Warriors are the classic melee fighters. Most of them want to charge into the battle and reap through their foes with a variety of weapons. Thanks to their sheer power, some Warriors can even dual-wield two-handed weapons. It’s the most bloodthirsty class in Hearthstone, as their fury fuels their abilities – the more rage they generate through attacking and taking blows, the stronger they will be.
Warriors aren’t only fierce fighters. After equipping a shield, they can also protect their allies by putting themselves in the line of fire. By standing between a foe and an ally, Protection Warriors can taunt the enemy and force them to focus their attacks on a heavily armored target. This way the Warrior’s allies can safely continue the battle. Another way for the Warrior to support their team are shouts. They can boost the morale of the whole team, making every ally around the Warrior stronger.
In Hearthstone, the Warrior class is represented by the Garrosh Hellscream. Players can also unlock an alternative, cosmetic Warrior Hero – Magni Bronzebeard.
Themes and Mechanics
Warrior’s Hero Power is Armor Up. After being activated, it generates 2 points of Armor. It’s the most defensive Hero Power in the whole game. Even though the effect is similar to the Priest’s Lesser Heal, there are two main differences. On one hand, Priest’s one is better when it comes to the board control, because it can also be used on minions. On the other, Warrior’s Hero Power is superior when it comes to survivability because Armor has no upper cap while health is capped at 30. Defensive Warrior decks often end up with 50 or more points of effective health thanks to all the Armor they can stack.
The Warrior’s main theme is playing around with damage. They run a lot of effects which deal small amounts of damage, either to single targets or as an AoE. This can be and often is used to damage your own minions. Doing this can activate many synergies and some unique removals. But it’s not only about the minions – Warriors also get stronger as they take more damage. When they fall below a certain amount of health, some spells have additional effects.
Starting with the damage effects – Warriors have multiple ways to deal 1 damage to things in order to activate either positive synergies on their own minions or removals against enemies. They can deal one damage to a single target with Inner Rage, Cruel Taskmaster and Blood To Ichor, or AoE damage with Whirlwind, Revenge, Ravaging Ghoul or Death's Bite. Damaging their own minions can be helpful if your deck is running Enrage minions (e.g. Bloodhoof Brave or Grommash Hellscream) or minions that have some kind of effect when damaged (e.g. Acolyte of Pain, Frothing Berserker or Grim Patron). Alternatively, damaging your own minions can be helpful if you run cards like Battle Rage, Rampage, Blood Warriors, Sudden Genesis or Crush. On the other hand, you want to damage opponent’s minions to activate some of the most powerful removals in the game – Execute, Sleep with the Fishes and King Mosh.
Sometimes, the Warrior might also want to take damage itself. There are some card effects that synergize with a damaged Hero. Battle Rage draws an extra card if your Hero is damaged (even a single point of damage will do), while Revenge and Mortal Strike get more powerful when the Warrior is at or below 12 Health.
There are also some ongoing themes when it comes to the Warrior cards. When new cards are released, there is a significant chance that some of them will fall into one of those categories:
Armor – Warrior is the main class when it comes to stacking Armor. The class can gain armor through a variety of ways besides the Hero Power – there are multiple spells (Iron Hide, Shield Block, Bash, Ironforge Portal) and minions (Armorsmith, Alley Armorsmith, Shieldmaiden, Ancient Shieldbearer) that give extra points of Armor. There are also some cards that synergize with Armor, although not many of them (Shield Slam, Siege Engine). We can expect more and more cards related to Armor in the Warrior class.
Taunt – Up until Journey to Un’Goro, Warrior had a higher than average number of Taunts and Taunt-related cards. However, with no real incentive to use them, only a few of them even saw play. Everything has changed with the Un’Goro expansion with the release of Quests. Warriors got Fire Plume's Heart which gives the class a large incentive to play a Taunt themed deck. It would be too long to list every card, but some of the most popular Taunt cards in Warrior include: Fierce Monkey, Bloodhoof Brave, Alley Armorsmith, Direhorn Hatchling and Ornery Direhorn. When it comes to the Taunt synergies, there are some of them (e.g. Bolster, Stolen Goods), but they rarely see any play.
