Warriors have cheap spells.

  (Edited: )

I know this topic is a bit old but I wanted to post anyway. Adding to the title I have a couple Warrior decks that are insanely fun to play but I haven't actually played them on the ladder because that shit stresses me out. I have played against friends with these decks but they don't have the greatest decks either.

Anyway on to the theoretical decks. They may not win 100% of the time but really what deck does. I'm just happy that they are super fun to play with and they have some pretty rewarding combos.

The first deck I'm calling the Hard Enrage. This deck is my extreme aggro deck. I've gotten a win on turn 5 with most wins no later than turn 8. If the game lasts too long though, your odds of winning significantly decline. The goal of the deck is to create openings in the opponents board where in a turn you can swing for a bunch of damage. 

If you are playing against an opponent who is also sporting an aggro deck your Enrage cards will usually just win out. I would however suggest taking advantage of the low health of most cards used by aggro decks with your frothing berserker. Since he gains +1 attack every time a minion on the board takes damage, you can play him and combo it with your whirlwind for a board clear and potentially a lot of +1s for your berserker in one turn. I've gotten my berzerker to 14 attack really easily by using this whilwind strat. If you combine it while you also have enrage creatures down you get a scary composition fast. 

If you are playing against an opponent who is using a control deck you just need to keep the board clear and expend minions slowly and efficiently until you get a good combo with inner rages and the like. You want to be able to swing huge in one or two turns. Bait out kill cards by making your enrage creatures scary while you hold back the real threat until you've gotten some of the real control threats out of the way. You can also choose to play several enrage creatures at once. Since not many board clears deal more than 2 damage before 5 mana you can usualy get out 3 enrage guys and start swinging away.

The main mechanic for this deck is as the name implies. Enrage. So lets talk about it in a little more detail.

Enrage: When a creature with enrage suffers damage they gain a bonus, usually in the form of an attack boost. 

Why is this good for us?

- Enrage offers an interesting form of utility that other creatures don't. They excel in the early game at being super efficient big hitters. Most are relatively cheap and they work really well at board control early game. This is because in the early game, many creatures don't have a lot of attack power. Since all enrage creatures( with exception of the Angry Chicken and Grommash ) have 3 health, taking down an Enrage creature early almost always requires a 2 for 1 or even 3 for 1 trade on the opponents part. If they don't kill it the turn they wound it, there is pain in store for them next turn as they are now looking down the barrel of a 5/x or 4/x+windfury, etc. 

Sure but <insert card here> is better for <insert reason here>.

- I won't deny that your cards are all equally as useful in their decks, but what I'm pointing out is that Enrage has its own little perk in a Warrior's deck. Specifically the synergy they provide with many of the warrior's low cost spells. Inner Rage, Whirlwind, Commanding Shout, and Rampage all as examples. Commanding shout specifically acts as an excellent kill spell and card draw with your triggered enrage creatures, especially as you approach the mid-game. If your opponent drops a 4/5 taunt and you don't have silence but you have a 5/1 Amani Berserker on the field and commanding shout in your hand. You can drop commanding shout which prevents your minions from taking lethal damage and gives you a card draw. Successfully letting you kill the taunter without losing your Amani Berserker. The best part is, those 4 spells I listed, with 2 of each in your deck, only cost a cumulative 10 mana. Rampage which gives +3/+3 to a damaged minion, likely an enrage guy, costs 2 mana. Whirlwind costs 1 mana. Inner Rage is 0 mana. Commanding shout is 2 mana. You can easily chain these spells together for satisfying combos.

Between the big hits and the tricky combos, this deck is certainly satisfying to play even if it has weaknesses.

Alright so, moving onto the second deck. I'm calling it the Divine Warrior. I wonder why that is huehue. Okay so this deck makes use of the warriors cheap spells that I mentioned earlier and the extreme cost efficiency of Divine Shield cards. This deck is pretty aggressive although not quite as fast as the previous deck. The goal with this deck is to control the field, while looking for the best opportunity to throw out your Blood Knight. This deck affords a couple different strategies that have some degree of synergy amongst them. Your goal is to cause hurt all over the board and inefficient trades for your opponent by using the Divine Shield creatures. Waiting for the opportune time to throw down your Blood Knight with 1 or 2 other creatures who have Divine Shield up to give him +3/+3 for each ( A Noteworty point is that Blood Knight also removes the Divine Shield of your opponent's creatures as well )

So the Blood Knight is one potential combo duder. But what if the opponent is continually poping your divine shields. Its unfortunate but very much a possibility. If you are in a pressured position and you can't set up the divine shields necessary for the combo, even just 1 makes for a 3 drop 6/6 although bigger is always cooler. If you can't quite get this combo out don't fret. This isn't actually the best combo in the deck. Indeed, by far the best combo comes later in the game when you have your Gagetzan Auctioneer. Since almost all of your spells costs 2 or less to cast you can get insane card draw. I just played a game where I drew out all of my cards when the opponent had roughly 15 remaining. I made my Auctioneer a 9/1 and had enough Divine Shield cards left that I could play a bunch of them and push down the enemy. If you are resorting to the extreme card draw strategy you need to be as aggressive as possible. It is important to remember however, aggression does not equate to throwing out cards at random quickly. You have to think about the order of your cards and the most efficient way to be aggressive because believe it or not this deck is an aggressive control deck. If you lose control of the board you will have a hard time winning. Though the Gagetzan Auctioneer/spell combo makes it possible to come back from being out of control you have to think about your plays.

It is also important to note that you should never unload your hand unless you can do something with that. That is to say you can't allow your opponent a turn to react. Simply put, if you are going to push and get a creature huge, you need to do it all on your turn. If you make your guy a 12/4 or more but you have to pass the turn cus hes asleep the whole point of buffing him is wasted unless your goal is to specifically bait out kill spells for a better combo you have in your hand at that very moment. 

So lets take our "deep" analytical look at Divine Shield and what makes it great.

Divine Shield: A card sporting Divine Shield active will negate the next source of damage. 

Why is this good for us?

- I'm sure you've all had the feels when your opponent plays a Divine Shield card. You grunt and think "Divine Shield, how annoying". This feeling of annoyance is actually a simplified emotion that reflects on what Divine Shield costs you. You are annoyed because you know, more often then not, trading with the creature will not be optimally cost effective. Simply, Divine Shield is annoying because it is rarely cost effective to trade with creatures who have the ability. Similar to Enrage but not quite the same. We use this to our advantage because whether you are playing a control where it costs them 2 spells or more to deal with the creature or an aggro where it costs them 2 or more creatures to kill it, either way you are getting more out of your opponent than you are spending. Druids and Mages avoid this somewhat as their powers allow them to poke creatures. So it only costs them 2 mana to break it. Indeed your harder fights may very well be against Mages and Druids.

Sure but <insert card here> is better because <insert reason here>

- Again, I won't deny that but what makes this deck just that bit better is not that we are trading well with Divine Shield. No, they are merely a tool to keep board control. Our real power come from the Auctioneer combo with our super cheap spells to allow single turn beat downs. The Auctioneer makes it so that even if we expend a lot of our cards on a play we don't lose card advantage.

This deck is also relatively fun to play but both are equally un-refined. Hopefully the ideas provide a little insight into how a Warrior deck might turn out though.

Here are the pictures with the Decks. Grommash, just as a note, isnt required and actually isn't that great given the purpose of the Enrage deck.


Thanks for reading my opinion :)