Deck List

deck-list-217 Deck
1 Steel Scimitar
3 Afflicted Alit
3 Dragontail Savior
3 Graystone Ravager
3 Mage Slayer
3 Orc Clan Captain
3 Crushing Blow
3 Haunting Spirit
2 Morkul Gatekeeper
2 Mummify
2 Withered Hand Cultist
3 Young Mammoth
3 Bangkorai Butcher
2 Earthbone Spinner
3 Lumbering Ogrim
3 Black Worm Necromancer
2 Markarth Bannerman
2 Shadowfen Priest
2 Burn and Pillage
2 Triumphant Jarl

Tribal Rage

1 [card]Steel Scimitar[/card]
3 [card]Afflicted Alit[/card]
3 [card]Dragontail Savior[/card]
3 [card]Graystone Ravager[/card]
3 [card]Mage Slayer[/card]
3 [card]Orc Clan Captain[/card]
3 [card]Crushing Blow[/card]
3 [card]Haunting Spirit[/card]
2 [card]Morkul Gatekeeper[/card]
2 [card]Mummify[/card]
2 [card]Withered Hand Cultist[/card]
3 [card]Young Mammoth[/card]
3 [card]Bangkorai Butcher[/card]
2 [card]Earthbone Spinner[/card]
3 [card]Lumbering Ogrim[/card]
3 [card]Black Worm Necromancer[/card]
2 [card]Markarth Bannerman[/card]
2 [card]Shadowfen Priest[/card]
2 [card]Burn and Pillage[/card]
2 [card]Triumphant Jarl[/card]
X
Forgot your password?
Don’t have an account? Register now!
X
Facebook Login
Google Login

or register a Legends Decks account

Forgot your password?
Already have an account? Log in now!
endurance
Warrior deck
Aggro
50 cards
1 Steel Scimitar 1

Steel Scimitar

2 Afflicted Alit 3

Afflicted Alit

2 Dragontail Savior 3

Dragontail Savior

2 Graystone Ravager 3

Graystone Ravager

2 Mage Slayer 3

Mage Slayer

2 Orc Clan Captain 3

Orc Clan Captain

3 Crushing Blow 3

Crushing Blow

3 Haunting Spirit 3

Haunting Spirit

3 Morkul Gatekeeper 2

Morkul Gatekeeper

3 Mummify 2

Mummify

3 Withered Hand Cultist 2

Withered Hand Cultist

3 Young Mammoth 3

Young Mammoth

4 Bangkorai Butcher 3

Bangkorai Butcher

4 Earthbone Spinner 2

Earthbone Spinner

4 Lumbering Ogrim 3

Lumbering Ogrim

5 Black Worm Necromancer 3

Black Worm Necromancer

5 Markarth Bannerman 2

Markarth Bannerman

5 Shadowfen Priest 2

Shadowfen Priest

6 Burn and Pillage 2

Burn and Pillage

6 Triumphant Jarl 2

Triumphant Jarl

0115158740

Text: Display Text Complete BBCode: Export BB Code File BB Code:
By: MattOblivium
View other Decks by MattOblivium
Posted: 1 week ago
Crafting Cost: 9050crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.

+2

Like big guys? Like hitting Face? Like doing that the entire game until turn 7? Well this is the deck for you!

This deck focus with on curve big creatues, ussually only playing 1 card per turn until turn 5/6 and all those cards are doing to be incredibly dangerous for your opponent to ignore.
But the beauty of it all is, often they just don’t have the answer they need. Mage Slayer is practically impervious to blue, same goes for a buffed up Butcher as 5 health almost always means your oppoent has to use 2 cards to kill it, but it’s there on turn 4 and your opponent barely even gets to play 2 cards!

All in all, Big SMOrc = Hurt Face.