Weapons – While Warrior is only one of the five weapon classes, it’s the only class with a real focus on that theme. Not only does the class have access to the highest range of weapons, but it also has a lot of minions which summon weapons and weapon-related effects. Some of the most popular Warrior weapons include Fiery War Axe, Death's Bite, Arcanite Reaper and Gorehowl. The minions that summon weapons also have seen quite a decent amount of play (N'Zoth's First Mate, Arathi Weaponsmith, Malkorok). On top of that, Warriors have access to multiple effects that buff their weapons – Upgrade!, Bloodsail Cultist, Orgrimmar Aspirant, Grimestreet Pawnbroker and Hobart Grapplehammer.
Strengths and Weaknesses
Weapons – Weapons are the Warrior’s main strength and its primary advantage over the other classes. Aggressive Warrior decks can utilize weapons as reach. They’re often far superior to classic burn spells because they’re much more mana efficient and they can be buffed. For example – Arcanite Reaper is a five mana Pyroblast if you hit the opponent’s Hero twice. While it has some obvious disadvantages – it can get removed, Taunts can block it, only half of the damage is immediate – it also has some significant advantages – it’s five mana cheaper and a single Upgrade! effect increases the total damage from 10 to 18. In a slower Warrior deck, weapons are a very efficient way to deal with minions. Fiery War Axe is one of the best cards in the game just because of how much early game control it gives. While most of the 2 mana removals (like Frostbolt of Wrath) can only kill a single minion, Fiery War Axe can kill two, giving Warrior both tempo and card advantage (at the cost of health, but that’s still worth it). Some of the weapons, like Fool's Bane or Gorehowl can get even more value.
Removals – Warriors are great at removing things. I’ve already partially covered it in the weapons section, which are the backbone of the Warrior's removals, but there are multiple more ways to deal with stuff. Warriors have access to removals for pretty much every scenario – they can ping (Blood To Ichor, Cruel Taskmaster), deal small amounts of single target damage (Slam, Bash), destroy pretty much every single target under certain conditions (Execute, Shield Slam), deal small (Whirlwind effects) and moderate (Sleep with the Fishes) amounts of AoE damage or even potentially wipe the whole board (Brawl). This huge range of different removals made Warriors one of the strongest Control classes for a long time. While Control Warrior isn’t very strong in the current meta, as it was pushed out by the Taunt Warrior, it will surely come back one day.
Defensive Mechanics – Warriors are both masters of offense and defense. If you build a defensive Warrior, it can counter pretty much any Aggro deck. There are two main defense mechanics that Warrior has – Armor and Taunts. Armor is basically life gain, which is great against fast decks that want to rush you down. Your Hero Power “heals” your Hero for 2, while there are multiple cards that let you gain even more health to get out of the reach – e.g. Shield Block or Armorsmith. The Taunts are just as simple – if you put a Taunt between the Aggro deck and your Hero, he has to get through it first before he can attack you. A deck with multiple Taunts is a great counter to any aggressive strategy relying on the minions and/or weapons. It’s possible to build a very anti-Aggro Warrior deck that can thrive in an aggressive meta.
Bad Hero Power – The Warrior’s Hero Power might be the worst one in the whole game. While yes, it’s great in some matchups (Freeze Mage), most of the time you wish you’d have something else instead. If you’re playing an aggressive deck, gaining Armor is pretty much pointless. It sometimes comes handy in the Aggro mirrors, but you’d still rather have something else most of the time. And in slow matchups, stacking Armor up to 20 or 30 is cool, but you’d easily change that Hero Power for something that can effect the board or gain value. The only matchups where the Hero Power is really useful is when you’re playing the Control and the opponent is playing something aggressive, but then again, you’d still prefer the Priest’s one in that scenario.
