Im not an experienced control warrior player, but Justicar has to be 100% in the deck
As I've been told by several people, Justicar Trueheart is a staple of Wild Control Warrior, and is basically a Warrior class card at this point.
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Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
There's little point in including Justicar Trueheart in the same deck as Scourgelord Garrosh. If you play the latter first then Justicar is a understated mess. You choose one or the other. This deck is playing Scourgelord and that's okay.
The Standard decks play two copies of Mountainfire Armor to go with their N'zoth. Maybe you could consider that.
I'm really not a fan of the whole "one Dead Man's Hand" school of thought that's going around. When you draw it early it's a brick, when you draw it late you might have already forfeited an assload of tempo because you wanted to save N'Zoth, the Corruptor etc. for afterwards. It's obviously in there to have synergy with the Coldlight Oracles in this case and I guess fatigue is a good plan, but you don't have a way to beat Jade Idol or other warriors playing two copies of DMH.
I get the impression that there's a midrange-type plan here: you go to fatigue against decks that draw loads and let them kill themselves, or you try to control the board against decks with small minions. I find the trouble with two-point plans is that you sometimes draw the wrong half of the deck and up having to play Rock against Paper when your ideal is to play Scissors. Just my experience.
Good selection of cards, but the deck lacks focus.
Cornered Sentry and Drywhisker Armorer is a good pair when there's two of each. To be honest, you have too many game plans and too many one ofs. Grommash and Coldlights usually tend to not be in the same deck. Two Executes is essential in Wild imo, you're going to be up against a lot of big threats that you need removing. @Arcengal that's why people like Dead Man's Hand, you can double up your threats or removal, whichever you may need. Warrior has very good but limited removal so more of it is great.
If you're going for the fatigue strategy, definitely put in Elise the Trailblazer, but cut the stuff that doesn't help with fatigue so you can add in the removal and defense (Shield Block is vital btw) that you'll need. If you want traditional control where you're just living to put out threats, cut fatigue cards like Oracle and Brann for more deathrattles (ones with Taunt or Armor gain are particularly great) or other big things, like Ysera, The Lich King, or Alexstrasza, though Alex isn't usually all that amazing in control warrior.
As Arcengal has said, Justicar Trueheart becomes a useless card if you play Scourgelord Garrosh before her. I've tried the card out and it doesn't perform that well. Most decks in wild try to kill you before turn 6 and or they have a one turn kill combo where armor rarely helps (freeze/exodia mages run infinite fireballs and DK anduin can burst you for 40 damage or more). Scourgelord Garrosh is a necessary card to win vs the aggro rogue and call to arms paladin decks out there (these are pretty common).
Mountainfire Armor doesn't help vs decks that are trying to hit your face constantly (aggro decks and cube warlocks with their doomguards). It also doesn't help vs priests because they run psychic scream or they can still burst through your armor (same reason as Justicar Trueheart). If the armor would trigger off of explosive runes from secret mages then that would be enough reason to run the card but it has to die on the opponent's turn.
I took out the shield blocks because they don't help you against call to arms paladins and secret mages. It's better to have minions or weapons that can remove their board (blood razor and ravaging ghoul). Shield slam still performs well even without them because you have armorsmiths and the unidentified shield.
The only people who run 2 Dead Man's Hands are the decks that try to win through fatigue but these decks require bring it on and shield block to succeed. You will rarely see these decks in wild, if at all. My deck doesn't run 2 copies of DMH because the goal of the deck is to remove their minions constantly, either through removal or by burning them with the brann + oracle combo (while also drawing a lot of my cards for myself), and then throw down nzoth/grommash depending on their health. If the person gets to fatigue then yes you can use the brann + oracle to push them further but that rarely happens.
Jade Druids who run Jade Idols can be a tough match up but these decks are usually slow and if you burn some of the jade generators or their death knight, then you may be able to beat them before their jades get too big.
Running 2 copies of cornered sentry, drywhisker armorer, execute, sleep with the fishes and unidentified shield will cause you to have too much removal and not enough minions. This often causes you to not be able to do anything because you don't have the right card for the situation, sometimes this is fine but in most cases it's not.
Elise the Trailblazer could be okay but I don't own it or have the dust to craft it. Often times you need to stabilize the board by turn 5 with taunts or removal so it may be too slow.
I've looked into other deathrattles to try but they won't help you vs priests (priest is like 25% or more of my match ups). Priests run silences, psychic scream and a lot of board clear.
Big minions are expensive (aggro decks will kill you before you get to use them) and they don't help you against call to arms paladins because they run sunkeeper tarim and keeper of uldaman. They also don't help you vs other control decks because they run instant removal like siphon soul, shadow word: death and silences.
The match ups I saw the most when laddering were: reno priest, big priest, secret mages, cube warlock, call to arms paladins, aggro druid and aggro rogue (both prince keleseth and kingsbane versions) so the deck is tailored to beating them.
As a side note, how are you guys linking the picture of the card to the name? I can't figure it out
or just mark the full card name you want and then press the 'card' icon in the text editor (2nd row 1st icon for me)
on a side note, I don't see anything new in this deck and the number of singleton cards that work as part of a combination is alarming. like, if you pull your 1x Cornered Sentry but not the 1x Drywhisker Armorer, you're stuck with playing underpowered cards. halfway through the list I was expecting to see Reno Jackson, really. I'm also finding it hard to believe Sludge Belcher, Deathlord and Deathsbite haven't made it into a defensive N'zoth deck that has some synergy with whirlwind effects, but instead you go for Unidentified Shield, Direhorn Hatchling and other Standard legal cards that have no room in Wild, I believe, their power level is low.
