Hearthstone has 10 classes that are playable to date, each of them with plenty of their own intricacies and mechanics that make them unique. All of the classes can be played in a variety of ways, either to accentuate the strengths or that certain class or to reinforce one of the weaknesses.

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Here are some tips for the Warrior Class. This Class has definitely had it's ups-and-downs throughout the history of Hearthstone, but there are still plenty of different ways to get a lot of mileage out of it, especially if players are willing to get creative.

10 ARMOR

One of the primary focuses of the Warrior Class, at least for a lot of decks, is accruing a ton of Armor. Armor basically allows you to heal past the 30 HP that acts as the maximum for a Hero, meaning an opponent is going to have to win a war of attrition to bring the player down. This gives players more time to get some higher-cost cards out there that your opponent might not be able to deal with.

9 WEAPONS

Another focuses of many Warrior decks is weapons. Weapons allow your Hero to attack just like a minion would, and a lot of weapons have extra effects that can be supremely powerful. Just about any Warrior deck is going to have one or two weapons that amplify one effect of their build, whether that's adding Bombs to an opponents deck, adding a Lackey to your hand, or just for some straight-up damage.

8 DAMAGED CHARACTERS

Another primary mechanic of a lot of Warrior cards (some pretty powerful ones) revolves around making use of damaged character, both friendly and enemy. Some cards are going to buff damaged characters, some cards can destroy a damaged character, others might let you draw a card for each damaged friendly character.

7 GALAKROND

The Warrior Class has access to Galakrond, which isn't something that every Class can boast. Certain cards Invoke Galakrond, and with the Warrior Class, Invoking Galakrond gives your Hero +3 Attack on that turn.

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Once you summon Galakrond, you'll draw a certain amount of minions (based on how many times you've Invoked) and give them each +4/+4 to their Attack/Health. Your ability, once your Hero has become Galakrond, will give your Hero +3 Attack on that turn for the cost of 2 Mana.

6 BOMBS

One of the most fun decks to run with the Warrior Class revolves around the use of Bombs. Certain cards shuffle Bombs randomly into your opponent's deck, exploding for 5 damage when they're drawn. There are a few different cards that shuffle Bombs, including a weapon and at least one minion, as well as Boom Bots that deal damage to a random enemy when they're destroyed.

5 RESTLESS MUMMY

One of the best cards available to the Warrior Class is the Restless Mummy. This is a 4-cost, 3/2 minion that has both Rush and Reborn. This means that, in a single turn, the Restless Mummy can deal 6 damage to enemy minions, provided the first minion had an Attack of at least two. This is a great way to get rid of a Taunt minion or wipe a couple of smaller minions off the board with ease.

4 ARMORED GOON

The Armored Goon be an incredibly valuable card in the right deck. This is a 6-cost, 6/7 minion that gives your Hero 5 armor every time your Hero attackers. This is going to be super valuable in a deck that has a lot of weapons, and/or a Galakrond deck.

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While this minion doesn't have Taunt, enemies are going to have to prioritize taking care of them immediately, in most cases, lest give you the opportunity to obtain a staggering amount of armor.

3 INTO THE FRAY

For decks that include a lot of Taunt minions, Into The Fray is going to be a fine addition to your collection. This is a 1-cost spell that gives all Taunt minions in your hand +2/+2. This can be crazy powerful in a deck that stacks a lot of cheap Taunt minions, and happens to start with Into The Fray in their hand; you'll be tossing out some seriously powerful minions right from the get-go.

2 SHIELD SLAM

Shield Slam can be a crazy powerful card, or it can do literally nothing whatsoever. This is a 1-cost spell that deals damage to an opposing minion equal to the value of your armor. If you've got quite a lot of armor stacked up, you can dish out a seriously-impressive amount of damage to an opposing minion for almost no cost whatsoever, leaving you the rest of your turn to regain control of the board.

1 DEATHWING, MAD ASPECT

One of the nuttiest cards in the game, not just one of the nuttiest available to the Warrior, is Deathwing, Mad Aspect. This is an 8-cost, 12/12 minion that, get this, attacks ALL other minions. Every. Single. One. (Or at least until it dies.) If your opponent has complete board control, this is a fantastic reset-button that can even the odds. Alternately, if you're opponent doesn't really have many minions out there, you get to throw out a 12/12 minion that they'd better deal with pretty quickly, lest they feel it's wrath on the next turn.

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