x4 Legend: Vonne's GvG Control War (S9)
- Last updated Jan 22, 2015 (GvG Launch)
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Wild
- 17 Minions
- 8 Spells
- 5 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 14760
- Dust Needed: Loading Collection
- Created: 11/26/2014 (Naxx Launch)
- Vonne
- Registered User
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- 2
- 7
- 19
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Battle Tag:
Vonne#1611
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Region:
US
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Total Deck Rating
82
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updated guide for s10 here: http://www.hearthpwn.com/decks/170246-x5-legend-vonnes-gvg-control-war-s10
Why no explosive sheep combo with whirlwind?
So why just the 1armorsmith? And have you thought about replacing him with anything else like annoy a tron? what I am trying to say is I get why it has been a staple and how amazing it is but as a 1 of I'm curious if there is a better choice.
What's the reason for only one Shield Maiden?
While ranking up through the lower ranks, you typically run into a lot more aggressive based decks, as opposed to control. I am considering swapping out the TBK for either a second Shield Maiden or Hogger till I reach Rank 5+ or until I run into more control match ups.
Thoughts?
Can't wait for the guide on it! Thank you!
Dont have Geddon and TBK, what can I use instead?
Priest = 99.9% loss with this deck
Thanks for sharing! I'm running a variant of this deck. Here's my considerations:
I like Whirlwind better than Unstable Ghoul. Since this is a Control deck, you want to be in control of the decisions made, and not giving that +1 AoE damage choice to your foe I think is slightly better. Of course, it also has a 1/3 body and a Taunt, but Whirlwind is cheaper and can't be silenced.
I also swapped Sylvanas Windrunner for Faceless Manipulator, there are too many Legends in this deck that could be replicated, not to mention the enemy's. For some reason I'm not getting the most out of Syl these days, I think it's a great card but too slow and fragile against silences, and has no use vs. aggro decks imo as they will just ignore her and you get no value by just trading vs. small creeps. Face on Rag + BGH is a common turn-8 combo too, forcing the enemy to spend an extra removal and protecting your own Rag later.
I also swapped Alexstrasza for Ysera. For me it was the other way around, I always used Alex in the past seasons but I'm squeezing more out of Ysera lately. Usually by turn 9 I'm already in control and the enemy is low (thus dispensing Alex on him) or I'm too close to 15 and not making the heal worthy or too low because I lost the board and it doesn't matter the heal, I will take lethal as soon as I end my turn...
What do you think of all of that, Vonne? And how do you find yourself making good use of Alex these days?
Thanks for your feedback!
I'm missing some of the important cards but damn this is a nice deck even if I'm running with some more.... interesting choices.
I love playing control warriors, and I've been playing a deck similar to this for a while. Wanted to try this out to see how it stood up against previous decks of this type, and I must say it does very well! Here's a video I made for my deck spotlight series on YouTube where I'm up against botha Zoolock & a Handlock! I hope you like it!
Solid deck. I subbed out rag for gorehowl however as Rag is just BGH bait and always dies after a single turn for me, and the gorehowl always gives me great value and it's practically a necessity if I want any chance of beating druid/cntrl priest
I'm also experimenting with gorehowl - my theory around this getting oozed and harrison seems unlikely given its typically death's bite that gets destroyed (unless harrison didn't get drawn earlier). The value if you can keep this equipped is insane, unfortunately for the Druid matchup, any face damage can actually hurt you in the long run (as they're always trying to get within lethal range of force of nature combo). Good thoughts.
I still find myself losing to zoo and hunter more often than not with this deck, it seems very dependent on opening hand fiery war axe, if not you're struggling to keep up the entire game and outpaced.
Also, do you have a guide for mirror matchup?
hm you should actually be most favored to win these two match-ups. I think I'm currently over 70-80% win rate against these two specifically.
as for the mulligan, yes this is absolutely important. one thing to note is that if you don't get FWA, this deck still compensates by having the next best thing (cleave). You should aggressively mulligan for FWA in these two matchups but if you don't and you have cleave on hand, I might actually keep cleave rather than mulligan'ing it away.