VS Yellow: Javalin is their only true option to destroy your quality creatures if you make sure Fifth Legion Trainers are killed ASAP. Vs tokens those are the main dangers, a high amount of 2/3 dmg tokens that can easely trade into your quality creatures. VS more control-y Yellow, well, they only have 3 Javalins >:D” class=”bbcode_smiley” height=”16″ src=”/bbcode/smileys/evil.gif” title=”>:D” width=”16″></p><p>                      VS Red: Ravagers have high atk, but will often die do the 1 dmgs from Red, so don’t rely on them to get your butchers going, Mage Slayers are really hard for them to deal with so establishing a board with them first is generally a lot easier. Other then your smaller creatures they’ll have to rely on either their own creatures or their other color to take care of your dangers but you just revive those with a Black Worm Necromancer and roll over their face.</p><p>                      VS Green: They have 4 real ways to try anything in most decks: Fighters Guild Recruit, Dune Smugler, Leaflurker and Mournhold Traitor. Kinsman isn’t even that bad cuz with theAlit that just means you get some extra card draw. If they do start with FGR try to avoid it but you bascially can’t be stopped if you have a Crushing blow to kill it. A Smuggler might be able to gain the stats + mvoe to stop something but if they don’t have Leaflurkers that kill and trade well you just murderize emm. Even if they do get Werebats, you Burn or Blow emm, if you get a chance to trade I suppose you can take it, but unless they get 2 off the first 2 runes they’re neglectable.</p><p>                      VS Purple: They can hope they have a Guard and rely on their other color to stop stuff LUL. But w8, you silenced his guard! LUL</p><p>                      VS Blue: They got a bunch of removal, but Mage Slayer is immune and Withered Hand Cultist makes every spell a giant tempo loss resulting in more Face power for you. So theres a bunch of danger around and then ofcourse lightning bolt which can kill an Ogrim instantly. If you are already holding a Necromancer, just let that Ogrim die and revive him, if now, try to get a Butcher out over an Ogrim as the 5th point of health makes him just impossible to deal with.</p><p>                      General notes:</p><p>                      Even with a huge amount of early, it’s always possible to not be able to paly a card until turn 3, and that mgiht even be ok depending on the agression of your opponent, so don’t worry about that.</p><p>                      Haunting Spirits live on in your other cards, so they are the go to creature to use to trade.</p><p>                      Burn and Pillage can remove huge amounts of creatures if you’ve hit Face enough, so sometiems you have to take dmg and elave things alive to prep 1 of those over trading.</p><p>                      Card choices:</p><p>                      Theres only 1 Scimitar in this right now as having more has led to running out of cards relitively quickly far to often, partly also the reason why it’s the only 1 mana card.</p><p>                      I’m using Mummify over Cast Out, they’re almost equal in what they do but atleast mummify stops extra summon abilities if you’re forced to use it on a creature that has 1. All in all it’s the only defensive prophecy in the deck which still functions as a silence and stat down to continue your attack with, but if you like Cast Out better I don’t thinkyou need to worry about swapping thsoe around, better yet, tell me about your results!</p><p>                      No Dragons?! <img decoding= I don’t own them :D I don’t own them :D I would probably swap them in for the Bannermen as they are easier to kill yet about equally dangerous. I’m almsot even thinking of swapping them with Bog Lurchers due to the amount of small removal my opponents are already using on everything before it would come down. haha

Black Worm Necromancer is actually getting pretty close to just becoming my favorite card though. 5 mana 4/4 + 7/4 or 4/4 Breakthrough or even just a 3/2, even that’s a 7/6 for 5, that’s really good stuff right there.

Share on:

Other warrior Decks

25
Oct
Bulky Warrior Midrange
By: Nifarious
25
Oct
FroGGers Stoneforge Warrior
By: FroGGer91
25
Oct
Silence march
By: Dreamore667
24
Oct
Greedy control warrior
By: hower
23
Oct
Doomcrag Control
By: BeefyAvocado
23
Oct
WarriorTempo
By: Blonkadonk
22
Oct
Casual goldfarm warrior
By: Faylash

No comments yet. Be the first to comment!
Reply
You must be logged in to reply.
Please  Log In or  Register
Rate article
Legends Decks
Add a comment