Conditional Cards – If everything lines up perfectly, Warrior decks are nearly unstoppable. But in reality, a lot of things can go wrong. The thing about Warrior cards is that they’re incredibly powerful when the conditions are met, and pretty weak or even useless if they aren’t. Let’s take some of the basic Warrior removals – Execute and Sleep with the Fishes. If you have no way to first damage the minion you want to Execute or whole opponent’s board, those cards are pretty useless. To be really effective, they first need to be combo’d with something (like Blood To Ichor in the case of Execute and Whirlwind in the case of Sleep with the Fishes). Not to mention that the Warrior AoE’s are mirrored, which makes them difficult to use when you have some board presence too – e.g. you sometimes have to sacrifice your own minions if you really need to Brawl, because your opponent has played something you can’t otherwise deal with. Also, the weapons and weapon buff effects – Upgrade! and Bloodsail Cultist are very strong, threating tons of extra damage. But then, they’re both very underpowered with no weapon equipped (or no Pirate on the board in case of Corsair). Upgrade does indeed create a new 1/3 weapon and Bloodsail Cultist is a 3/4 minion, but it’s not something you would put into your deck. There are much more small examples, like Battle Rage with no damaged targets, Revenge or Mortal Strike when your Hero is above 12 health or Grommash Hellscream with no way to Enrage him.
Meta Decks and Strategies
Here are the Warrior decks you can use on the ladder in the current meta. While not every deck listed here is high tier, they all should be viable options, especially to climb through the lower ranks.
While Buccaneers might seem out of their element in the barren wastelands of Frozen Throne, the Pirate Warrior archetype is thriving.
Pirate Warrior was previously stifled by Shaman’s oppressive strength, but it rose to the top after the Spirit Claws nerf during Mean Streets of Gadgetzan in February 2017. Even the release of Journey to Un’Goro in April 2017, which brought a horde of thick taunt minions and more diverse defensive options for underplayed classes like Paladin, could not stop Pirate Warrior. The archetype saw a slight decline in response to the release of so many cards tailored to defense, but it just kept pushing on.
Knights of the Frozen Throne brought even more defensive options to the game in August 2017, but still Pirate Warrior remained one of the top decks: not quite the best anymore, but strong enough to contend anything.
Pirate Warrior is the quintessential aggro deck. Pirates are thematically designed to have synergies with weapons, the most flexible type of removal in Hearthstone. It doesn’t have to devote its minions to controlling the board thanks to cards like Fiery War Axe, and its weapons can also deal a lot of damage to the opponent’s Hero. Pirate Warrior has multiple ways to find enough damage to end the game, making it a flexible and dangerous aggro deck.
Once upon a time, there was a deck called Patron Warrior, and it was very good. Players loved it, players hated it. What most of these players agreed on though was that this deck was one of the most complex and hardest to play ones in all of Hearthstone so far. Sadly, the deck was banished from Standard by controversial nerfs to Warsong Commander and the rotation of the Blackrock Mountain adventure.
With a lot of new cards in Hearthstone’s freshest expansion, Tempo Warrior is most likely to make a splashing comeback to put the fear of ridiculous Frothing Berserker buffs and endless Battle Rage drawings into the heart of its opponents.
The strategy behind Tempo Warrior was, is and always will be following the same principle of all tempo-based decks: Play on curve, win the game. That is one of the main reasons why many inexperienced players claimed Patron Warrior to be a terribly easy deck to play.
What lies beneath the theory of playing on curve with Tempo Warrior is a lot harder to learn and master though, and that is what experienced tempo players loved about Patron Warrior: The combos.
The goal of this deck is to survive and fatigue your opponent out. Right now it's the only deck (besides Jade Druid's Jade Idol, but that can be countered with Skulking Geist) which can go infinite when it comes to the amount of cards in the deck. Two copies of Dead Man's Hand can shuffle a lot of cards, including themselves, right back into the deck time and time again.
