Ironfist Stronghold Barbarian Deck
June 30th, 2009
Barbarian Commander x2
Upgrades: 9 speed, 52 hp, Battlemaster 3 - 72 Nora
Barbarian Archer x2
Upgrades: 9 speed, 51 hp - 74 Nora
Favored Nomad x2
Upgrades: 9 speed, 59 hp - 72 Nora
Barbarian Elite x2
Upgrades: 11 speed, 50 hp, Blood Frenzy 3, Exertion 3 - 100 Nora
Veteran Barbarian x2
Upgrades: 9 speed, 49 hp - 64 Nora
Houndmaster
Upgrades: 9 speed, 50 hp, Summon Beast 3 - 80 Nora
Barbarian Guardian
Upgrades: 9 speed, 51 hp, Camaraderie - 95 Nora
Barbarian Shaman
Upgrades: 9 speed, 51 hp, Heal Champion 2 - 62 Nora
Savage Shieldman x2
Upgrades:9 speed, 49 hp, Shove - 74 Nora
Impervious x2
Hammer Strike x2
Strip Armor x2
Earthquake x2
Desperate Heal x2
Righteous Deflection
Disarm
Glorious Charge
Visage of Ironfist
Ironfist Standard
Here is a simple racial theme deck for the barbarians. Barbarians have become significantly more viable in recent expansions with changes to Favored Nomads and the release of Barbarian Archers to handle ranged combat. The biggest strength of this deck is resilience, as barbarians tend to have a hefty amount of hp and defense, not to mention access to a bit of healing and defensive abilities. They also have the ability to provide some significant buffs to their army. Cheap double Motivate and Battlemaster 3 can produce very dangerous champions. The big weaknesses are low speed and lack of nora and mines might be a good substitute for some of the utility spells. However because miners don’t fit our theme the mines won’t be too impressive. Relying on the strengths of the champions and backing it up with a slew of good utility spells the deck can enjoy success at pretty high levels of play.
Each of the champions has something unique to offer in this deck. First is the Barbarian Commanders, who are some of your best combatants with high damage and enrage and also provide the excellent Battlemaster 3. Following up in the support area are your Veteran Barbarians - these guys are kept cheap to bring out fast as possible for motivate. Having both Veterans out significantly increases the killing power of your deck. Archers and Favored Nomads are your best sources of damage and with motivate they can really bring the pain. Nomads also offer an excellent sideways form of nora generation with all the cheap spells you can throw out. Savage Shieldmen bridge the gap between damage and support and while they’re not great at any one thing, they can help protect your range and fight against pure melee units.
The first of our more specialized units are the Barbarian Elites, who have the potential to be your biggest damagers if you play carefully with them and use spell support. They can really bring the pain under the right conditions. Next we have a Houndmaster, who offers excellent detection as well as some helpful long game potential. The dogs are also good with Revenge and Motivate, and the Houndmaster has decent stats as well. The Shaman offers an extra damage type not to mention healing, which is good for your elites or dealing with pesky Sonic Elementals. Finally, the Guardian serves as a walking discount for our army. He’s very expensive, but if you can get him out and protect him he will make his cost back. Nexus Aura is a good once per game turn changing ability, and scramble is very potentially powerful, though not often will it go off. In general the Guardian is a good early game champion for Camaraderie.
This deck makes use of a lot of spells to cover holes in the champions. Hammer Strike and Earthquake provide good spot damage and also help tremendously in controlling enemy champions. Desperate Heal, Impervious, and Righteous Deflection give you a good number of options for keeping your units alive however don’t be afraid to make use of Impervious freely. It can really change the course of a battle if an opponent has to let a champion live for an extra turn and the spell will come back quickly. Double Strip Armor makes good use of the high amount of physical damage. Glorious Charge gives the deck’s offense some range, and is especially good with Barbarian Elites. Disarm makes an appearance for standard reasons, as does the warbanner. Finally we have the Ironfist Visage. Clear is very helpful for a deck like this with no movement abilities, and the helm provides late game power to a deck that is otherwise lacking somewhat in that department.
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Kaervas Assistant Game Designer |










