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[LEGEND]Control's back, with a guide!

  • Last updated Apr 20, 2018 (Witchwood)
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Wild

  • 17 Minions
  • 10 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Odd Warrior
  • Crafting Cost: 15720
  • Dust Needed: Loading Collection
  • Created: 4/20/2018 (Witchwood)
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  • Battle Tag:

    MightyMouse#21456

  • Region:

    EU

  • Total Deck Rating

    71

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Hey guys MightyMouse here with another cool Witchwood Warrior deck! This time we combined Baku the Mooneater giving you that awesome Tank Up! hero power from the start making you the ultimate control machine! I played out this deck on 1k Legend rank on stream and had so much fun with it! If you guys are interested or the decks gets some vote ups I'll be more than happy to put up a video!


Gameplay and card explanation:

As a classic control deck you want to stall out the game as much as possible, controlling the board state at all time by removing your opponents minions, bringing them to the late state of the game where they start to lose steam or even fatigue, and you got just the right tools to do it! Having a +4 Armor at the start of the game is just insane especially in the aggro matchups! So let's talk cards:

  • Shield Slam Premium big minion removal! You don't have to worry about it even not being active because of your Hero Power just be sure to use it wisely!
  • Town Crier Super useful in the aggro matchups! the 1/2 really helps out a lot in the early stages of the game and thins out your deck by pulling out your Rush minions Rabid Worgen and Darius Crowley which themselves and cards you want in these games!
  • Whirlwind Main activator for a turn 10 full board clear in combination with King Mosh also helps out with those pesky paladin dudes!
  • Fiery War Axe Even now I find so much use for this card so it is kinda good it got nerfed and pushed to a 3-cost mana card!
  • Gluttonous Ooze More of a flex spot choice, but weapon removal is a must I feel in a meta like this!
  • Ironbeak Owl I believe you will find a target for this birdie in every single matchup.
  • Rabid Worgen We all knew Rush was gonna be good and these guys preformed quite good just by controlling the opponents board early on and stopping them from snowballing you.
  • Reckless Flurry With Sleep with the Fishes rotating out this is left as your only wide board removal! As with Slam it is really easy to make it word with the Hero Power, just note that it also removes your minions and removes all of your armor ideally you want to hero power AFTER you play this.
  • Shield Block Instant Slam activator and burst "heal" while also cycling itself, every warriors dream.
  • Stonehill Defender 1/4 taunt which gives you an even better taunt? Yes please.
  • Tinkmaster Overspark Tech choice, simple as that, does wonders against Cube lock and Taunt Druid which are kinda popular nowadays.
  • Big Game Hunter in 2k18 LUL?! Funny how this guy is in play after so many seasons but it's even more funnier how practical it has been! Deals with Lich King, Mountain Giant, Spiteful Summoner summons with the most annoying being Tyrantus given his ability which makes him resilient to Shield Slam. " I GOT THE BEAST IN MA SIGHT!" *KPOW*
  • Brawl The card never gets old. Wide board clears.
  • Daruis Crowley the second Rush addition with the Witchwood expansion, this card is just superb, it not only lets you clear of a minion but if he kills it the +2/+2 buff means that your opponent HAS to deal with him in order to prevent him from getting even beefier! So it just one of those card which have taunt without having taunt.
  • Direhorn Hatchling 3/6 taunt which shuffles a 6/9 taunt in your deck, it's just good every matchup, either to put a taunt in the way or even filing your deck with an extra card for the fatigue match maybe.
  • Elise the Trailblazer Shouts value. Effective in the control matches for the super late game.
  • Harrison Jones The ultimate weapon removal and potentially your biggest draw mechanic. With all the Paladins, Rogues, Hunters out there, no worries it will find it's target.
  • Baron Geddon Extra aoe removal, again handy for all sorts of paladins.
  • Gorehowl Big axe for big minions.
  • Baku the Mooneater Just don't draw this.
  • King Mosh Glad it finally sees play since the Un'Goro expansion. Look at it as a third brawl of some sorts, only thing is you know this Dino's gonna win it! The ultimate board clear in combo with Whirlwind as earlier mentioned.