The deck is incredibly heavy on cycle and low on the actual threats. Your strategy is to outlast the opponent, not to kill him through conventional methods. Coldlight Oracle lets you force your opponent to draw more and more cards, getting closer and closer to fatigue, while you stay safe thanks to Dead Man's Hand.
There are many versions of the deck. Some are simply fatigue decks, running almost only removal, Armor gain and cycle. Others add some late game threats that are great for going infinite, like N'Zoth or Arcane Giant. No matter which list you run, those are some of the hardest decks to play in the game right now - each mistake can be heavily punished and since a lot of the games will go down to fatigue, you absolutely need to have a great knowledge of the meta and the most popular decks.
Budget and Basic Decks
If you’re a new player without a big collection, you might be looking for a way to play Warrior without spending a lot of your Dust on the Legendaries.
A Basic deck is a deck with only the starter cards. Every player can make it after unlocking the class and leveling it up to 10 (which unlocks every Basic card). It’s a best solution if you have just started playing the game – you can test each class without investing into it.
A Budget deck is a cheap deck with no Epics, Legendaries or Adventure cards. Budget decks only run the basic cards + Commons and Rares, which makes them relatively cheap and accessible even for players who have recently started. Average budget deck will cost up to 1,500 Dust to craft, but the number goes down heavily when you own some of the cards already. Even with a relatively small collection, you should be able to build one with just a few hundreds of Dust.
Basic decks are mostly meant for the Casual mode and up to Rank 20 in Ranked. Budget decks can easily be played up to Rank 10 in Ranked, while some of the better ones can even get you up to Rank 5.
Basic Warrior Deck
This deck is a Basic Aggro Warrior. Alongside the Hunter deck, it’s the most aggressive Basic deck available. Weapons are the Warrior’s characteristic feature, and they excel at two things – controlling the board or dealing a lot of damage to the opponent. For example, Fiery War Axe is one of the most powerful cards in the whole game. Normally, you get only one three damage removal for two mana (e.g. Frostbolt, Wrath). In case of this weapon, you have two hits, which means that instead of one, you can remove two minions. Or deal six damage to the opponent. Weapons, especially Warrior weapons, are one of the most efficient burn tools in the game. The downside is that the burn is spread over more than a single turn and it can be blocked by Taunts and Freeze effects, but it’s still really worth it. Arcanite Reaper alone can take down a third of the opponent’s starting health. Basic decks rarely run a lot of the efficient defensive tools, meaning that the aggressive strategy might work very well.
Basic Warrior deck is very all-in. You need to take a lot of risks when playing it. All game long you have to play for the tempo, you won’t really outvalue most of the opponents. You’ll often take opponent down to low health and the games will be decided by whether he has some sort of Taunt minion or heal. On the other hand, if you get a quick enough start, you’ll sometimes finish the game as soon as Turn 6-7 by being really aggressive.
Basic Warrior is not the strongest deck around, especially because of the Hero Power. It’s probably the worst Hero Power for a Basic deck, since it doesn’t affect the board in any way, can’t damage the opponent and has no synergizes with the deck. At the same time, Basic Aggro Warrior might be a good choice, because it’s very easy to upgrade it and after a few investments you can turn it into a budget Pirate Warrior, which is a solid meta deck and can get you really far.
Budget Warrior Deck
Every 2 levels, up to level 10, you will get two copies of a Basic class card. A lot of those cards are staples, so it’s heavily advised to highly prioritize getting every class to level 10.
|Level 2||Level 4||Level 6|
|Level 8||Level 10|
Every few levels past level 10, you will be rewarded with a Golden version of one of the Basic cards. Leveling up past 10 doesn’t give you any competitive edge – all the rewards are cosmetic.
A Hearthstone player and writer from Poland, Stonekeep has been in a love-hate relationship with Hearthstone since Closed Beta. He's achieved infinite Arena and multiple top 100 Legend climbs. You can follow him on Twitter @StonekeepHS.