Greetings Hearthpwners, this deck no longer works due to the changes in core cards as of patch 4458. The core card being Warsong Commander, seeing as it provided the charge effect for the 8 attack giant. Warsong's affect only applies to creatures below 3 attack, therefore reusing Molten Giants is out of the picture now. This deck is now archived/retired.
Hey guys, I'm here today bringing back a favorite - the Molten Giant Warrior OTK. I recently found a couple of cards that I put together for some amazing results. It's also an incredibly fun deck! My two favorite things to bring to you guys. What is the Molten Giant OTK? Very simply, Warsong Commander gives all minions charge. Molten Giant costs nothing when you're at lower health. Faceless Manipulator copies Giants, and Youthful Brewmaster is a cheap method for returning cards to hand and attack again! The core cards are on the cheap side: Just 4 epics between Molten Giants and Faceless Manipulators and a bundle of rares.
The deck feels almost Miracle Rogue-like at times, between all the draw power and destructive potential. It's probably not meant for climbing higher in Ranked modes due to the inconsistency of my own version only relying on Molten Giants and the rest of the deck being card draw/weapons. There are some other ways to tailor this deck to create a strong Ranked mode deck with the inclusion of Brawls and other forms of board control and Thalnos. With that said, lets go through the card list. I want to break this up into the three phases of the game: Draw, Clear, and Kill.
Draw: You begin looking for Giants, Faceless, Warsong, and Youthful, so you want card draw, lots of it. - Battle Rage will draw you a multitude of cards alongside Whirlwind, Acolyte of Pain, and Wild Pyromancer - Slam will help with Battle Rage, help clear, proc Pyromancer, and hit Acolyte of Pain when necessary - Commanding Shout helps keep your board alive for Pyromancer procs, replaces itself, and synergizes with Battle Rage - Novice and Loot Hoarder for minions that draw
Clear: You have your cards, now you need to make a path for them - You have 4 weapons: Fiery Waraxe, Arcanite Reaper. Make use of them - Heroic Strike doubles as a spell and clear - Wild Pyromancer and Whirlwind act as psuedo-AoE
Kill: Party time - Faceless Manipulator and Molten Giants will deal massive damage - Youthful Brewmaster and Molten Giants will deal massive damage - Heroic Strike on a weapon will deal massive damage - Youthful Brewmaster loops with Warsong will deal massive damage - Two Youthful Brewmaster with Molten Giant will deal massive damage (30 damage in fact)
A note on armor: Don't armor up every chance you get, you only want to armor up when you're below the 10 health threshold or you're trying to manage your health against, say, a Hunter or another class with strong burst. You want to get hit, if an early Dust Devil comes out, you laugh at it and invite the damage. If Venture Co. comes out, you armor up and brace for impact. Giants are everything, even if you can afford to win without it using raw weapon damage. Get out there and slam some faces! (And get back to me, anything you dislike/find inconsistent?)
At times, I replace Gorehowl with one Coldlight Oracle, not bad at all. Other Cards to Consider: Alexstrasza: With Gorehowl, gives you a viable second option at an OTK Brawl: Need defensive options!? No, you don't need defense, you need more offensive. Coldlight Oracle: More fun for everyone! Bloodmage Thalnos: Gives a little clear with Whirlwind and replaces itself. Not bad at all.
Recent video of play below: Swapped Gorehowl for an Oracle and two Novice for a Kor'Kron Elite
Any questions and suggestions, feel free to ask. My tag is Aishi#1473 My stream is at http://www.twitch.tv/aishi_ Live at times during @ 7:30pm EST My channel is http://www.youtube.com/user/vtxaishi - All my videos are there and I pump out quite a bit of content
Any questions and suggestions, feel free to ask. My tag is Aishi#1473 My stream is at http://www.twitch.tv/aishi_ Live at times during @ 7:30pm EST My channel is http://www.youtube.com/user/vtxaishi - All my videos are there and I pump out quite a bit of content
I'm trying to die here! How else am I getting these Molten Giants out? The earlier the better.
