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RenoJackson's Legend Boomsday DMH Control Warrior

  • Last updated Mar 11, 2019 (Level Up Nerf)
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Wild

  • 12 Minions
  • 14 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Warrior
  • Crafting Cost: 9920
  • Dust Needed: Loading Collection
  • Created: 8/29/2018 (Boomsday)
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  • Tournament Decks:

    8

  • Ladder Decks:

    53

  • Submitted By:

    kingsdefender

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Deck updated 11/03/2018 for the current meta. 

 

What's up guys? It's RenoJackson, back with a very late legend post. I haven't been playing much lately because I really didn't feel it, grinding through the Boomsday meta was kind of a chore to me (largely thanks to Druids). However, I finally found some joy playing the game with ol' reliable Dead Man's Hand Warrior, although it's built slightly differently now. The main cut from pre-Boomsday was Justicar Trueheart to include the new hero card Dr. Boom, which is a crazy value generator in the Discovering a Mech Hero Power as well as an Execute activator. Since Trueheart was cut, the anti-synergy with Scrougelord Garrosh is no longer there, so I put the card in as it's very powerful against midrange and token decks like Odd Paladin and Even Shaman. I played very casually throughout the months, didn't progress with bad decks and bad plays all around. Started grinding seriously yesterday at rank 4, winrate around 80% after about 25 games, which equals to like 1000 game hours.
 

 

Card choices:

 

Dr. Boom, Mad Genius: Seriously, you HAVE to try him out to see how good he is. He gains you 7 armour immediately and will potentially gain you more than that, makes it easy to activate Shield Slams. Not only good against control, the value he generates is enough for you to outvalue Even Shamans and Odd Rogues, which I sometimes had trouble before because I ran out of answers. 

Bring It On!: Synergise very well with Shield Slam. It became one of the core cards for survivability now there isn't an option to gain tons of armour through Justicar anymore.

Dirty Rat: Instrumental to the deck's success in the current meta. It cucks Druid and protects you from bursts from Midrange decks (pulls out Quartermaster or Fungalmancer). Ideally to be held until later in the game.

 

Shield Block: Card draw AND Shield Slam activator.

 

Acolyte of Pain: Card draw! We are playing 2 dead cards in Dead Man's Hand, we need to be ahead on card draws most of the time to hedge against that.

 

Dead Man's Hand: Extra Shield Slam! Extra Brawl! Extra Coldlight! Infinite value! Depends on the matchup, you'd want to shuffle back different cards.

 

Scrougelord Garrosh: He's mainly here for the weapon, although the hero power helps as well. Ideally you play him first to get the weapon and override him with Boom.

 

Blood Razor: Much better than Death's Bite in this deck. Two boardclears in one card! Cheeky synergy with Brann can come in handy against those Divine Shield dudes.

 

Matchups:

 

General: You can keep Acolyte to play on turn 3 if there's no other play, but generally you would want at least two draws out of him. He goes great later in the game with Warpath.

 

Druid: Keep Coldlight, Dirty Rat, Dead Man's Hand. There are two kinds of Combo Druids that are on ladder right now: Star Aligner and Togwaggle.

 

Against Star Aligner, you don't always need Dirty Rat because you can try to armour up out of lethal range. But they will generally catch on and hit you with Malfurion the Pestilent to get you into range. But of course, that buys you time to get to your Dirty Rat. Coldlight can mill some of his other combo pieces like Brann or Floop. You just need to get rid of one of his combo pieces and you'll generally be safe from lethal. Just make sure you have a Brawl on your hand!

 

Togwaggle is an interesting matchup if you don't have Dirty Rat. You'll need to gather both Dead Man's Hand to go infinite with them, and both of you are likely to have more than one Ransom spells. If you Rat out one of his combo pieces that aren't Tog, beware not to fill your hand so he can burn the Ransom spell. If your deck is swapped and you have 2 DMH and no Boom, SWAP IT BACK to find Boom! You will win if you can play the 3/8 Elusive mech over a big Mech and keep it the only minion on board. He will be playing your deck, and Warrior can't deal with a single big untargetable minion!

 

Paladin: Keep all the clears you can and Dirty Rat. Clear clear and clear for days! Gain maximum value from them and try to hold some until you can DMH them back into your deck. Timely Dirty Rats can get rid of his Quartermasters, and Scrougelord Garrosh will force him to buff up his board without being able to cash in on the damage.

 

Rogue: Odd Rogue: same as Paladin, but Rogues have more singular burst potential. You will want some Shield Slams and Scrougelord Garrosh soon.

 

Mill Rogue: Don't try to mill his Kingsbane. Keep both Coldlights and Brann to OTK him from 30 when he's out of cards. The new Mill Rogues I faced run Dirty Rats which kinda ruin our own gameplan, or Lab Recruiters which make them go infinite. You can't win those kind of games.

 

Control Warrior: go to sleep and cash in on the draw the following day. Joking. Throw all the cards you don't need away and avoid clogging your hand. Whoever mills Dead Man's Hand first wins.

 

Warlock: Against Zoo, keep Brawl. Brawl is crazy against Zoolock, especially if you can shuffle back a couple more. More and more brawls!!! Our other board clears are not as effective because Zoo tend to have taller minions, but try to use the as efficient as you can. You can fall behind on resource, and remember he has up to 18 points of burst damage.

 

Against Control/Reno Warlock, also keep Brawl. But do keep Brann and Coldlights as well. You shuffle back as many Coldlights as you can and one or two more Brawls. You can go infinite and the Warlock can only make big boards that many time. Good Warlocks player will pressure you all game and force you to use your removals and Brawls inefficiently, so do keep that in mind. Coldlights can mill some serious strong cards and helps fatigue your opponent, and Dr. Boom helps you fight the value game. Try to time Dirty Rat to pull out N'zoth or Kazakus.

 

Hunter: If it's Spell/Secret Hunter, there shouldn't be a problem. They're generally passive so you can sit back, don't interact with their secrets and try to tank up. Make sure to have board clears for their Spellstone turn, and don't throw away your removal. You will need to shuffle them back to deal with his Death Knight!

 

Mage: Burn is kind of tough. Keep Dirty Rat, they don't have many big minions so you'll likely pull out a small battlecry. Keep Brawl, Bring It On, Shield Slam (to test for Counterspell oftentimes). Voodoo Doll is a great minion to  throw into their Explosive Traps.

 

Against Reno, you go infinite and make sure to have key board clears at important time. Same gameplan as Control Warlock.

 

Priest: I think there's only Big Priest on ladder now. Do keep Executes. Brawls and Shield Slams, you are going to need many of them. Dirty Rats go with Brawls. Keep Coldlight, you're going to have many chances to be able to mill his cards.

 

Against other Burst Priest, just tank up as much as you can, don't let his chip damage get through and Rat out combo pieces. Simple.

 

Shaman: Even Shamans go taller than other Midrange decks, so do keep Executes, Shield Slams and Voodoo Dolls. Rat on turn 2 is much more likely to lose you the game, I'd advise against that. Other than that you can keep Blood Razor and Revenge. Warpath isn't as good against Shamans, they go tall on around turn 4 and 5 and Warpaths don't clear of them lots.

 

If you want to see the deck in action, check out my stream here!