pair well with the other cards in our hand, or even with a second copy of itself. N'Zoth's First Mate is typically the best card for Pirate Warrior on turn one, but the second copy should almost always be shipped away. The same can often (though not always) be said for Innervate, depending on what the final card or cards in your opener are. If you’re on Aggro Druid and your opening hand is double Innervate + Bittertide Hydra, then you have a potentially game winning play on turn one. If your hand is double Innervate + Living Mana, then you’ll want to ship both the Living Mana and one of the Innervates to try and find yourself a better curve.
      The Checklist
      To recap, here are a list of questions you should ask yourself about each hand while mulliganing:
      Based on my opponent’s class and the local metagame, which decks could my opponent be playing? Is this a line up theory matchup? Are there any narrow answers or threats in my hand? Do I have any cards which are very powerful against one of these decks? Am I increasing my overall win percentage by keeping these cards? Do I have any cards which are very weak against one of these decks? Am I decreasing my overall win percentage by keeping these cards? Does this hand curve out? Does it have a game plan? Do I have any expensive cards which I should mulligan away for something less expensive? If so, is there a greater than 50% chance that getting rid of one of these cards will yield a worse result? It’s important to note that the de facto “most important factor” of mulligans, the mana cost of the cards, is the second to last question when working down this checklist. This isn’t to say that the mana cost of the cards in your opening hand isn’t important, it's just that there are many other things you should be thinking about as well.
      Another thing of note is that I never stop to ask if I have cards in my hand which should be automatically kept. I believe that you can get yourself into trouble by thinking about cards as “automatic keeps”, and should instead start off by viewing each card through the lens of the specific matchups you’re anticipating. Granted, to this day I have still never mulliganed away the first copy of Flametongue Totem, but I’d like to think that’s because I have yet to encounter a matchup where it isn’t good in my opening hand and not because the card is an "automatic keep".
      Conclusion
      Line up theory can help us think about our boards, hands, and decks as distinct sets of limited tools. By lining up our tools against our opponent’s problems we can attempt to organize our game plan into the most effective and thorough plan possible. Some matchups are dictated entirely by line up theory, while in other matchups we can use the lessons we've learned from line up theory to gain small edges in efficiency.
      Mulligans are an often overlooked or misunderstood facet of the game, but they are sometimes the most important decision we make in the entire game. By taking the time to carefully consider all the reasons why we should or shouldn’t keep each card in our opener, we are adding one more edge to our game which will help propel us to the next stage of the ladder.
      For the fourth and final installment of Legend in the Making, I will discuss all of the subtle ways that game behavior can inform the exact content of player’s hands. By analyzing the ordering decisions and tiny mistakes our opponents make we can glean much more information about our their game plan than you might think. Please join me in part four as we make the final push towards our ultimate goal of reaching Legend.
      - Aleco
      Part 1 - Ranks 25 to 15 - Knowing your Role and Embracing Mistakes
      Part 2 - Ranks 15 to 10 - Having a Plan and Playing to Outs
      Part 4 - Ranks 5 to Legend - Tools for the Climb and the Art of the Read
    • By bowsersfury
      Hello, 
      I am concerned that I am severely under performing as a fury warrior. I can manage to parse typically in the 80s for almost every fight in heroic ToS with a few exceptions: Mistress, Host, Avatar. I'm currently 933 equipped and I'm not at all concerned about my stats... I know I should and could be parsing in the 90s. But I have no idea what I'm doing wrong. 
       
      My opener looks something like this: Charge, Pop Moonglaives trinket, Pop all CDS, Raging Blow, Oden's Fury, Rampage, then start normal priority rotation: Enraged RB>100 rage Rampage>RB>BT>FS. 
       
      I have recently discovered that I have been doing my execute phase entirely wrong. I just went and tried first two bosses of heroic ToS again. Parses went up slightly... Goroth: 83->89, Inquis:84->90 but still not where I need to be. 
      Another think I'd like to mention is that I try to prioritize Enraged RB @100 rage before hitting rampage. According to Kelade (one of top fury warriors in US), this is 100k dps difference. Although at times I find myself in an awkward situation where I'm at 100 rage with RB on CD and I literally have to wait a whole global to hit it... I'd like to know how to make that stop lol. 
       
      Last issue I'd like to bring up is this: Most of the time not all my CDs will line up perfectly together... BC, glaives, OF will be up but Avatar will be down. I'm slightly confused about when to use All/some of my cds... especially on fights like heroic KJ. Fights like Harj and Miss I'm confused about if I should hold all my cds for adds or blow them in the beginning along with prepot... I feel like prepot is a total waste without cds...
       
      Below you will find the link to my armory and logs. Please Help me. I need to be parsing much higher than I am. My guild is doing mythic and I don't want to be the one holding us back.  
       
      https://worldofwarcraft.com/en-us/character/stormrage/bòwser
      https://www.warcraftlogs.com/character/id/26903184
    • By Aleco

      In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer.
      In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer.
      We kicked off this new series by analyzing a tricky situation which had only one optimal line of play. In episode two we'll take a look at a very different kind of situation, one where there might not be a perfect move at all.
      Please let us know in the comments what you would have done in this situation! One of the primary goals of this series is to foster improvement at Hearthstone by generating discussions. We would also love to hear your feedback on the video itself, as the series is still very new and has plenty room to improve on its format.
      - Aleco
    • By Stan

      In the latest Hearthstone update, Blizzard made adjustments to several cards. The patch is now live now on desktop and it should become available on mobile devices in the coming hours.
      Philosophy and reasons behind these changes can be found here.
      Blizzard (Source)
      Card Changes
      Innervate now reads: Gain 1 Mana Crystal this turn only. (Down from 2)
      Fiery War Axe now costs 3 mana.  (Up from 2)
      Hex now costs 4 mana. (Up from 3)
      Murloc Warleader now reads: Your other Murlocs have +2 Attack. (Down from +2 Attack, +1 Health)
      Spreading Plague now costs 6 mana. (Up from 5) 
    • By Vlad
      This thread is for comments about our Halls of Valor Mythic+ dungeon guide.