Cards worth considering:

  • Acolyte of Pain If you lack the card draw, putting this in will definitely help out a lot. Me personally, didn't have such a problem but it is easy to get multiple draws in combo with Whirlwind
  • Second Ironbeak Owl if you're running into a lot of cube decks or feel the owl will be useful.
  • Mind Control Tech Could be handy in the Spiteful matchups, stealing an important minion could just close the game.
  • Voodoo Doll + Whirlwind is a good single target clear.
  • Faceless Manipulator Copying a big minion you know your opponent doesn't have an answer to and them removing theirs is just Guchhi.
  • Second Gorehowl, always swing once u equip it, with all that weapon removal a second one could really help out.

Matchups, Mulligans and notes!

  1. DRUID
    Mulligan:
     Town CrierFiery War Axe, Stonehill Defender.

    Spiteful Druid: The power swing of the match is of course Spiteful Summoner itself so try and save Shield Slam for the summon, with Tyrantus certainly being the biggest problem but that's why BGH is there! With Brawl also being a good option and even Tinkmaster Overspark if can get the target singled out. Use your weapons in the early game to control the board and not let them spread to much, your rush minions help you with that as well! They will put constant pressure on you so don't let them get out of hand! Don't get greedy with your removal too much, because they can over run you really fast!

    Taunt Druid: This is where Tinkmaster Overspark gets his chance to shine! Obviously if you ever land it on Hadronox herself it's GG than and there. If they anticipate your Overspark, and nowadays they do, they go for the full turn 10 Hadronox + Naturalize not giving you the opportunity to silence or poly the spider keep in mind that Overspark's poly is a BEAST so it messes up the Witching Hour combo! Also always go for Cornered Sentry out of Stonehill Defender because the raptors you summon are also beasts making it even less probable for them to bring back Hadronox successfully.

  2. HUNTER
    Mulligan:
     Town CrierWhirlwind, Fiery War AxeGluttonous Ooze, Stonehill Defender.

    Odd-Face Hunter: We are just super favored here, control out the early game till turn 4-5 by clearing their low drops, once you clear the board and put up a taunt it's all smooth sailing from then on. Your Hero Power is plane better than theirs so keep using it!

  3. MAGE
    Mulligan
    Town Crier, Fiery War AxeGluttonous Ooze, Stonehill Defender.

    Aggro-Tempo Mage: Fiery War Axe and you Rush minions deal with their minions and your Hero Power gets out of the mage's burn range pretty fast so you should have much problems here! Gluttonous Ooze is always a keep, just in case they land Aluneth on 6, which is the only real problem you could have in this match.

    Control Mage: This is just a pain in the ass match, you compete in who plays LESS cards in a turn. Don't be afraid to just Hero Power pass, they don't any minion pressure besides Dragoncaller Alanna for with you save King Mosh or even a Brawl and much of their spells are useless against you like Flamestrike, Blizzard, Dragon's Fury. Next step, do everything in you power to no let them make Water Elementals once they land Frost Lich Jaina and every time they do, clear them asap, Gorehowl or Shield Slam. Reckless Flurry is really awkward in this match so use it early on because you want tons of armor once you hit fatigue and be sure you will! DON'T use your draw mechanics, that means Shield Block and Town Crier are a no no! So, recap, clear board > hero power > pass > win.

  4. PALADIN
    Mulligan: 
    Town CrierWhirlwind, Fiery War AxeGluttonous Ooze, Stonehill Defender.

    Odd-Aggro Paladin: Quite favored here with cards like Town Crier, Whirlwind, Rabid Worgen being able to clear the dudes nicely. Brawl is always and later on Baron Geddon comes on handy. Just don't give them a good board to land Level Up! on and you should be fine. Don't be too greedy with the Gluttonous Ooze!

    Even Paladin: More or less the same game plan, only it's a bit harder for you in this mach. Even Paladin plays out more as a mid-rangeish kinda deck with annoying cards like Equality, Spellbreaker and Sunkeeper Tarim which can deal with your board easily and push a tone of damage at the same time! Silencing a Drygulch Jailor could be something worth considering just so you can prevent a good Lightfused Stegodon from hitting the board. The Glass Knight and Crystal Lion are extremely annoying and should be cleared fast!

