Jump to content
Sign in to follow this  

Advice for Warrior Deck

Recommended Posts

So, I've just started playing Hearthstone on my EU account and I'm trying to make a decent Warrior Deck. Since we intend to cover the game, I've bought a lot of packs and I was wondering if anyone had any advice to offer for a Warrior Deck.

As far as I understand, I should have 2x Ironbreak Owls and 2x Acidic Swamp Oozes, because these cards are like so awesome. I've never played card games before, so any further guidance would be appreciated tongue.png

Share this post

Link to post
Share on other sites

Since you're just starting out, it's more important that you actually get some game experience to familiarize yourself with the many different cards (and combinations) that players are likely to use against you rather than trying to come up with some perfect deck right from the start.


That said, there are a few things you'll want to have in pretty much every deck.


1) Low-cost cards. You want to have quite a few low cost cards so that you can play stuff from the first turns of the game, and you aren't sitting there waiting for turns 5 or 6 so you can play your strong minions while the other guy just destroys you. So, you should take useful low-cost neutral minions. The best ones here are the ones that have some kind of additional effect (battlecry, deathrattle), since many of them have 1 health and so they die very quickly to classes with damaging hero powers (most notably Mages).


So, you'll want cards like the Elven Archer (does 1 damage when played, allowing you to take out an opposing 1-health minion, or weaken another one), the Leper Gnome (does 2 damage to the other hero when he dies, making him quite profitable for 1 mana, unless he gets silenced or polymorphed/hexed, which is unlikely), the Loot Hoarder (draws a card for you when he dies), the Novice Engineer (draws 1 card for you when played), and so on. You get the idea.


2) Silences and removals. This is important because you have to have counters to other strong cards players have. As far as silences go, your only options as a Warrior are the Ironbeak Owls and the Spellbreakers. I personally find that these cards are essential to your success, so you should seriously consider having both Owls in, as well as one Spellbreaker (or even two if you want, it's a pretty solid 4/3 minion anyway). For removals, you'll need to look inside your Warrior tool-set, where the obvious one is Execute, which can quickly and cheaply bring down any minion, no matter how strong, as long as it's coupled with something like Slam or Cleave.


3) Taunts. How many taunts you play (or if you play any at all...) is up to your preferred playstyle, but when starting out I think you'll find it beneficial to have a few taunt cards in your deck. The Sen'jin Shieldmasta in particular is very good, so I'd advise you to get two of those, as well as something else like the Ironfur Grizzly or the Mogu'shan Warden.


The rest of your deck should be made up of any good cards you have, Warrior-specific or neutral. A lot of the Warrior cards are really great, so you'll want to pick some up, especially stuff like Battle Rage (draws 1 card for each damaged character, and this includes heroes), which will give you exceptional drawing power, and stuff like the Arcanite Reaper or even the Fiery War Axe, which allow you to clear the board while not sacrificing your own minions to do so.


Past this point, just get whatever else you can get. Notable mentions are Whirlwind (very useful for killing stealthed Warlock Blood Imps, or just damaging all characters to set up a strong Battle Rage), the Kor'kron Elite (has charge), and the Frothing Berserker (this guy is amazing if you can protect him behind some taunts).

  • Like 1

Share this post

Link to post
Share on other sites

A lot of good points above!


I think a lot of gameplay can be learned from just familiarising yourself with a lot of the cards available, and as it is still relatively early in the games development you can learn ALOT just through playing!


If you manage to get most (or all) classes to level 10 then you should have played enough to understand the majority of basic cards - especially the neutral ones and how they can be utilised to create your deck.


An important thing to note is that you only have 30 cards!  It does sound a lot but if you have tried creating one, then by the time you put a few here a few there you almost have a full deck!


As the game continues to grow, the better decks will become "themed" and crafted around a particular sort of setup.  Whether that is based around a single card (or a few choice cards) is all dependant on your play style.