Also don't be afraid to utilize owl on undertaker (one of the best way to prevent snow'balling) and shield slam + hero power turn 3. Your goal should be aggressively removal in anyway possible, even if it means burning up an execute in some cases, because once zoo gets board control its typically gg as you pointed out.
I like your list very much. I started playing control warrior exclusively for the first time this season and I'm going up the ranks slowly but surely ( often matches last more than 15mins and I don't have much time to play atm). The hardest thing for me with control warrior is to know when you should put minion on board in early game and when I should just armor up and pass ( even on turn 4-5-6 for example). Do you have any advice on that?
heh, my thanks -- generally speaking, against aggro decks like zoo and hunters, you want to be aggressively dropping minions / using weapons to clear the board, where as against control decks like mirror / priest / paladin, you want to be typically armor'ing up and maybe dropping armor smiths / acolytes (assuming they won't get 1 shotted).
*think of it this way -- face damage matters less for control because between alexstrazza, grom, rag, etc. you will be able to typically kill your opponent in 2-3 turns. when you think of it this way, its more about establishing board control into late game so that you have the opportunity to tee up for fatal with your heavy hitting minions.
so to go back to your original question -- no matter what style you play, you should try to be playing off the curve and be mana efficient as possible. so when you mulligan against control, try to plan out your turn 2,3,4 as much as possible. example would be mulligan'ing for armor smith (2), acolyte (3), death's bite (4), senjin (4) -- something to this effect. so that you can pass turn 1, armor smith (or armor up) turn 2, coin into death's bite turn 3, drop acolyte and activate death's bite aoe for a draw or senjin turn 4.
against aggro, this will look more like firey waraxe (2), armor smith (2), cleave (3), death's bite (4) - so that you are efficiently clearing the board into late game.
here are some examples of where you should just armor up and pass (take with grain of salt as these can be situational) - dropping sylvannas on an empty board when opponent has a way to clear her, equipping a weapon with 2 charge when theres no minions on the board (enemy will now play around your weapon or worse harrison you), knowing that your opponent can 1 shot your acolyte with his equipped weapon and you are thinking about dropping him, knowing that your opponent has board clear like equality + wild pyro or chain lightning or brawl and you already have 3-4 minions on your board (you don't want to overextend by dropping new minions), being tempted to use grommash or going for face early when you know you don't have lethal, knowing that you are in lethal range of savage roar + force combo and you know that the extra 2 armor will save you from dying.
Any room for Crush and Iron Juggernaut when the expansion comes out?
not a fan of crush (and personally not sure about bouncing blades at the moment) - I feel that we have enough cheap efficient removals, that adding more might not make a ton of sense.
Iron Juggernaut is awesome, I'd likely take out ghoul assuming the game will slow down a bit with less huntards / zoos.
Pretty excited for Control Warrior GvG -- I'm assuming there are neutral cards right now that we are dismissing that could significantly augment the control warrior playstyle (we just don't really know all the synergies yet).
[edit] on that note I wonder if lil'exorcist will be any good - she'll definately out value ghoul if deathrattle face rush is still a thing in the expansion.
Very nice breakdown, I'll be sure to try this out! Thank you for the detailed guide!
glad its helpful!
Np im glad you found good use for the deck!
As for Geddon: I personally like dropping on turn 7 (assuming he wont get killed next turn by minions left on the board). meaning that i like to tee it up for the drop (try to get as many minions below 2 health as possible and get rid of deathrattles). Unless you have a way to clear the board when he drops or its an empty board, I wouldn't carelessly drop him as he is pretty soft with 5 health. Sometimes it makes sense to save him and use him for utility. Lastly I would in most situations drop him before Rag or Alex, just to draw out BGH or other heavy removals such as power word death.