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Dead Man's Pack, or how I learned to stop worry...

  • Last updated Jun 24, 2018 (Spiteful Nerf)
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Wild

  • 9 Minions
  • 18 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Fatigue Warrior
  • Crafting Cost: 7880
  • Dust Needed: Loading Collection
  • Created: 6/24/2018 (Spiteful Nerf)
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  • Battle Tag:

    #2243

  • Region:

    EU

  • Total Deck Rating

    16

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The slow meta has allowed a multitude of incredibly slow and dull decks to surface - and who better to lead the pack than Dead Man's Hand Warrior himself. This deck doesn't really introduce much new from when it was originally conceived except the excellent Warpath, which gives Warrior the flexible Flamestrike it always wanted. 

I would say DMH Warrior also has some extremely good matchups at the moment of writing this, and I have been climbing the ranks on the backs of Rogues, Taunt Druids and various Warlocks. This is a very slow deck so I don't really recommend it for climbing as the matches take forever, but if you're an enthusiast like me who likes to drain the life out of their opponents, it is fabulous.

Strategy : 

The key of winning with DMH is successfully figuring out what cards are you going to keep recycling. As we've lost one of the amazing ingredients to hall of fame, the lovable Coldlight Oracle, I believe the correct replacement involves either Acolyte of Pain + damage dealer like Warpath, Battle Rage + Acolyte of Pain or the other minions excluding Elise. In short, the key is to have the ability to quickly draw multiple cards over and over, so you can more easily use the created copies and quickly refuel them. 

After you assemble the multiple draw piece, then you want burst armorgain and removal that depends on your opponent. Bring It On! is fantastic if you are going for the Acolyte of Pain + Warpath route, as it lessens the size of your hand compared to the armor gain combo minions, Cornered Sentry + Drywhisker Armorer. I dislike keeping Brawl in these combos unless it is an opponent who often spams out weak minions, as Brawl is a very heavy card to cast and hold, might be uncastable and might flood your hand. I prefer Execute and Warpath for boardwipe. Note that this deck runs Skulking Geist that is very key in this meta and we don't want to give ourselves extra copies of this tech minion, so we do not count on Shield Slam.

my preferred hand is often something like ; 

Warpath + Acolyte of Pain + ExecuteBring It On! + possibly Warpath

Cornered Sentry + Drywhisker Armorer + Battle RageExecute + possibly Warpath

I don't prefer cards like Shield Block and Slam that much as they're kinda expensive cycle cards with minor effects, but if you were forced into a situation to spend all your others it will have to do. Just note that you should aim to draw as much as possible, not just cycle stuff 1 for 1.

Elise the Trailblazer is an interesting replaceable addition ; without Coldlight Oracle to speed up our opponent's demise, she is most useful as a tool and win condition in the late late game. The thing is, without the murloc the opponent really has a long time to figure a way to beat us, and we might not be able to respond accordingly because we have to save some cards for the DMH turns ; thus the pack rolls in as a relief to alleviate some of the pain. If you choose to keep reshuffling the packs or you just spend it one time is up to the game, I don't think any of the choices are wrong. (some of the pack cards might dilute the DMH turns if the cards suck so badly) 

Matchups : 

This deck sports amazing results against almost every other slow or aggro deck ; Taunt Druid, Warlocks, Rogues, Big Mages, Priests, other Warriors struggle against you if you play the deck out correctly. Even if sometimes they create a big board, Brawl, Warpath and Execute are capable of taking on virtually anything, and I've had wins against Cubelocks that managed to get all of their combos off. 

Sadly Shudderwock Shaman is almost a secure loss (do mind that you have a chance the Shudderwock misfires) and Aggro Mage is a problem as we can't answer a Mana Wyrm that fast a lot of the time, but I think the positive matchups far outweigh the negative.  

Mulligan : 

Go for massive card draw, whoever you're up against. I like Acolyte in this meta as there's not that many challenges on turn 3 that deal 3 damage in one shot, aside from Mage. This deck needs to draw a ton if it wants to work. Don't worry too much about taking early damage, once you get into Brawl and big Warpath range you take over and recover. Spend your Shield Slam's more freely, as eventually you must play Skulking Geist

Other things are clear ; Skulking Geist hits a ton of classes brutally in this meta (notably Taunt Druid and Cube Warlock), Gluttonous Ooze is a replaceable tech card as well that I've found rather useful (Cube Warlock, Rogues, Twig Druid, Aluneth Mage, Paladins) and should be kept against those classes. 

Cheap removal cards should be kept as well if you expect a ton of pressure early game, Warpath does a number on Paladin even if thrown out for 1 or 2 damage, and Slam is a good enough answer to prepare or secure a kill, or at least waste a Counterspell.

Replacements : 

Gluttonous Ooze can be replaced by other Oozes without a problem, or Harrison Jones. The problem with Harrison Jones is that the deck often aims to have a very large hand, risking overdraw and thus forcing you to spend cards more freely. I'm more in favor of Jones in the Big Weapon package mentioned below.

Elise the Trailblazer is a win condition card, so if I would replace it it would have to be something of similar power to close games. Lesser Mithril Spellstone comes to mind although it brings some difficulty to setting it up as we have only 3 weapons in deck (if we count Garrosh) and should have to save them till we have the spellstone. It is however a solid win condition once we get into our DMH turns. Other than that, I guess you can replace it with another tech card, cards like Stonehill Defender (both early game defense and late game DMH recycling that puts out threats) or more draw card. Gorehowl could be a card we run too as it can be both a control tool and game closer, but that should come with additional changes to the deck by adding Deadly Arsenal and possibly Forge of Souls if you keep Blood Razor in deck. 

If you find yourself under a lot of aggro pressure in your games, Doomsayers and Armorsmith is a considerable replacement. 

Scourgelord Garrosh is very difficult to replace, as it allows a lot of our combos to go off without the need of extra cards. If you would replace Garrosh, I think the big weapon package I mention below would be a good idea.

Additional Cards of Interest : 

I dislike Reckless Flurry as it goes against one of our greatest resources, and we're capable of cheaper board wipes than that.

Deadly Arsenal and Gorehowl come to mind as a pseudo Big Mage package. I don't own the Deadly Arsenals to test this out, however if I did I would try it without Blood Razors in deck. Gorehowl can also be a win condition by just repeatedly slamming 7 damage into your opponent's face after you've secured the board, not too far off from how Pyroblast would work.

Whirlwind I dislike as it is another card hit by Geist, and I feel it does not do that much in this greedy meta. If you would like to add Whirlwind, I would possibly play it alongside Bloodmage Thalnos

Tips : 

Don't simply rush out your high draw and armor gain cards ; consider that you might need them for your DMH turns later on. Just because you can play your second Acolyte of Pain right now doesn't mean you have to. Staying patient and in control is the key to winning with this deck. 

Plan out your DMH way ahead of time ; will you need Execute? The Pack? Brawl? Attempt to slim it down to the point where you can basically draw (or almost draw) each card you shuffled in once you figured out your opponent. When your opponent is just slamming small minions and you keep redrawing your Warpath, or the opponent is going big but you keep getting your Executes over and over, they cannot win. 

This deck requires a ton of strategy and meta knowledge is extremely useful. A lot of failure is expected before it starts to work. Stay your course, learn from the pain! Much love and luck to you, and enjoy this evil deck to its fullest.