One thing I do like about Hearthstone so far, is that the majority of classes have a number of ways of removing key components from a rivals deck.  So cards like "Hex" for shaman "Polymorph" for the mage etc.  For this reason I don't like building my deck around 1-2 cards as they can be neutralised very easily against a number of classes.


For the warrior specifically - cards like Ironbeak Owl are pretty much essential as you don't have many options, Spellbreaker being a good choice as well! Like Vlad said a 4/3 minion is fairly useful anyway.


Cards like Brawl (all but one random minion is destroyed), Whirlwind, Cleave etc can help gain decent board control like Vlad mentioned.


I've toyed with the idea of creating a warrior deck based on direct damage (through the neutral minions on summoning), weapon damage like heroic strike (+4 hero damage) and also charge Warsong Commander giving all minions charge etc.  I've had a few instances where I have let them feel they have board control then use direct damage (like Elven Archer + more expensive versions) to clear any taunting opposing minions, giving them charge and dealing a LOT of damage in a single turn.


I am really enjoying hearthstone at the moment though.  

  • Like 1

Share this post

Link to post
Share on other sites

I've been playing mainly Warrior (after getting all classes to 10 to unlock all the cards and get the extra gold). Made it to 2-star gold and kind of hit a wall, the players are quite smart at this level and don't let you get away with even the smallest error. Plus they're all playing Priest. Anyway, I built it around the idea that Garrosh himself is the main event, not the minions. His weapons do a tremendous amount of damage, especially with a Mortal Strike buff applied. So accordingly, cards like Shield Block and healing minions become as important as the control cards. Personally, I don't play any taunts in that deck - it's the only one where I leave them out. It succeeds if you're able to burst the hero down and manage incoming damage. Its biggest counter is the Warlock, which can destroy weapons and has an even larger burst capability.

Share this post

Link to post
Share on other sites

I've been playing mainly Warrior (after getting all classes to 10 to unlock all the cards and get the extra gold). Made it to 2-star gold and kind of hit a wall, the players are quite smart at this level and don't let you get away with even the smallest error. Plus they're all playing Priest. Anyway, I built it around the idea that Garrosh himself is the main event, not the minions. His weapons do a tremendous amount of damage, especially with a Mortal Strike buff applied. So accordingly, cards like Shield Block and healing minions become as important as the control cards. Personally, I don't play any taunts in that deck - it's the only one where I leave them out. It succeeds if you're able to burst the hero down and manage incoming damage. Its biggest counter is the Warlock, which can destroy weapons and has an even larger burst capability.

Just wanted to point out that destroying weapons is not exclusive to Warlocks. Every class can do it through the same neutral minions.

Share this post

Link to post
Share on other sites

Regarding the Ironbreak Owls and Acidic Swamp Oozes, since there is a limitation for the card amount in a deck, I think it's enough to carry one for each of them, leave some positions for some other awesome cards.

Edited by Paladin2013

Share this post

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Tomseno
      Raid/Class Spots Are Open To Any Applicant If The Player Is The Right Fit
      A guild formed with an ambition for progression and a love for M+ we decided to make the move from Silvermoon Alliance and form a guild to take our focus to the next level, Cutting Edge in 10.1 being the next step.
      We believe in building a guild by recruit players of a similar goal and mentality whether it be for raiding or for push score in Mythic plus. We value loyalty, honesty and a positive attitude towards setbacks. Communication skills are an absolute must.
      Raid Schedule
      Wednesday 20:30-23:00 Sunday 20:30-23:00
      Current Progression
      9/9HC 5/9M
      What are we looking for recruitment wise?
      We're currently open to recruiting DPS classes listed above, as we aim to solidify a stable 25-player roster. We're looking to provide competition to existing members and choose the best 25 players to proceed with for next tier.
      Contact Information:
      Discord; tomsen and lora1506
      Think you'd be a good fit?
      If you believe that you are a player that is looking to achieve the same goals as us then why not contact us and see if we can achieve our goals together!
    • By HSEnthusiast
      Today, we're recapping the four Shaman cards revealed by Gamespot. We also have some dev clarifications on how they work.
      If you missed our previous Warrior recap, you will find it here.