Won't you get stomped if the opponent just rushes you and you don't have the giants? I thought a bit of tempo play could really help you with the combo. But maybe I'm wrong, perhaps your draw mechanics are just enough for it to work consistently... Unfortunately, I can't playtest it to find out, since I don't have any Giants :(
Rushing me rarely gets anything accomplished, in my experience. The amount of draw power I have can almost always find me a giant and Warriors have no real issue trading blow for blow. I won't be suicidal, but I have a fair amount of removal considering spells, weapons and Pyromancer. My draw power is linked to minions so I'm not left without board presence. The draw power is for that situation, and the reason why I can get so much accomplished in my turns for a quicker tempo
Too often do I hear people asking "what if you get rushed" or "what do you do if you're playing a rush deck", expressing concern as if they're going up against coin 2x Flame Imps on turn 1. I'm not particularly sure what the question achieves insofar as early game is concerned, it's not something that Armor will help with and it's not an issue of health in numbers, but just surviving. Losing to rush is an issue of being completely outpaced in a game, you need something to reset the momentum. As for armorsmiths they provide absolutely zero control and board presence due to their abysmal attack. If I force myself into using Pyro/Whirlwind to clear or to armor up for a hopeful 4 armor while spending unnecessary resources to do so, I'll dig my own grave. The Warrior is not devoid of options to stall, even playing a Hunter deck in the video I make it a point to shift around plays for extra armor each turn.
That said, Shield Block can probably go in for extra mill if you want a safety net, but it ends up limiting more option than not.
Hrm. Nope, too many cards needed to be drawn to support a Raging Worgen-based OTK, besides surviving until late game and needing to keep the field clear (seeing as Worgen can't take damage unless you Commanding Shout, costing more mana). Here is a projection on practicality from a simpler combo: - Worgen: Warsong/Charge, Inner Rage, Rampage (= 18 damage, 4 cards, 9 mana, needs clear field) - Molten Giant: Warsong, Panda (= 19 damage, 3 cards, 5 mana, blows down <3 health taunts)
As you can see, the mana scaling on Worgen OTKs are heavy and Rampage is a pretty big necessity if you want to truly burst hard. Task Masters weren't even possible to be played and Inner Rage becomes a strong dependency. You have three very common cards from the Molten Giant OTK that help push the Giant through and only scale better with a better variety of options (instead of Worgen, where you need specific cards). Worgen should never be the focus of an OTK, just the flavor-sprinkles on top of a good fundamental donut of possibility.
I played around with this deck in casual play today and I ran into problems getting the giants out in many games. Or I get to the point in my health where I have to to put a giant out with no charge to get some damage off of my face and it dies. What are your thoughts about adding a Mountain Giant or two in the deck since losing 1 of 2 of the Molten Giants will likely cost the game? Having cards in hand rarely seems to be an issue and getting one out early to sacrifice to save some draw time might be invaluable.
Actually, I pulled a Mountain Giant this morning, I was going to give it a shot inside this deck. Tell me how that works out, I don't have much time to do extensive testing and my list has been piling up =P
Being a deck that relies on drawing one of two minions to truly "close out" a game is always subject to the laws of RNG, but you don't lack draw or clear to defend yourself until at least one giant in many cases. Maybe you can hold out on cards more or mulligan more aggressively. Try to hold your Pyromancers and Whirlwinds in response to threats, always keep a weapon in your opening hand, basic stuff that help you survive rather than draw a ton. How are you treating your early game? What exactly are these threats that you're being forced into using Giants?
Rush decks. If I don't get a pyromancer especially against the rogues who play a ton of 2 mana 2/1 or 1/2 combo creatures and wear me down before I can play anything. I've also had it happen twice that both giants where in the last 10 cards in my deck. I started armoring up a little if I think I may take a lot of damage early on and that does seem to help get me to 7 or 8 mana where I can draw the cards I need for the charge combo and take enough damage to get them out of my hand. I just feel like if I played a mountain giant early on as bait (if needed) it might help put some early pressure on. Not to mention that if you can hold on to it and play it for little or no cost with the molten giants it increases the otk damage output. Just not sure what I would take out. Maybe a single manipulator?
althogh the mountain giants are good in this deck in theory, to have the draw power to get them out before turn 6 is pretty tough, especially since faceless manipulator can be played as early as turn 5. I spent a solid 10 hrs playing this deck and ended up going backwards 2 levels in rank. Very fun to play though More fun than the Mage giants deck, just more draw dependent.
Yeah. You don't want moltens, your draw power comes from multiple cards so you might never get easy +1's for Moltens. Faceless is core, you need support when molten hits the field.
OTK decks are more inconsistent than in other TCG since there's no sort of tutor for cards (Sans sense demons) just mass draw. Tracking was as close to having mill as we did. If you play this deck enough, I would say mass draw is usually more than enough to get you into lethal if you focus on managing hand count and health. It relies slightly more on your opponent's cards and actions rather than your own, you almost always have enough to win otherwise if they let you auto-pilot.
