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Roll Me - Control Warrior [LEGEND]

  • Last updated Jul 26, 2014 (Naxx Launch)
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Wild

  • 18 Minions
  • 9 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 8600
  • Dust Needed: Loading Collection
  • Created: 7/25/2014 (Naxx Launch)
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  • Total Deck Rating

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EDIT: Thanks for all the enthusiasm :] Guide is currently being worked on

Climbed from Rank 6 to Legend today using this deck winning pretty much 80% of my games. Not only is this deck dominant against meta decks like Zoo and Miracle, but it also effectively out cards and outlasts new anti meta decks like priests and hunters. Freeze mage is also a free win unless your opening hand is all late game.

[Card Choices]

Execute[1] Basic hard removal for warriors. For my climb, I saw very few druids and 0 handlocks, so I only used one copy. If zoo decks begin to dwindle in popularity and more midrange/control decks show up more, then I would add in the second copy.

Shield Slam [2] Another removal spell. Great when combo’d with Shield Block, but also effective with your ArmorSsmith if she’s built up a lot of armor. Great with Wild Pyromancer as well to kill one big minion (DoomGuard/ShieldBearer/etc) and then wipe the board of little minions.

Whirlwind [2] AoE. Helps clear against Zoo while also proc’ing the effects of Acolyte of Pain, Armorsmith, and even Nerubian Egg. Sometimes you just need that one damage, and it’s just nice to play Azure Drake and wipe your opponent’s board with 2 damage AoE.

Armorsmith [2] Aggro’s worst nightmare. Try to never play her naked on turn 2, as Zoo decks will most likely just Soulfire it instantly. Try to set up a board where your Whirlwind or Wild Pyromancer will gain you some armor the turn you play her.

Cleave [1] Smaller AoE. Great for plays with Wild Pyromancer and is just a good card in an aggressive meta. Despite this, if the meta does shift towards more control oriented decks, I’d probably replace this card with a second copy of Execute.

Cruel Taskmaster [2] The Pingmaster!Not really a two-drop, but more of a combo piece. Also one of the main ways to give value to the Nerubian Egg. If I can help it, I try to use one Taskmaster in the early game, either to buff my Acolyte of Pain, Armorsmith, Nerubian Egg, or just ping an enemy minion for 1 damage, then save one Taskmaster for the end game 12 damage Grommash burst. Of course, this doesn’t always happen, but ideally it should happen. Just try not to run out your Taskmasters for the body and nothing else unless you need the tempo swing.

Fiery War Axe [2] Very good early game control card. Turn yourself into a 3/2 and start trading with zoo.

Slam [1] Like Execute, this card thrives more in a control oriented meta, though the one copy still helps to draw a card and then have Wild Pyromancer finish the job and more.

Shield Block [2] I’ve already mentioned the synergy with Shield Slam, so there is that. As for playing this card, I would not try to play it turn 3 unless you’re in dire need of minions and you have to start cycling card. If not, I would say hang on to it until you come to a turn with nothing to do and you need to draw. Hanging on to Shield Block can give more immediate impact with Shield Slam, or save you from being in lethal range from burst damage against decks like Freeze Mage, Miracle Rouge, etc.

Gorehowl [1] Turn yourself into a 7 attack minion with charge! Aside from the awesome capabilities it gives to trade and kill linger midgame threats and even some late game threats, the 7 damage burst Gorehowl provides, especially after a turn 9 where you Alexstraza your opponent to 15 and they can’t deal with Alex, is all you need.

Grommash Hellscream [1]Most often used as a finisher, especially on turn 10 with Cruel Taskmaster for 12 damage. Unless you’re desperate, don’t run him out just to trade. Save the wombo combo for epic face kills.

Nerubian Egg[2] Before I chose to run Warrior control, I wanted to make some changes, and the first thing I noted was how poorly Kor’kron Elite functions in general. The 3 health it has is too much of a detriment; it normally doesn’t trade well, it’s easy to play around, and is not durable enough to live through Wild Pyromancer plays. I wanted a card that was also a midgame threat but also offered more synergy…then I saw the egg. With all the AoE (Whirlwind, Wild Pyromancer, Baron Geddon) and buffs (Defender of Argus and Cruel Taskmaster), along with your opponents potential AoE, there should not be an issue with breaking the egg to get the goody inside. Nerubain Egg not only serves the midgame niche, but it’s diversity when being played is also extremely valuable; like a turn two Nerubian Egg, turn 3 Cruel Taskmaster to trade with something is huge for your tempo and has already served more purpose than Kor’kron Elite ever did. Be cool, use the egg.

Wild Pyromancer [2] The combo king and zoo killer. To utilize his AoE capabilities, I wouldn’t necessarily call him a 2 drop. Unless you’re against a non aggro related deck, try to not play Wild Pyromancer naked on turn two, because, like Armorsmith Zoo has nightmares of pyros and will most likely Soulfire it on sight.

Acolyte of Pain [2] Just a guy you beat up to draw cards from. Great synergy with everything that the Nerubian Egg synergizes with, often at the same time. A turn 2 Nerubian Egg, turn 3 Acolyte of Pain, turn 4 Defender of Argus is the stuff of dreams.

Defender of Argus Anti aggro options and helps facilitate breaking the egg. Also helps to keep the early game minions of the deck relevant in the mid game. Can be replaced if aggro becomes less prevalent in favor of more control decks.

Azure Drake[2] Fills the niche 5 drop slot, sturdy body, draws a card, and facilitates 2 damage Whirlwind board clears to wipe the board.

Sunwalker[1] Tech card for the aggro meta, though it has been shifting away from aggro recently so much that this card is probably not warranted. For better matchups against handlock/druid, this can be replaced with a Big Game Hunter or The Black Knight.

Baron Geddon[1] Board clear and finisher. Helps to make Nerubian Egg not dead in the late game as well as clearing the board of smaller minions. Again, if aggro becomes less prevalent, can be replaced with another finisher type of minion or perhaps a more proactive minion like Argent Commander

Ragnaros the Firelord[1] Finisher. No explanation need for him.

Alexstrasza[1] Finisher. Sets up for burst damage or saves yourself from dying if getting rushed.

As for the next weeks of Naxxramas cards, the main addition to the deck would be -1 Azure Drake and +1 Loatheb. Loatheb will be a staple and no reason to not run it. As for cards like Death’s Bite, it could be viable to replace Nerubian Egg with it, though I’d have to test it. Adding the weapon would probably make running Wild Pyromancer perhaps unnecessary, especially if the meta shifts away from aggro and makes Wild Pyromancer less versatile in terms of clearing boards. Unstable Ghoul is more of anti aggro option, but this deck has no trouble already with aggro, so I don’t think it would have a place in this deck.  

[Mulligan Options]

-Still working-

 [Shout outs to Fang, Clymos, Null, and Volxiar]