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NEW Competitive Current Meta Control 6/3

  • Last updated Jun 3, 2014 (Live Patch 5506)
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Wild

  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3080
  • Dust Needed: Loading Collection
  • Created: 5/20/2014 (Live Patch 5314)
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  • GordyK
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Fiery Whisper!
Updated: 6/3 (I've added some new threats making it more like my original idea of Warrior Control, the added cards add versatility to become very offensive or very defensive pending on situations.)

Concept of the Deck:

The deck is designed for the current meta given the popularity of both Miracle Rogue and Zoo.

The deck has a 95% win ratio vs. the two decks listed above. I designed this deck for the die hard Hunters out there. I've climbed to rank 5 on ladder without much set back at a 75% win ratio overall. The idea behind this deck was to make a Warrior control "Look-a-like". Utilizing Gladiator's Longbow in the deck for Gorehowl replacement (same mana efficiency yet if you're facing an open board that's 10 dmg to face vs only 7, if necessary also an efficient taunt remove without you suffering any dmg to face. I found mediocre results (best being vs druid). If you think about it the bow isn't as bad as people have made it out to be. Especially in a deck such as this with the amount of control it has. You have no problems getting to late game. I may play-test this more.

King Krush was my equivalent to Grommash Hellscream. Krush really only shinned vs. Druid matchups. I tested 1x Bestial Wrath to combo with him making him a 10/8 (immunity) and again mediocre results. Best results vs. Druids. This combo was in mind of the Grommash Hellscream/Whirlwind combo. Gromm/Whirlwind combo you get a 10/8 charge.. Krush/Bestial combo you get a 10/8 charge with immune all for the same amount of mana. Issue with this is Hunter has a heck of a lot easier ways of dealing 8 damage to face long before turn 9. So this wasn't cutting it.

The idea behind Explosive Shot and Azure Drake is not only for more card draw mechanics in the deck but this also combo's nicely with for 6 damage plus 3 additional damage to possibly two other targets. This is a great removal card for Fire Elemental and 2 totems versus Shaman, or Druid of the Claw, Chillwind Yeti, Ancient of Lore, etc. given the popularity of these cards in their corresponding decks.

Current Meta:

With the current meta Faerie Dragon has moved into the #1 best 2 drop spot and should be in all appropriate decks. Versus Miracle Rogue it's a hard removal card especially if you're on the coin. It's a guaranteed 6 damage. With 2x Snipe you're almost guaranteed to nail Gadget on turn 5 or 6. Also because the deck performs well without any creatures on the board this leaves Miracle Rogue with 0 targets to combo off from making it extremely difficult for them to get several card draws from their Gadget.

Weapon & Traps:

Considering about 90% of the current top decks run no weapon removal cards, your Eaglehorn Bow is almost infinite through the entire game given your draws are appropriate and plays keep up.

Combo's:

Wild Pyromancer combo's insanely well with Acolyte of Pain and Hunter's Mark especially for taunt removal. I've played about 50+ game's with this deck and only ever once been so low on cards I couldn't keep up anymore. The amount of draw possible from this deck is more than sufficient to replace the Starving Buzzard and Unleash the Hounds combo.

I've recently added Earthen Ring Farseer due to the frequency in creature removal early/mid game you will need to do at times with your weapon. Plus he is a great turn 3 with 3/3 stats + health.

Mulligan Specifics:

Versus any aggro decks is best to have Wild Pyromancer, Any trap BUT Snipe (should almost always mulligan except when facing Miracle or Priest), Weapon, Eartheren Farseer, Arcane Shot, Mind Control Tech, any of your draw creature cards excluding Azure Drake.

Versus Miracle is obviously best to have Snipe, Hero Power every turn possible, Faeirie Dragon, Deadly Shots and most importantly ACOLYTE OF PAIN (let me tell you, you WANT him to waste Backstab + weapon to kill it giving you 2 cards!) He's going to hate using any card on it excluding an Eviscerate and even then that's not value for him at all! Also weapon is extremely good.

Versus Druid is best to have Hunter's Marks early hand, Deadly shots, Wild Pyromancer, any 2-3 drop creatures for early game, weapon, Explosive Shot, Gladiator's Longbow. Definitely this decks hardest matchup. Will take some luck of card draws to win versus ramp druid (which isn't as common anymore as the token druids) in the lower ranks that is.

Versus Hunter opening hand flare is good, weapon, any of your draw creatures, explosive trap, misdirection, leeroy and Senjin. I find other hunter decks to be a fairly easy matchup. Most of the ones I have encountered are dated hunter decks running old-school buzzard/UTH combo's that cannot keep up with me. Because the deck doesn't need a lot of creatures on the board in order to be sufficient you shouldn't have to worry.

Versus Shaman is best to have Wild Pyromancer, Explosive Trap, and even 1 Snipe early on is good as this will pick off his turn 3 Elemental, also Explosive Shot by turn 6 for this Fire Elemental play is always good or Hunter's Mark (don't play Acolyte of pain turn 5 and Hero power ;) remember he can't use weapon on it without giving you at least 2 cards. So lure out Silence with Azure Drake or Loot Hoarders. Second hardest matchup with this deck aside from Ramp Druid. Going to take some patience and make sure you don't blow all your resources early on.

Versus Priest is always an odd one. Bow, Deadly Shots, Snipe (explosive trap is almost useless versus Priests, your just helping his card draw mechanics) Azure Drakes are amazing versus Priests, as well as Faerie Dragons. Make sure you play your weapon WHEN you're going to use it. Most Priests run 1x Slime, so equip it to kill Northshire Cleric right away or an unhealed Injured Blademaster.

Warrior Control is an easy matchup for me. I just make sure I have Deadly Shot opening hand, weapon, all traps are solid here as you can combo with Hunter's Marks if needed or a creature you've played (understanding this deck and you will know when to play certain traps that will make for the best plays and value). Just make sure your ticking him every turn with hero power as they rarely play more than 1-2 creatures at a time. Easy targets for Deadly (remove smaller creatures with weapons/creatures) wait for that Faceless/Leeroy combo.

Goal Focus:

Primary focus of this deck is to hero power as frequently as possible, maintain strong board control, clear whatever is necessary until you either Faceless Manipulator / Leeroy Jenkins combo or kill them outright before hand.

 If I have missed anything, please ask in the comment boxes below. I'll happily offer more advice. PLEASE UNDERSTAND I am STILL "Play-testing" different things with this deck to find the right mechanic where I have higher success. If I'm able to land it all I'll definitely share and hope to get something in stone before ladder reset here in just a few more days to make this a viable climbing tool. If you have other suggestions also please add to this, I'll test it out or let you know my thoughts. I am considering 1x Baron Geddon to increase Shaman success rate matchups but I'm not 100% sold on this just yet. Either way I'll keep you all posted! :) I hope you enjoyed my deck idea.