      What a way to kick things off; this card looks insane! The dream is that Drakuru takes out two of your opponent’s minions, resurrects them on your side, and survives combat somehow. You’re looking at a 5-for-1 exchange on board.
      In the more likely scenario that it doesn’t survive, that’s still a complete flip of the board state. Even if it’s trading into a single big minion on the opponent’s side, that’s still a 2-for-1, with that 1 on your side being a big tough-to-kill minion. The only worry is that there will sometimes be late-game scenarios where the 6/8 stat line won’t be enough to get you any resurrections, but I’m hopeful those are few and far between.
      Still, even if the Big Shaman archetype doesn’t catch on for Shaman, I expect this card, in particular, to find a home in Renathal Control Shaman lists. This card is doing much of the same work that Sylvanas and Insatiable Devourer are without having to run through the trouble of infusing first.

      Once again, another big expensive card and a solid showy effect to go along with it. Obvious deathrattle/reborn synergy, as well as good with big minions in general. At 10 cost, it will take up your entire mana pool for the turn, though there are things you can do to play around that as a shaman.
      We’ve gotten some clarification from the devs on the mechanics of this one:
      All the copies summoned die at the end of the effect trigger after having attacked. Unfortunately, it won’t be some corruption-style aura effect that a cheeky Showstopper effect can silence off. Your copies are made from your hand from left to right until no more board spaces are available. Beware that Colossals will summon their appendages and take up potential board space from your other copies. Windfury minions will only attack. Sorry Drakuru, no double freebies for you ? Minions that enter Dormant won’t attack, but they won’t die either! The interaction of getting free dormant minion copies on board is interesting, but is there enough to build a deck around? In standard, there is Gangplank, Slimescale, and Pelican Divers, but outside of From De Other Side “synergy,” they might not be worth it. In Wild, at the very least, there is meme potential with getting Magtheridion and The Darkness out with this and getting their battlecries to awaken both copies when you play them out the turn after.
      There’s obvious synergy with the other big cards revealed here, with Prescience loading up your hand with some beefy bois, getting get off reborn, lifesteal and deathrattle value, summon a minion from Overlord Drakuru.

      That’s a lot of keywords for a single card, but they work together to become the stuff of nightmares for any board-based aggro deck. Taunt and lifesteal make this a nightmare to trade into, and even with enough removal to clear the main body and the reborn one, the deathrattle effect still will hit for 3 twice and heal you for 6. So while the 3 attack won’t be anything to write home about, plopping this down will buy you a good deal of time. There’s also the possibility to make use of the leftover reborn 3/1 body to evolve into a 9 or 10 drop.

