The full set of cards dropping into the game with United in Stormwind has been revealed! As we always do here, it is time to review these new cards, this article focusing on how Warrior is likely to perform in the new meta.
- You can see all the new cards in our United in Stormwind expansion guide.
- Our deckbuilder will let you theorycraft your own decks using new cards before the expansion arrives.
- You can simulate pack openings in our United in Stormwind Pack Opening simulator.
Keep in mind that this is an early look at the class before we've been able to play with the new cards, so while we try to be as accurate as possible in our predictions of what is to come, no one can perfectly predict the Hearthstone meta. Not that it ever stops any of us from trying.
Warrior Deck Themes in United in Stormwind
The previous set was all about frenzied rushing with added handbuffing to spice things up. Now we're going to take a different turn, recalling some of the themes of the past.
Pirates are back in the Standard game! It's been a while ever since the original Patches the Pirate & crew put fear into everyone's hearts. But this time, the package looks to be more midrange-y and even somewhat defensive.
It's easy to forget, but Commencement is still around. Even if it has been dormant for the past expansion. So maybe there is enough here to have a little fun with it again.
Whether the Tradeable card might actually replace any other armor gain options remains to be seen, but Provoke is already looking juicy. Now we won't have to feel bad about dropping a huge minion with no initiative on curve while there are tons of smaller threats on the other side.
- Um, a Mech - Remote-Controlled Golem
Most likely it just got misplaced among all that pirate cargo lying around.
Let's see what this particular selection of cards can get us:
Here is our grand Mercenary story in three acts: Rokara navigates the waters near Stormwind Harbor (can you feel the breeze?), attempts a fierce mid-air roundhouse kick upon landing (poor guy), then apparently snatches some supplies from unfortunate Stormwind crew. Let's hope it was worth it. They probably had all those loose mech pieces stored away.
So play pirates, then more pirates, and even more pirates. Guess we know what the associated deck is going to be about. Drawing a weapon after the first subquest is done comes in handy, while the second part reward is a lot more hit-and-miss. And finally, a grand entrance by Pirate Rokara and her newest toy:
An infinite value engine that cannot be removed or stopped, more than fine enough to close out most games. Not necessarily able to efficiently deal with anything that's about playing huge minions, however. It seems like a good fit for any Pirate-themed midrange deck (we shouldn't expect it to be overly aggressive), but it wouldn't be too surprising if Control Warrior tries to adopt it towards their win conditions.
Warrior weapons in Standard are pretty decent, for the most part (Reaper's Scythe, Outrider's Axe, Gorehowl, Bulwark of Azzinoth might be desirable at times; Spiked Wheel or Whetstone Hatchet noticeably less wanted). In Wild it wouldn't be too fun to end up with Cursed Blade or Molten Blade. Or well, it would be... for the opponent.
Pirates vary from small to mid-sized bodies, and most of them come with Battlecries. So we can't expect to get full value here. Cannons are a cool concept adding small chunks of consistent damage, sometimes to face. Enough to annoy even annoying Priests.
There are big hopes for this one to become one of the more playable Questline concepts in the set. I know I'm counting on it.
P.S. For actual numbers, I recommend taking a look at Echo's article on the topic here.
Anduin Lothar, the Lion of Azeroth, has a storied legacy within the Warcraft universe (yep, our beloved Anduin is actually named after this guy - let's just say his father was a fan). And a couple of monuments erected in his honor. Now he graces us with the distinguished presence in Hearthstone, only having a small token introduced with his namesake before.
The card itself? Not as Legendary as one might expect from somebody of this caliber. It is a removal option and a potential threatening presence for different kinds of Warrior (from Rush to Big/Control variants), but it's not one we would be happy to drop on an empty board or against multiple pesky small minions. A decent consideration, yet is it good enough to edge out something like Mutanus the Devourer in the same mana slot (especially now that Provoke exists, which admittedly works for Lothar as well)? It could just come up a little short.