With the surfacing of more Molten Giant OTK decks because of the Legend 1 reveal, I brought this deck up again and it was more or less the same, people understand the OTK is coming but it's quite difficult to find counterplay for it.
As an advocate for fun decks, I threw another vid up for kicks. I drew out at turn 10 on one game as well. I found that playing against Warrior Molten Giant OTKs a very, very difficult concept to at first understand, you have to realize that anything below 10 health means free Molten Giants, that they usually have stronger removal options than normal (See: Brawl).
If you try to play the long game, they have incredibly aggressive options aside from Giants or can simply use one to clear the board, if you try to rush them down, you're going to have a Molten Giant shoved in your face on turn 5. There's this sort of odd middle ground between pressure and caution you have to travel, and unless you understand this conceptually, you won't win against one. That is, you need to not overcommit your hand unless you get Brawl'd, not overcommit your damage or else you get Giants'd, and not undercommit your pressure or they'll run all over you anyways. A fearsome deck when played well no doubt.
Of course, my deck just throws all this out the window and decides to deck itself out until it can shove Giants in your face, but that's what makes it so fun. Except for Ice Blocks, those aren't fun.
Thoughts? How have you approached handling Molten Giant OTKs?
I've seen some people refer to the legend ranks as Legend #, probably to avoid confusion with the actual pre-legend ranks themselves. Saying "I'm Rank 20" (as in the rank before Innkeeper or Rank 1) compared to "I'm Legend Rank 20" is a bit too similar, so I can see why.
My Deck Threads Index
Warlock Low Mana Rush
Warlock Suicide Jaraxxus Control
Warlock Zergrush
Warrior Beatdown
Warrior Molten Giant OTK
Paladin Slowroll
Paladin Kodo & Friends
Druid Slash & Burn
Druid Force of Murloc
Druid Midrange *new!*
Rogue Knives & Magic
Not an OTK Hunter Deck
Template Decks
Warlock Aggro Template Deck
Rogue Template Deck
Paladin Template Deck
Druid Template Deck
Shaman Template Deck
Greetings Hearthpwners, this deck no longer works due to the changes in core cards as of patch 4458. The core card being Warsong Commander, seeing as it provided the charge effect for the 8 attack giant. Warsong's affect only applies to creatures below 3 attack, therefore reusing Molten Giants is out of the picture now. This deck is now archived/retired.
Below is the original thread.
Hey guys, I'm here today bringing back a favorite - the Molten Giant Warrior OTK. I recently found a couple of cards that I put together for some amazing results. It's also an incredibly fun deck! My two favorite things to bring to you guys. What is the Molten Giant OTK? Very simply, Warsong Commander gives all minions charge. Molten Giant costs nothing when you're at lower health. Faceless Manipulator copies Giants, and Youthful Brewmaster is a cheap method for returning cards to hand and attack again! The core cards are on the cheap side: Just 4 epics between Molten Giants and Faceless Manipulators and a bundle of rares.
The deck feels almost Miracle Rogue-like at times, between all the draw power and destructive potential. It's probably not meant for climbing higher in Ranked modes due to the inconsistency of my own version only relying on Molten Giants and the rest of the deck being card draw/weapons. There are some other ways to tailor this deck to create a strong Ranked mode deck with the inclusion of Brawls and other forms of board control and Thalnos. With that said, lets go through the card list. I want to break this up into the three phases of the game: Draw, Clear, and Kill.
Draw: You begin looking for Giants, Faceless, Warsong, and Youthful, so you want card draw, lots of it.
- Battle Rage will draw you a multitude of cards alongside Whirlwind, Acolyte of Pain, and Wild Pyromancer
- Slam will help with Battle Rage, help clear, proc Pyromancer, and hit Acolyte of Pain when necessary
- Commanding Shout helps keep your board alive for Pyromancer procs, replaces itself, and synergizes with Battle Rage
- Novice and Loot Hoarder for minions that draw
Clear: You have your cards, now you need to make a path for them
- You have 4 weapons: Fiery Waraxe, Arcanite Reaper. Make use of them
- Heroic Strike doubles as a spell and clear
- Wild Pyromancer and Whirlwind act as psuedo-AoE
Kill: Party time
- Faceless Manipulator and Molten Giants will deal massive damage
- Youthful Brewmaster and Molten Giants will deal massive damage
- Heroic Strike on a weapon will deal massive damage
- Youthful Brewmaster loops with Warsong will deal massive damage
- Two Youthful Brewmaster with Molten Giant will deal massive damage (30 damage in fact)
A note on armor: Don't armor up every chance you get, you only want to armor up when you're below the 10 health threshold or you're trying to manage your health against, say, a Hunter or another class with strong burst. You want to get hit, if an early Dust Devil comes out, you laugh at it and invite the damage. If Venture Co. comes out, you armor up and brace for impact. Giants are everything, even if you can afford to win without it using raw weapon damage. Get out there and slam some faces! (And get back to me, anything you dislike/find inconsistent?)