      This card will get you 2 Mana 2/3 Ghostly Apparitions with the Undead minion type, which can matter for cards like Unliving Champion, or Invincible, for instance. Suppose you trigger the secondary ability here both times. In that case, that’s a pretty sweet deal right there, advancing a Big Shaman win con in 2 ways: The taunt on the Ghostly Apparitions advances your gameplan of stalling the game out until you can stabilize on board enough to play the 5+ Mana minions you’ve tutored out of the deck.
      We’ve theory crafted 3 potential builds that can use this package of Shaman cards.
      First, consider diving head first into the Big Shaman theme, bringing in Vanndar Stormpike and forgoing all other sub-5 cost minions to get max value out of Prescience and From De Other Side. We’re also going to run with the evolve subtheme to take advantage of any leftover bodies that we might get from Stoneborn General, Overlord Drakuru, or Blighblood Berserkers. The departure of the Knights of the Frozen Throne set will make evolving 10 drops better again now that there are no more Snowfury Giants in the Evolve pool, and we get to re-roll for the generally better bodies from the 10 costs. We’re adding in some early-game removal to compensate for the lack of early drops so we can better survive the early game.
      Deck code / link: 
      Next, let’s try to use the standard Renathal Control Shaman archetype that’s doing rather well in the meta as a starting point. One safe idea is to look at slotting Overlord Drakuru and potentially Brightblood Berskerker and From De Other Side into this standard XL Renathal Control Shaman as ways of fighting back on board while getting your infuse cards stacked up.
      Deck code / link: 
      We could instead also try and drop all the duplicates from the list and convert it into a Reno deck, as the deck was already playing a lot of one-offs. That gives us just enough room for one of each of these bad boys, which together with Reno will up the turnaround potential of the deck at the cost of a little bit of consistency. Doing so we can end up with this list:
      Deck code / link: 
      Why not use both and make it a Reno-thal deck? Prescience and Windchill will try to compensate for the loss of card draw from droping one copy of Gorloc Ravager and Famished fool. We are adding in Convincing Disguise to have still enough evolve effects around. The idea of including Bracing Cold and Far Sight is to hopefully discount From De Other Side or the evolve cards so we make use of any leftover bodies in the same turn. Ozumat’s in here not just to get us up to 40 cards, but because it’s a near guaranteed board clear combo with From De Other side, if you manage your hand and board space just right, that leaves you with all its appendages afterward.
      Deck code / link: 
    • By HSEnthusiast
      March of the Lich King, set to release on December 6th, is Hearthstone's third expansion in the Year of the Hydra. Blizzard gave us an early sneak peek at some of the Warrior cards revealed today that we discuss in our latest post.
      Today, we'd like to dive into the Warrior cards revealed by Inven Global.

      Pretty straightforward card. The effect gives us much more value the larger the minion is. It gets really scary with the potential follow-up with Bulk Up giving you this massively overstated minion in hand twice. Or If you can get this on Mor’shan Elite, that’s another nice double dip of value.

      Honestly, this feels like it was tailor-made to be the ideal target of Last Stand, as your opponent can’t easily get rid of it with cheap removal. It lets you use your stats immediately by letting you trade in and stabilize with a big taunt. It might not be too shabby on its own, as the 3 effects make it an annoying wall most opponents will be forced to trade into.

      Wow, they’re really not holding back with hand disruption this set. One (nearly) guaranteed discard is pretty impactful and becomes a must-remove card in any control matchup. This card will absolutely crush the hearts of some Big Spell Mages in the coming months, that’s for sure.
      It should be noted that this discard, the devs have confirmed to us that it will trigger your opponent’s “Whenever you discard a card” effects. So try and clear a Discard Warlock's Tiny Knight of Evil and perhaps try to play around having Suffocating Shadows or Soul Barrage trigger in that matchup. 

      To round off the control toolbox from this expansion, we’ve got a pretty unique effect here. Hopefully, this doesn’t end up being too easy to play around for savvy opponents. You could pre-empt this by running out a Blademaster Okani first and baiting out your opponent into playing a small spell first. But still, while the effect will only be as game-changing as your opponent’s last spell, getting any meaningful spell off seems pretty nice.
      Putting it all together, we have put together an interesting Taunt Control Warrior decklist to try out:  AAECAQcMmu0D784EvIoE2fkDqIoEiN8E784E0qwEmu0DlJUEzJIFiKAECcWSBZTtA47tA5+fBImgBIagBJDUBMSSBcuSBQA= . Slotting in Varian seems like a natural addition to any deck with Silverfury Stalwart and Tealan hops along to be the one divine shield minion you might want to have in your control deck. Rokara and Remornia are just good cards and they’ll go a long way to having your Mor’shan Elite’s active. The rest of the deck is the classic Control Warrior shell that will hopefully give you the armor and removal needed to live long enough to throw down your double-stated taunted win conditions.
    • By Staff
      Murder at Castle Nathria is Hearthstone's latest expansion. It adds a new Infuse keyword that absorbs anima from your friendly minions, a new card type named Locations, and more.  
      .blog-detail .gallery figure { width: 100%; max-width: calc((100% / 3) - 6px); } @media screen and (max-width: 600px){ .blog-detail .gallery { justify-content: center; } .blog-detail .gallery figure { width: 100%; max-width: 250px; } .blog-detail h4 { text-align: center; } } Announcing
      Murder at Castle Nathria
      Hearthstone’s Newest Expansion

