Fury Release

Rare attack
Deal 2 damage. Spend all Rage for 4 extra damage each.
Pressure becomes power.
An oathsteel weaponmaster who turns pressure into decisive strikes.

Build Rage with strikes and guard skills. Spend it for heavy impacts. Rage caps at 10 and decays by 1 after the enemy turn. At 10 Rage you are Enraged: your attacks deal 50% more damage.
Every Warrior run begins with these ten cards.

Rare attack
Deal 2 damage. Spend all Rage for 4 extra damage each.

Rare skill
Gain 12 Block. Below half HP, gain 7 more Block.

Rare attack
Deal 9 damage to all enemies, then apply 1 Vulnerable to each.

Rare skill
Gain 2 Regen and 6 Block. Exhaust.
At the start of a run, and again at the start of each new act, you choose one of three Disciplines. They last for the rest of the run.
Build Rage cheaply, expose a target, then spend it on Fury Release or the two hits of Molten Reprise. Emberline Charge opens the Rage, Forgedrum Clamor adds Might, and Pyre Verdict pours it all into a wounded foe.
Key cards: Grit Guard, Blood Oath, Fracture, Fury Release, Forge Breath, Slagstorm, Molten Reprise, Emberline Charge, Hearthsplitter, Pyre Verdict, Forgedrum Clamor.
Disciplines that fit: Rageborn, Measured Fury, Battle Hunger.
Answer enemy actions with Block and Counter. Anvil Memory stores a finite reserve; Cinderwall spends Rage to survive heavy turns. Bulwark Breaker turns a high Block into damage; Ashquake Stomp leaves every foe Shaken.
Key cards: Steel Answer, Cinderwall, Last Stand, Grit Guard, Banner of Return, Weapon Fever, Anvil Memory, Bulwark Breaker, Ashquake Stomp.
Disciplines that fit: Iron Vow, Steel Resolve.
Trade HP for momentum. Breakline strikes harder below half HP; Scarlet Reprisal gains Block there. Rally and Regen carry you onward. Searbrand Wound Sears a foe so it cannot outheal you; Cinder Gyre clears crowds.
Key cards: Blood Oath, Revenant's Grit, Breakline, Rally, Banner of Return, Relentless, Scarlet Reprisal, Searbrand Wound, Cinder Gyre.
Disciplines that fit: Blood Price, Steel Resolve.