I've been trying to make a warrior deck because I got the werewolf deck for free, but turns out the werewolfs kind of suck. The only legitimately good one is circle initiate because its a prophecy and often a 2 mana 4/3. The rest range from playable to meh, you can occasionally get off crazy boards with initiate into a 3 drop and activating both, but it can be hard to get them to activate when you need your minions to fight for the board against other midrange or aggro decks. I think they need to be a little higher statted or have the activation method changed, you are already at a disadvantage having to play them before popping a rune, leaving you open for prophecys. For example, aelas huntmate is a 4 mana 3/3 with beast mode +1/+1 draw a card, so even activated its a 4 mana 4/4 draw a card which is decent but not great. Grim shield brother is a garbage 3 mana 2/3 unactivated, and a 3/4 drain in beast mode is strong but still seems worse than other 3 mana options like mammoth/haunting spirit/mighty ally.
On the other hand, sower of revenge might be the most low key OP card in the game even though apparently no one plays warrior. 5 mana 5/5 guard deal 5 damage to face deathrattle p good, doesn't die to lightning bolt, if they jav it thats 5 to face, and if its silenced its still a 5/5. That card alone makes me want to keep playing warrior. Seems like the best move is getting rid of pretty much the entire werewolf package besides circle initiate and going with overstatted early/mid cards that don't need activations, like minibot, mammoth, haunting spirit, garnag/reive, and try to curve into sower/jarl. Unfortunately you then run into the problem that the red/purple late game cards seem pretty bad. Jarl is good if ahead but still just a 6 mana 4/4. Belligerent giant is great but understatted and just got nerfed. Aela seems meh. Purple legendaries seem too slow, maybe nahagliiv but its still just a 7 mana 7/7. Could also potentially play some drain/breakthrough cards and unstoppable rage, haven't played around with that yet but would require a huge retool.
Heres what I've come up with so far
https://www.legends-decks.com/deck/14723/tempowar
Only played 5-6 games around rank 5 so not really tested much. Basic gameplan is fight for board with overstatted 2/3 drops, hope they are forced to use removal so then your 4+ drops smash them in the face. Most of the other similar decks use ulric's zealot at 4 which just seems like a bad card to me but maybe I'm missing something. Lumbering ogrim dies to lightning bolt but the payoff if they used removal on your 3 drops is much greater than zealot. Other decks also have mighty ally at 3 despite often running 12+ purple cards which just seems subpar given its only getting activated ~70% of the time.
Of course other option is just going mono-red with sowers, gives you 100% ally activations but then you miss out on minibot/mammoth/spirit which seems like the strongest 2/3 drops in the game.
Last edited by Nonfiction; 07-21-2017 at 12:24 PM.