Hey everyone, I posted a new control warrior deck with a write-up that can be found here:
http://www.hearthpwn.com/decks/1024705-control-warrior
Im not an experienced control warrior player, but Justicar has to be 100% in the deck
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
There's little point in including Justicar Trueheart in the same deck as Scourgelord Garrosh. If you play the latter first then Justicar is a understated mess. You choose one or the other. This deck is playing Scourgelord and that's okay.
The Standard decks play two copies of Mountainfire Armor to go with their N'zoth. Maybe you could consider that.
Why no Shield Blocks? Shield Slam gets a LOT worse without it.
I'm really not a fan of the whole "one Dead Man's Hand" school of thought that's going around. When you draw it early it's a brick, when you draw it late you might have already forfeited an assload of tempo because you wanted to save N'Zoth, the Corruptor etc. for afterwards. It's obviously in there to have synergy with the Coldlight Oracles in this case and I guess fatigue is a good plan, but you don't have a way to beat Jade Idol or other warriors playing two copies of DMH.
I get the impression that there's a midrange-type plan here: you go to fatigue against decks that draw loads and let them kill themselves, or you try to control the board against decks with small minions. I find the trouble with two-point plans is that you sometimes draw the wrong half of the deck and up having to play Rock against Paper when your ideal is to play Scissors. Just my experience.
Good selection of cards, but the deck lacks focus.
Cornered Sentry and Drywhisker Armorer is a good pair when there's two of each. To be honest, you have too many game plans and too many one ofs. Grommash and Coldlights usually tend to not be in the same deck. Two Executes is essential in Wild imo, you're going to be up against a lot of big threats that you need removing. @Arcengal that's why people like Dead Man's Hand, you can double up your threats or removal, whichever you may need. Warrior has very good but limited removal so more of it is great.
If you're going for the fatigue strategy, definitely put in Elise the Trailblazer, but cut the stuff that doesn't help with fatigue so you can add in the removal and defense (Shield Block is vital btw) that you'll need. If you want traditional control where you're just living to put out threats, cut fatigue cards like Oracle and Brann for more deathrattles (ones with Taunt or Armor gain are particularly great) or other big things, like Ysera, The Lich King, or Alexstrasza, though Alex isn't usually all that amazing in control warrior.
As Arcengal has said, Justicar Trueheart becomes a useless card if you play Scourgelord Garrosh before her. I've tried the card out and it doesn't perform that well. Most decks in wild try to kill you before turn 6 and or they have a one turn kill combo where armor rarely helps (freeze/exodia mages run infinite fireballs and DK anduin can burst you for 40 damage or more). Scourgelord Garrosh is a necessary card to win vs the aggro rogue and call to arms paladin decks out there (these are pretty common).
Mountainfire Armor doesn't help vs decks that are trying to hit your face constantly (aggro decks and cube warlocks with their doomguards). It also doesn't help vs priests because they run psychic scream or they can still burst through your armor (same reason as Justicar Trueheart). If the armor would trigger off of explosive runes from secret mages then that would be enough reason to run the card but it has to die on the opponent's turn.
I took out the shield blocks because they don't help you against call to arms paladins and secret mages. It's better to have minions or weapons that can remove their board (blood razor and ravaging ghoul). Shield slam still performs well even without them because you have armorsmiths and the unidentified shield.
The only people who run 2 Dead Man's Hands are the decks that try to win through fatigue but these decks require bring it on and shield block to succeed. You will rarely see these decks in wild, if at all. My deck doesn't run 2 copies of DMH because the goal of the deck is to remove their minions constantly, either through removal or by burning them with the brann + oracle combo (while also drawing a lot of my cards for myself), and then throw down nzoth/grommash depending on their health. If the person gets to fatigue then yes you can use the brann + oracle to push them further but that rarely happens.
Jade Druids who run Jade Idols can be a tough match up but these decks are usually slow and if you burn some of the jade generators or their death knight, then you may be able to beat them before their jades get too big.
Running 2 copies of cornered sentry, drywhisker armorer, execute, sleep with the fishes and unidentified shield will cause you to have too much removal and not enough minions. This often causes you to not be able to do anything because you don't have the right card for the situation, sometimes this is fine but in most cases it's not.
Elise the Trailblazer could be okay but I don't own it or have the dust to craft it. Often times you need to stabilize the board by turn 5 with taunts or removal so it may be too slow.
I've looked into other deathrattles to try but they won't help you vs priests (priest is like 25% or more of my match ups). Priests run silences, psychic scream and a lot of board clear.
Big minions are expensive (aggro decks will kill you before you get to use them) and they don't help you against call to arms paladins because they run sunkeeper tarim and keeper of uldaman. They also don't help you vs other control decks because they run instant removal like siphon soul, shadow word: death and silences.
The match ups I saw the most when laddering were: reno priest, big priest, secret mages, cube warlock, call to arms paladins, aggro druid and aggro rogue (both prince keleseth and kingsbane versions) so the deck is tailored to beating them.
As a side note, how are you guys linking the picture of the card to the name? I can't figure it out
or just mark the full card name you want and then press the 'card' icon in the text editor (2nd row 1st icon for me)
on a side note, I don't see anything new in this deck and the number of singleton cards that work as part of a combination is alarming. like, if you pull your 1x Cornered Sentry but not the 1x Drywhisker Armorer, you're stuck with playing underpowered cards. halfway through the list I was expecting to see Reno Jackson, really. I'm also finding it hard to believe Sludge Belcher, Deathlord and Deathsbite haven't made it into a defensive N'zoth deck that has some synergy with whirlwind effects, but instead you go for Unidentified Shield, Direhorn Hatchling and other Standard legal cards that have no room in Wild, I believe, their power level is low.
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