[Wild Legend]DMH Warrior
- Last updated Jan 2, 2019 (Level Up Nerf)
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Wild
- 11 Minions
- 17 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Fatigue Warrior
- Crafting Cost: 8520
- Dust Needed: Loading Collection
- Created: 11/20/2018 (Boomsday)
- DittoLander
- Registered User
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- 8
- 27
- 86
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Battle Tag:
N/A
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Region:
CN
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Total Deck Rating
335
Rumble Meta Update:
Wild meta barely changes after Rumble and the quick patch. Odd Paly sees a slight nerf, and other decks' power level basically remains the same. With Combo Druids and Kingsbane Rogue gone, Big Priest and Spell Hunter both increased, but the best two decks are still Even Shaman and Odd Rogue. Our DMH warrior is still very good for winning against those decks if played well.
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Just hit legend in CN.
This deck is incredibly difficult to pilot, but very strong against most popular decks on wild ladder. I've tried different variations of DMH warriors in the past two month (N'Zoth, C'thun, Dr. Boom, etc.), and this one with Justicar Trueheart is by far the most consistent.
Matchups favorability and mulligan:
Shaman (60%, even): Drywhisker Armorer, Execute, Acolyte of Pain, Blood Razor, Warpath, Voodoo Doll.
Still the most OP deck in wild. All Shamans I met are even with zero exceptions, and this also happens to be a pretty even matchup if Shaman players know to preserve their resources and save their bursts in hand. Well-timed Dirty Rat can help a lot.
Rogue (55%, slightly favored): Revenge, Warpath, Blood Razor, Acolyte of Pain, Voodoo Doll.
All Rogues I met are odd Rogues with zero exceptions. This should be a slightly favored matchup because their boards are less threatening. But this matchup also requires you to have a lot of skill to achieve an above-average winrate due to their high burst potential.
Paladin (80%, heavily favored): Drywhisker Armorer, Acolyte of Pain, Blood Razor, Warpath, Revenge.
Odd Paladins got worse after Level-Up nerf, and they just can't deal with so many 1-damaged aoes. Easy one.
Warlock (80%, heavily favored): Coldlight Oracle, Brann Bronzebeard, Shield Block, Dirty Rat.
Renolocks and Treachery Warlocks are easy because they don't have much threats, but Even Giant Warlock or heavy Demonlock can be sometimes be a problem if you don't have enough card draws. But most of them are Renolocks.
Priest (70%, slightly unfavored): Shield Block, Coldlight Oracle, Brann Bronzebeard.
Big Priests are actually easy as long as you know how to play. I even won several turn 4 Barnes. Two of the losses I had were actually against an inner fire dragon Priest which is very unfavorable matchup for us. Newly surging Reno Priest post no threat to us at all.
Warrior (80%, slightly favored): Drywhisker Armorer, Acolyte of Pain, Blood Razor, Warpath.
There isn't a lot of warriors around, but mulligan for Pirate Warrior. Odd warriors are auto-wins.
Hunter (60%, slightly favored): Revenge, Warpath, Blood Razor, Acolyte of Pain, Drywhisker Armorer.
Spell hunters are much weaker in Wild, but still it's a force to be reckon with.
Mage (?): Shield Slam, Revenge, Acolyte of Pain, Blood Razor.
Mage doesn't exist in wild, but mulligan for aggro mage as control/reno mage is auto win and you can't do anything against Exodia Mage :)
Druid (?): Coldlight Oracle, Brann Bronzebeard, Dirty Rat.
Druids disappear after Wild Growth nerf. There wasn't many even before the nerf.
+20 for gameplay tips, card replacements and tech decisions. Thanks for the upvotes!! Love y'all.
Gameplay Tips:
1. When to use Dead Man's Hand?
You almost always want to use DMH only when your hand consists of a healthy mixture of cycles (ideally Coldlight Oracle), removals, armor gains, and the other copy of DMH so that you could go infinite. But the definition of "healthy" depends on matchups. For example, against an Odd Rogue, you often do not want the extra copy of Execute in your deck as you do against an Even Shaman, but you do want cards that gives you more armor and cycles, so the best strategy then is to use your Execute before using DMH. Another tip is to be patient: Only consider DMH if you can afford to pay two mana for nothing or you absolutely need to play that last Brawl this turn and you are sure you need another one. When you hesitate, hold on to play your DMH is often the wiser decision.