It is a card. Checking odd multiple Enrage/Frenzy boxes. Which could be further buffed with Conditioning (Rank 1) and used along with Provoke, but it's hard to imagine a bunch of 2/1s scaring anyone. Especially once we add in fairly unreliable card draw conditions. It all feels rather mismatched, even if the class has a certain fondness for including minions which do something once hurt slightly. The scale of Rotface it's most certainly not.
A lovely flexible option, thanks to that Tradeable tag never being a dead card in our hand. That makes a huge difference anytime the overall card draw is rather limited.
Great synergies with the deadliness of Venomous Scorpid to get rid of a big threat, or anything bulky to clean up lots of small minions (be it Rattlegore, Kresh, Lord of Turtling, or the new addition in Mo'arg Forgefiend). Big and Control Warrior alike should appreciate it a lot.
A Big Warrior revival seems fairly unlikely and the class isn't exactly known for its Deathrattle support, but you know somebody is going to have to try.
Shiver Their Timbers!
Pirate lingo stays popular. However, we can't guarantee that's what your opponent is going to exclaim once this is used to remove any of their minions.
It's a handy removal option when running a bunch of Pirates (without a critical mass of them, not so much), but we are talking about a class that already has a number of quality cards vying for a similar role.
Quite an unusual effect for a Pirate, being this defensive. Yet a very good effect with a very fitting statline all the same.
It has to be removed, seeing as the armor gains never stop. Control Warriors will certainly want to hire some of these guys to guard their precious life totals.
This youngling could do a lot for us, in the similar manner Cagematch Custodian proved very beneficial for Shaman. Now, tutoring Pirates isn't as precious as tutoring weapons, but the likes of Sword Eater and Stonemaul Anchorman were already seeing play across various Warrior archetypes.
Specific card draw is very precious, even if there is a fairly limited amount of truly outstanding Pirates in the current Standard format (Wild is, as always, full of options). But with anything decent being added to the tribe in the near future, this card only stands to become even more crucial.
Might be a staple if the Questline decks chart the course for Midrange or even Aggro Warrior.
One of the earliest released cards showcasing the brand new keyword, it's only ever a consideration for a defensive Warrior deck. There is that baked-in flexibility we missed ever since Shield Block left us, although it's still nowhere near as good.
Could perhaps replace a copy of Shieldmaiden or something similar, but it might as well not see much play at all.
Not a whole lot here. Somehow most Neutrals don't seem particularly relevant for the class. There is not even a single Pirate out there, and only a couple of underwhelming Rush minions.
Theorycrafting Warrior in United in Stormwind
As Barrens attempts showed us, predicting the future is always tricky. So let's see how wrong we can go this time around.
Undoubtedly there will be a few additions here and there for our dear Rush Warrior, with Control Warrior trying to make another comeback. Not to mention everyone attempting to Raid the Docks.
For a different and hopeful take instead, turning our sights to the forgotten Big Warrior. Very likely that it's still going to be more than a little inefficient and counterable. But when it works, it's quite fun to overwhelm them with sizeable minions.
Maybe also a potential fit for C'Thun, the Shattered?
Closing Thoughts on Warrior in Forged in the Barrens
Compared to other classes, new Warrior cards from United in Stormwind should rank somewhere in the middle in terms of power levels. Depending how much the hyped Raid the Docks Questline actually delivers.
Rush Warrior was in a very good place, and likely to remain so. Control Warrior might make some sort of comeback and be less vulnerable to certain counters. Big Warrior can keep dreaming.
Pirates' rule is what we've got to look forward to besides, with Harbor Scamp most likely causing the tribe to be scattered across a few archetypes.
We should be heading for reasonably fun times in Stormwind. Arrrr!
Where do you stand on the Warrior class for the coming expansion? Any brand new ideas you haven't seen talked about much? We are always looking to expand our horizons!
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