      The Shadowlands is normally where souls go after they die, so when someone dies in the Shadowlands, that’s a special kind of mystery. Sire Denathrius invited 10 of his counterparts and enemies to Castle Nathria for a dinner party so that he could address the malicious rumors that he is hoarding anima, the life-energy that is drained from tortured souls and used to power the Shadowlands. But just after the festivities started, Sire Denathrius was found dead! It seems a gaggle of enemies does not a good dinner party make. Now the illustrious Murloc Holmes, and his trusty sidekick Watfin, have been called to solve the case. Scour new Location cards, follow the trail of Infused minions, question the 10 Legendary suspects, and help determine who committed Murder at Castle Nathria!   

      Murder at Castle Nathria will launch worldwide on August 2 with 135 new collectible cards! You can find the full Murder at Castle Nathria reveal schedule, and all cards that have already been revealed, by visiting the card library here. Check back frequently—the list will be updated with new cards as they’re revealed!
      Ten Suspicious Suspects
      Sire Denathrius had a lot of enemies. And it just so happens that 10 of them were under his roof at the time of his demise! Each class will have a Legendary minion that is a prime suspect in Sire Denathrius’s murder. They all have the means and the motive, but it is up to you and Murloc Holmes to determine who is guilty.

      New Keyword: Infuse
      Anima, drawn from wayward souls, powers all the Shadowlands—and those who consume it! Cards with the Infuse keyword sit in your hand and absorb anima from your friendly minions as they die. After the specified number of friendly minions die while the Infuse card is in your hand, the Infuse card transforms into a more powerful version. Infuse your cards to unlock their full power!

      New Card Type: Locations
      Castle Nathria is like no place Hearthstone has ever been before. Explore the castle grounds through the all-new Location card type! Locations are played onto the battlefield for an initial cost, and then have an ability that can be activated for free on your turns, each time for a powerful effect. Each activation costs 1 Durability and has a 1-turn Cooldown. Every class gets their own Location card in Castle Nathria which represents where they claim their suspect was at the time of the murder, and synergizes with the themes of the class.

      Locations Gameplay Preview with Brian Kibler and Designer Leo Robles Gonzalez
      Want to get a longer look at the new Location card type? Join Brian Kibler and Game Designer Leo Robles Gonzalez as they explore the new Location card type, try them out in a couple games, and reveal some more new cards! Join them on Friday, July 1, at 11 a.m. (Pacific) on Twitch and Youtube!

      Prince Renathal Login Reward Available Now!
      Log in to Hearthstone to get your first hint at what Castle Nathria holds with the complimentary Prince Renathal Legendary minion!* Grow more powerful as you draw more souls to your cause with 40 life and a 40-card starting deck! Add him to your collection and see what you can do when you have more space to work with.

      * Limited one per account. After Patch 24.6, Prince Renathal will be granted upon opening your first Murder at Castle Nathria card pack instead of upon logging in.
      Pre-Purchase Murder at Castle Nathria
      The Murder at Castle Nathria Mega Bundle includes 80 Murder at Castle Nathria card packs, 5 Golden Murder at Castle Nathria card packs, two random Murder at Castle Nathria Legendary cards, the Sire Denathrius Warrior hero skin, the Denathrius card back, the Sandy Shores Battlegrounds Board, and 10 Mercenaries Packs!*

      The Murder at Castle Nathria Bundle includes 60 Murder at Castle Nathria card packs, 2 random Murder at Castle Nathria Legendary cards, and the Denathrius card back!

      * Battleground Perks are not included in the Mega Bundle pre-purchase this time. We’re reworking how Battlegrounds Perks and rewards work for next Battlegrounds season. Until then, some of the current Perks are being extended. Check out the Patch Notes and stay tuned for more details.

    • By Velovictus
      Heyas all! Here's a short music video paying homage to all the protection warriors out there Much Love!
  • Create New...