  5. PRIEST
    Mulligan:
     Town Crier, Fiery War Axe, Stonehill Defender.

    Spiteful Priest: The match plays out similar to the Spiteful Druid, the big problem here is the big amount on minions that require your attention, Spiteful Summoner summons, Free From Amber picks, Cobalt Scalebane etc. So I'd have to say we are a bit unfavored here.

    Control-Mind Blast Priest: Just make sure your armor gets out of range of at least 3 Mind Blasts. Try and hero power every turn because the armor sticks even after Alexstrasza hits the board!

  6. ROGUE
    Mulligan: 
    Town Crier, Fiery War Axe, Gluttonous Ooze, Stonehill Defender.

    Miracle Rogue: Try and keep the board under control at all cost, focus on clearing as much as minions as possible. They will do what miracle rogue does best and keep the tempo going all the time with cards like Gadgetzan Auctioneer which is normally the number one clear priority, Fal'dorei Striders and big Edwin VanCleef. Just try and make most of your removals and don't count on taunt saving you because of Sap and Vilespine Slayer which make the big tempo swings in the rogue's favor.

    Odd-Tempo Rogue: Similar to aggro matchups, they will make less minions but they will be buffed, so clear asap. Priority number one here is Hench-Clan Thug which gets out of hand really fast if left unattended! Try and land a good Ooze once they buff their weapons with Deadly Poison and keep in mind they run Cold Blood and Leeroy Jenkins just as Miracle Rogue does, so count on that burst damage all the time!

    Quest Rogue: Painfully unfavored. Don't think you ever win here, at least i wasn't able to with this list. The idea is to push as much damage early as possible with Fiery War Axe and Rabid Worgen if you menage to stick it on board and try and cheese them.

  7. SHAMAN
    Mulligan:
     Town Crier, Fiery War Axe, Stonehill Defender.
    Shudderwock Shaman: The only deck out there shaman plays right now, which is pretty unfortunate for us because we are probably just as unfavored here as in the Quest Rogue matchup. The Shaman just has too much time to get all of the Battlecries needed for Shudderwock due the the lack of pressure you can make on the shaman early on. They just have all the time in the world to make the combo happen.

  8. WARLOCK
    Mulligan:
    Gluttonous Ooze, Ironbeak Owl, Tinkmaster Overspark, Harrison Jones.

    Cube Warlock: Takes a bit time to get to know the deck, but we are quite favored here really! Comes down to destroying Skull of the Man'ari thus luckily making his Doomguards stuck in his hand so he has to discard cards in order to play it. Other thing is silencing his Possessed Lackey in order to prevent the Doomguards coming out of his deck. Also Tinkmaster Overspark is great for negating the Demon synergy once they hit Bloodreaver Gul'dan or even if they play a greedy Carnivorous Cube and not destroy it by themselves! Mountain Giant should be cleared with either Shield Slam or Big Game Hunter. Save the Brawl for after Gul'dan, with N'Zoth, the Corruptor rotating out they can't rely on another board besides the one that Gul'dan gives them. Once you stabilize after the Death Knight and clear his board your in the clear, they just run out of steam at that point!

    Control Warlock: Number one concern here is Rin, the First Disciple if they get it early enough and not let you silence it or poly it (which they most likely won't) we are in trouble. The rest of their deck is none of our concern, so the match mostly depends on Rin.
     
  9. WARRIOR
    Mulligan: 
    Town Crier, Fiery War Axe, Stonehill Defender.

    Rush Warrior: Quite favored here, feels like its a weaker Tempo/Miracle Rogue, just control his minions but they just cant provide as much pressure as a Even Paladin e.g. Make sure you clear his Frothing Berserker but no worries you got plenty of ways to do that!

    Control/Baku Warrior: Mirrors are mostly quite even matchups, so hopefully cards like Elise the Trailblazer give you something nice in the pack! No need to overextend here ever, so just play the 'Control Mage' game, play only what is needed and remove everything he tries to stick to the board.

    Hope the guide helps you guys and you enjoy the deck! Be sure to leave a comment below for any suggestions or questions! :)
    If you'd like to see live gameplay of the deck follow me on twitch:
    https://www.twitch.tv/mightymousehs