They’d have to invent a new mechanic/new code for it, but a saner change would’ve been “while your minions has 3 or less attack, it has charge” so that frothing berserkers wouldn’t have one turn kill charge, but you’d still be able to flood the board with patrons (although not attack that turn with inner rage / cruel taskmastered ones). I think that’d be a good halfway change that would get rid of the worst aspects of patron warrior without totally killing the deck.
Seems shitty to make such a huge change just before their big tournament.
Reading up a bit about it, it makes more sense that it’s actually a warsong commander nerf, not just a patron warrior nerf. A card like warsong commander limits where they can go with design. Every time they might want to design a novel minion with 3 attack or less, they’d have to think about what it could do in combination with charge, and restricts the sorts of units they could introduce.
Charge is a rough mechanic to balance around in general.
Yeah, Ben Brode actually already hinted at it when he said that charge was a hard mechanic to balance. They’ve been a LOT more careful with the new charge cards, and I actually think the new charge cards are really interesting, like the charging 2/1 with divine shield. It’s like a combination removal spell and body, but buffable.
Ugh, just as I was getting good at Patron Warrior. RIP.
“Flaccid charge”? No thanks. ![]()
Had a control warrior on the ropes and he pulled out a Wrynn with 2 sludge belchers and a Sylvanas. Rough.
That card is so amazing, and I kind of want to try a control warrior deck, but I just don’t know if I have the cards for it. I guess maybe I do - Rag and Alex and Wrynn as a finisher - could I get by without Grom?
What a bunch of fucking idiots. If you’re going to nerf a card, at least nerf it in the most interesting way you can. Turning one of Warrior’s most distinctive cards into a worse Raid Leader is such a stupid way of doing things.
Goodbye, Pirate Warrior. Goodbye, Murloc Warrior. Goodbye, Patron Warrior. If you don’t play Wallet Warrior with its 3-4 Legendaries, Warrior might as well not exist.
I’ve had great success with Mech Warrior. Only 2 Epics (Fel Reavers) and 4 Rares (2x Screwjank Clunker and 2x Mortal Strike). Zero Legendaries. And, it’s pretty much the opposite of Wallet Warrior in terms of play style. Face, face, face!
2 x Cogmaster
2 x Warbot
2 x Win Axe
2 x Heroic Strike
2 x Annoy-o-Tron
2 x Mechwarper
2 x Spider Tank
1 x Tinkertown
2 x Death’s Bite
2 x Mortal Strike
2 x Kor’kron Elite
2 x Piloted Shredder
2 x Screwjank Clunker
2 x Arcanite Reaper
1 x Clockwork Knight
2 x Fel Reaver
After strangely being stuck around level 14, I went on a streak of something like 12-1 and ended up at 8 or 9 with my tempo mage deck.
How might I improve this deck?
1x Arcane Missiles
2x Mirror Image
2x Mana Wyrm
2x Flamecannon
1x Frostbolt
2x Unstable Portal
2x Mad Scientist
2x Sorceror’s Apprentice
1x Arcane Intellect
2x Mirror Entity
3x Flamewaker
2x Fireball
1x Polymorph
2x Water Elemental
1x Azure Drake
2x Flamestrike
1x Archmage Antonidus
1x Dr Boom
1x Ragnaros
I was thinking of adding a sylvanas and maybe another arcane intellect. Not sure what I’d remove. Maybe a fireball. Suggestions?
Is there any point to trying to strategize this week’s Tavern Brawl. It seems so utterly random.
2x flamestrike is probably too much. If you can protect your board with a flamestrike, you should be winning already, and if you have to flamestrike to defend yourself on an empty board, you’ve probably lost and a second one won’t help you. 2x flamestrike is generally only played in HEAVY control decks, not even most freeze mage decks would play 2x flamestrike. Maybe grinder/fatigue mages.
I find that Sylv is usually better in decks that tend to fall a bit behind on board by turn 6, which allows you to catch up (because they either can’t play minions or have to trade inefficiently).
I would rather have 2x frostbolt (surely that’s a typo? 1 frostbolt? best card). Also, 3 flamewakers seems a bit much. 
You seem a bit light on the draw, I would rather have another azure drake, or arcane intellect.
