Warriors capable of pulling off an early rush for quick board dominance or switching to a war of attrition to wear away enemy defenses in the same match.
First order of business is to put down a Battle Brawler, and give it a white permanent (either an enchantment, Spear of Heliod or a creature) to build an initial line of defense. Don't be afraid of making trades; throw your creatures at the opponent, but only so long as you are certain of dealing more damage than they would while your creatures are tapped.
As soon as your Battle Brawler is out and charged, rush to a Herald of Dromoka or Blood-Chin Rager, whichever is more convenient for the situation. If your opponent's creatures have a high power to toughness ratio, or they outnumber your own, go for the Herald; if not, go for Menace and puncture their defenses.
From there on, order of the day is to ramp. Warriors have no definitive Lord - the best they have are the two Chiefs, and so you will need to compensate with Adaptive Automaton. Build a steady mana base and keep generating creatures to grow your army, until you have the seven or so mana required to drop Secure the Wastes with any real efficiency.
The best case scenario is killing an opponent before they can get a good defense up, but the best case scenario is rare for any deck. The more likely victory is excessive weakening the opponent early game, before spending the next portion ramping your creatures. A good end game will have between four and ten creatures with six power and five toughness, all of whom have vigilance and menace.
Thrumming Stone is your end game card. Ripple 4 may not sound like much, especially seeing as you're giving up a full turn's acceleration, but by that point in the game you'll likely be playing just one creature a turn anyway. Play Thrumming Stone, then play the creature next turn, and each ripple goes four cards further than the last. It provides creature acceleration and lets you plan ahead.
With regards to the sideboard, the most important card in it is Merciless Eviction, one of the most versatile removal spells I have ever seen; whatever your opponent's focus, you can remove it. Artifact affinity? Gone. Planeswalker Oath? Gone. Deity devotion/Constellation? Gone. The only negative use is in creatures, which is why Merciless Eviction is left in the sideboard.
The Maybeboard cards are those that, at time of writing, are too expensive for a budget deck; if you have the money, feel free to incorporate them.