At times, I replace Gorehowl with one Coldlight Oracle, not bad at all.
Other Cards to Consider:
Alexstrasza: With Gorehowl, gives you a viable second option at an OTK
Brawl: Need defensive options!? No, you don't need defense, you need more offensive.
Coldlight Oracle: More fun for everyone!
Bloodmage Thalnos: Gives a little clear with Whirlwind and replaces itself. Not bad at all.
Recent video of play below: Swapped Gorehowl for an Oracle and two Novice for a Kor'Kron Elite
Any questions and suggestions, feel free to ask. My tag is Aishi#1473
My stream is at http://www.twitch.tv/aishi_ Live at times during @ 7:30pm EST
My channel is http://www.youtube.com/user/vtxaishi - All my videos are there and I pump out quite a bit of content
Any questions and suggestions, feel free to ask. My tag is Aishi#1473
My stream is at http://www.twitch.tv/aishi_ Live at times during @ 7:30pm EST
My channel is http://www.youtube.com/user/vtxaishi - All my videos are there and I pump out quite a bit of content
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Armorsmith, Aishi. Lots and lots of armor with Pyro and Whirlwind.
And some Shield Block would be cool too, good tempo/cycling card.
I'm trying to die here! How else am I getting these Molten Giants out? The earlier the better.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Won't you get stomped if the opponent just rushes you and you don't have the giants? I thought a bit of tempo play could really help you with the combo. But maybe I'm wrong, perhaps your draw mechanics are just enough for it to work consistently... Unfortunately, I can't playtest it to find out, since I don't have any Giants :(
Rushing me rarely gets anything accomplished, in my experience. The amount of draw power I have can almost always find me a giant and Warriors have no real issue trading blow for blow. I won't be suicidal, but I have a fair amount of removal considering spells, weapons and Pyromancer. My draw power is linked to minions so I'm not left without board presence. The draw power is for that situation, and the reason why I can get so much accomplished in my turns for a quicker tempo
Too often do I hear people asking "what if you get rushed" or "what do you do if you're playing a rush deck", expressing concern as if they're going up against coin 2x Flame Imps on turn 1. I'm not particularly sure what the question achieves insofar as early game is concerned, it's not something that Armor will help with and it's not an issue of health in numbers, but just surviving. Losing to rush is an issue of being completely outpaced in a game, you need something to reset the momentum. As for armorsmiths they provide absolutely zero control and board presence due to their abysmal attack. If I force myself into using Pyro/Whirlwind to clear or to armor up for a hopeful 4 armor while spending unnecessary resources to do so, I'll dig my own grave. The Warrior is not devoid of options to stall, even playing a Hunter deck in the video I make it a point to shift around plays for extra armor each turn.
That said, Shield Block can probably go in for extra mill if you want a safety net, but it ends up limiting more option than not.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
this sounds awesome! will be trying this out! and reporting back soon :)
Your deck turned out to be a very nice staple for my variant, thanks a lot once again, Aishi. :D
would your deck be viable with a Raging Worgen substitute like the one I encountered?
Hrm. Nope, too many cards needed to be drawn to support a Raging Worgen-based OTK, besides surviving until late game and needing to keep the field clear (seeing as Worgen can't take damage unless you Commanding Shout, costing more mana). Here is a projection on practicality from a simpler combo:
- Worgen: Warsong/Charge, Inner Rage, Rampage (= 18 damage, 4 cards, 9 mana, needs clear field)
- Molten Giant: Warsong, Panda (= 19 damage, 3 cards, 5 mana, blows down <3 health taunts)
As you can see, the mana scaling on Worgen OTKs are heavy and Rampage is a pretty big necessity if you want to truly burst hard. Task Masters weren't even possible to be played and Inner Rage becomes a strong dependency. You have three very common cards from the Molten Giant OTK that help push the Giant through and only scale better with a better variety of options (instead of Worgen, where you need specific cards). Worgen should never be the focus of an OTK, just the flavor-sprinkles on top of a good fundamental donut of possibility.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
I played around with this deck in casual play today and I ran into problems getting the giants out in many games. Or I get to the point in my health where I have to to put a giant out with no charge to get some damage off of my face and it dies. What are your thoughts about adding a Mountain Giant or two in the deck since losing 1 of 2 of the Molten Giants will likely cost the game? Having cards in hand rarely seems to be an issue and getting one out early to sacrifice to save some draw time might be invaluable.