2. When to use Acolyte of Pain?
This is not trivially easy. In most matchups, you need to make sure your Acolyte of Pain can draw you at least two cards, but I often risk to tempo it out on turn 3 against a Rogue or Paladin if they have no minion with 3 or more attack, or a Shaman with only 0-attack totems. Also you don't play card just to draw cards. For example, don't play your Warpath against a Shaman for nothing but letting your Acolyte of Pain draws, because chances are the extra card will be less valuable than the Warpath you wasted.
3. When to use Bring It On! ?
Don't use it until you absolutely have to. You should learn to estimate your opponent's burst damage based on their hands, especially cards they have held for a long time. Sophisticated Shaman players usually save their resources intentionally, making you always fear they have a lot of damage in hand and therefore tempted to play Bring It On!. Final tip: always think how you could win. If your only chance of wining is to bet they don't have lethal and your Revenge will trigger next turn, then take the risk and save your Bring It On! after your have less than 12 health.
4. When to use Coldlight Oracle?
Against aggro decks, use it only when you don't have other easy cycles and you need to fish for cards to keep you alive. If the board is safe but your health is low and opponent only have one or two cards in their hand, don't oracle to help them find the burst they need.
Against slower decks, you generally want to mill as many cards as possible and always save one oracle to copy with DMH, that's why I sometimes even keep Brann in my opening hand. Do keep in mind that Warlocks might have Dirty Rat or Demonic Project, so play your first oracle quick is often a smarter move than waiting for them to have 9 cards.
5. Other tips?
A general tip against aggressive decks is to always use the less valuable removal and save the more valuable, and what's valuable depends on matchups. Against an odd Paladin, single removals are less valuable and Aoes are more valuable, so you should be greedy on using every one of your Aoes and prioritize removing high attack threats with your collections of single removals. Against Shamans and Priests that have a lot of big threats, you should save your single removals for their biggest dudes, not middles one such as Thing from Below or Obsidian Statue.
Card Replacement and Tech Decisions:
Unlike many other archetypes, DMH warrior has a lot of flexible slots for you to make minor adjustments depending on your local meta.
If there are predominantly Even Shamans in your meta, replace a Cornered Sentry with a second Voodoo Doll.
If there are lots of Big Priest or Even Giant Warlock in the meta, replace a Revenge with a Reckless Flurry.
If there are lots of Mill Rogues, ... don't play this deck.
Some expensive and replaceable cards:
Justicar Trueheart can be replaced by Dr. Boom, Mad Genius, or any removal mentioned above that fits your meta. He's not as important as you might think.
Sleep with the Fishes can be replaced by Reckless Flurry.
Voodoo Doll can be replaced by Big Game Hunter.
If you don't have Bring It On!s, I would recommend taking off Revenges as well for other above-mentioned good removals you have, or even Supercollider.
Brawls, Shield Slams, Dirty Rats and Brann Bronzebeard are all worthy crafts, so you should have them. If you don't have Dead Man's Hands, replace them with Angry Chickens. They work just as fine.
what is the win condition of this deck?
Preventing your opponent's win conditions is your win condition. Usually opponent will just concede after they run out of resources, or you can mill them to death.
Hey man!
I've been trying to play DMH and seeking some clues in this site. Have you played this deck lately? The meta has changed a lot, many Aluneth Mages, Warlocks, less big priest...
I think mage is a hard matchup. Do you think this deck is still playable?
Hey there! Didn't know there are still people interested in this deck ;)
No, I haven't revisited this deck recently, and the meta has certainly changed a lot since I wrote this guide. DMH warrior happens to be one of the most meta-dependent decks hearthstone has ever seen.
Aluneth mage isn't too difficult if you include a Weapons Project + Harrison Jones package. I have had some success with it about two month ago when that mage archetype is very popular. I'd take out a Warpath and a Revenge because Odd Rogue and Odd Paladin are far less popular right now. Hope that will help!