It actually is totally random. Not my cup of tea.
Boom is for noobs.
You’re probably right. The second flamestrike has won me a surprisingly high amount of games when I’ve topdecked it in long games, but sylv would probably win me as many.
I decided to go with two flamecannons over two frostbolts. That’s probably a mistake, since frostbolts keep their freeze utility even when they can’t one shot a minion, and obviously you can aim them. I’ve been finding the flamecannons pretty useful as I’m often facing a solo enemy on the board with four health in the early game.
So swap a flamestrike for sylv. A flamecannon for Frostbolt, or something else? And what should I lose for the extra drake?
How is Antonidas doing for you? I realise you’re quite overloaded on the 7 slot, actually. Do you have enough spells all the way until turn 8-9 to take advantage? It seems to me that you can either have Flamewakers to gain massive midgame tempo around turn 5-6, or you keep the spells until you can turn them into fireballs at 8-9, but not both.
My preference would be to get rid of anton, since you already have plays for 7 and 8.
I think Antonidas is pretty important. My deck lacks some finishing power against control even with Rag and Anton. I’ve been getting down to round 15+ too often. The flamewalkers often get killed pretty quickly after deployment, whereas I almost always get at least one fireball out of Anton, so I don’t think I’d want to drop him.
The second flamestrike being gone is something I’m missing more than I’d thought. It ends up being a complete game turnaround against a lot of classes and deck types. Having only one means it’s less likely that I’m going to have it drawn when I need it. There are a few games I’ve played already where having a flamestrike at the right time would’ve won it, but I decreased my chance of having it in my deck significantly.
Here’s your winning strategy: play enough games to get your free pack. Quit playing.
Hm. A deck like this going to turn 15+ regularly seems odd to me. I wish I could spectate some of your games to see how you’re playing it - the Mana Wyrms and cheap spells + mirror entity + portals + flamewaker seems like a tempo mage type deck, where you grab the board early and never let go, and then Boom + rag come down to seal the deal.
Anton kind of doesn’t fit in because you can’t turn 7 anton, you need to wait until turn 9+ to combo with cheap spells, which most of the time you would have used to buff your wyrm or get board control with waker.
My only thought could be that you’re not pivoting to hit face early enough, and instead clear the board with minions and save spells. In that kind of situation, control can get control of the board back with a board wipe, and then you have to top deck anton and hope he doesn’t have enough removal for anton to stick around for fireball cycling.
Do you keep stats? What do you normally lose to? How many fireballs do you usually get with Anton?
My only other thought to improving the deck would be replacing the water eles with Piloted Shredders. Eles are more value and anti-aggro, whereas Shredders give more aggression and are more anti-control. In a tempo style deck like this, you should be looking to close out the game, and not spend time cleaning the board. Besides, waker should be good for cleaning the board around turn 5-6, so it kind of takes the job of the ele.
I get long games against any sort of slow deck a lot. My deck doesn’t have enough minions to keep up the pressure like an aggro deck, so one board wipe, or even just clearing a few minions gets me to the point of top-decking spells. It’s not like my midrange demonlock deck where my average win is probably around turn 9 (including forfeits) or face hunter which is even quicker. Average win is much slower, probably coming around turn 11-13.
When everything goes right, and I draw mana wryms and sorcessess and cheap spells off the bat, and they don’t have early board clear, it can definitely spiral out of control for them but that’s probably only like 15% of games where I get great opening draws. It’s very common that I have to use a flamestrike to turn the board around, and then drop Rag or Antonius as a finisher.
I think you may be right about Shredders vs Eles, especially when Patron warrior leaves the game and there aren’t so many weapons around.
Waker doesn’t work out as often as I’d like. If I drop it on tempo, I can’t get immediate value out of it, but if I wait until turn 4 or 5 the enemy often has something that can easily kill a 2-4. I’m not regularly getting more than 2 damage out of wakers. I wonder if it’s viable to have some sort of taunt to put them behind.
I’m not doing too badly - I shot up from level 16 to level 9 quickly when I started using it, but then I’ve been hovering around 10-11 since then.
I’ll start keeping stats and notes about the deck for more info. Was also thinking of crafting the Nexus Champion for more spells. Would that fit well?