Actually, I pulled a Mountain Giant this morning, I was going to give it a shot inside this deck. Tell me how that works out, I don't have much time to do extensive testing and my list has been piling up =P
Being a deck that relies on drawing one of two minions to truly "close out" a game is always subject to the laws of RNG, but you don't lack draw or clear to defend yourself until at least one giant in many cases. Maybe you can hold out on cards more or mulligan more aggressively. Try to hold your Pyromancers and Whirlwinds in response to threats, always keep a weapon in your opening hand, basic stuff that help you survive rather than draw a ton. How are you treating your early game? What exactly are these threats that you're being forced into using Giants?
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Rush decks. If I don't get a pyromancer especially against the rogues who play a ton of 2 mana 2/1 or 1/2 combo creatures and wear me down before I can play anything. I've also had it happen twice that both giants where in the last 10 cards in my deck. I started armoring up a little if I think I may take a lot of damage early on and that does seem to help get me to 7 or 8 mana where I can draw the cards I need for the charge combo and take enough damage to get them out of my hand. I just feel like if I played a mountain giant early on as bait (if needed) it might help put some early pressure on. Not to mention that if you can hold on to it and play it for little or no cost with the molten giants it increases the otk damage output. Just not sure what I would take out. Maybe a single manipulator?
althogh the mountain giants are good in this deck in theory, to have the draw power to get them out before turn 6 is pretty tough, especially since faceless manipulator can be played as early as turn 5. I spent a solid 10 hrs playing this deck and ended up going backwards 2 levels in rank. Very fun to play though More fun than the Mage giants deck, just more draw dependent.
Yeah. You don't want moltens, your draw power comes from multiple cards so you might never get easy +1's for Moltens. Faceless is core, you need support when molten hits the field.
OTK decks are more inconsistent than in other TCG since there's no sort of tutor for cards (Sans sense demons) just mass draw. Tracking was as close to having mill as we did. If you play this deck enough, I would say mass draw is usually more than enough to get you into lethal if you focus on managing hand count and health. It relies slightly more on your opponent's cards and actions rather than your own, you almost always have enough to win otherwise if they let you auto-pilot.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
I got recked by this deck the other day. I knew it was coming too I just derped and didn't play my defender of argus the turn before it happened.
With the surfacing of more Molten Giant OTK decks because of the Legend 1 reveal, I brought this deck up again and it was more or less the same, people understand the OTK is coming but it's quite difficult to find counterplay for it.
As an advocate for fun decks, I threw another vid up for kicks. I drew out at turn 10 on one game as well.
I found that playing against Warrior Molten Giant OTKs a very, very difficult concept to at first understand, you have to realize that anything below 10 health means free Molten Giants, that they usually have stronger removal options than normal (See: Brawl).
If you try to play the long game, they have incredibly aggressive options aside from Giants or can simply use one to clear the board, if you try to rush them down, you're going to have a Molten Giant shoved in your face on turn 5. There's this sort of odd middle ground between pressure and caution you have to travel, and unless you understand this conceptually, you won't win against one. That is, you need to not overcommit your hand unless you get Brawl'd, not overcommit your damage or else you get Giants'd, and not undercommit your pressure or they'll run all over you anyways. A fearsome deck when played well no doubt.
Of course, my deck just throws all this out the window and decides to deck itself out until it can shove Giants in your face, but that's what makes it so fun. Except for Ice Blocks, those aren't fun.
Thoughts? How have you approached handling Molten Giant OTKs?
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Legend 1 reveal?
http://www.reddit.com/r/hearthstone/comments/1ticle/razors_1_legend_na_warrior_deck/
I've seen some people refer to the legend ranks as Legend #, probably to avoid confusion with the actual pre-legend ranks themselves. Saying "I'm Rank 20" (as in the rank before Innkeeper or Rank 1) compared to "I'm Legend Rank 20" is a bit too similar, so I can see why.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
ah ok
replace one faceless w/ a nat? helps w/ card draw and doesnt die as easy to pyromancer
.