So, DittoLander, could i ask you why you included "Revenge"? from the 30 odd games ive had with a similar deck running revenge i could not find a single time where my health was 12 or less to activate revenge as Justicar Trueheart just kept stacking armor. So for me in the end Revenge was simply just a whirlwind. And i didn't think it fit well enough in my deck so i changed it out for 2 slam's. Id love to hear your thoughts.
Hey Alexsnadder! I haven't revisited this deck for a long time now. But! As a DMH control warrior lover I have been trying some interesting new versions of DMH warrior, the most recent one featuring the new Plague of Wrath and the old school Reno Jackson, along with some other changes. I'm at rank 3 right now and if I reach Legend I'll post my final decklist on hearthpwn.
Regarding to your question about Revenge: this card has been in and out of my DMH warrior decklist. With Revenge in hand you can be greedier with your removals. It saved me many games and opponents weren't playing around it, but yes in certain matchups it's just a 2-mana Whirlwind. If you find it hard to use, Slam is a good replacement. I think it's more of a matter of personal preference and play style difference.
However, I do have one of Revenge in my current list with Reno. Even as 2-mana Whirlwind it can combo with Plague of Wrath and I found it especially useful against murloc shaman and the new annoying secret mage that can burst you down to 12 health in 4/5 turns. I'll experiment with it a little more as I attempt to hit legend. Thanks for reaching out.
Edit: Actually, I just had one game where Revenge saved me from a mech hunter: https://hsreplay.net/replay/gsjwxtSVFAPq25ddXReSX6. I kept it in my opening hand along with some armor gain. It paid off nicely. Check it out to see if it can inspire you on how to use this card.
Another tiny question is if running 2 Sleep with the Fishes is too much if the only whirlwind effects you have are 2x warpaths and 2x Blood Razor's. I see some lists using 2 fishes with only those whirlwind effects and i see others use only 1 fishes or even 0. Do you think Fishes still deserves 2 spots in the deck with only 4 whirlwind effects, i suppose you can count Blood razor as 4 since each one has 2 whirlwind effects. Also thank you so much for giving me such a indepth answer, i would absolutely love if you could kind of look at the dmh warrior i posted like 15 hours ago and give your critique of it, here is a link " https://www.hearthpwn.com/decks/1302077-snadders-wild-dmh-warrior " You know if any cards are super out of place you just tell me. Feels so good to discuss dmh with a fellow enthusiast :D. I did watch that game you did against the mech hunter. The thing is i did really love revenge and wanted it to be good in the deck, but when most decks are designed to kill you when you are very low health its super risky to sometimes allow the opponent to take you low for the revenge value. and like i said before for my games i just always sat at such a huge armor shield that running a 2 mana whirlwind seemed unnecessary and when i looked at taking it out for 2 slam's it kinda clicked in my mind, since every game i had like over a span of 25 games, whenever i got to like 3-5 cards left in my deck, the opponent managed to overwhelm me before i could start the dmh shuffle, so 2 extra card draw's from slam would fit perfectly to more consistently let me do the shuffle without dying to pressure beforehand.
I think Sleep with the Fishes is definitely worth one deck slot, but I think two is a little unnecessary. Plague of Wrath has been great in my experience because sometimes opponent will play around Brawl by only leaving multiple giant minions on board (e.g., Even Shaman intentionally skips hero power), making your Brawl play very risky.
However, I have played some versions with two Ravaging Ghouls, and in those decks double Fish is very reasonable. Having Ravaging Ghoul + Sleep with the Fishes on turn 5 is very good against aggro.
DMH warrior totally depends on meta, so I would say there isn't an optimal build. Being able to adjust the decklist against the meta is what makes my interest in this archetype sustains expansions after expansions. Nice talking to you.
I guess you used it from r5 to legend, b/c the deck is terrible for wild ladder. This deck's only win con is fatigue, which leaves you open any strong midrange (deathrattle shenanigans) and combo dekcs. No rats is really bad in wild. You don't bother to DMH against aggro since you just wanna clear the early threats until you stabilize. You auto lose to: kingsbane, shudder, exodia mage and paladin, DK Rexxar, combo druids, quest warrior, jade druid and you have slim chances against big priest and strong midrange decks. Even odd paladin can exhaust your ressources. Double BIO! is good against spell hunters, but those are popular in standart atm.
What I want to say is the deck isn't bad but it's for very good players in high ranks/legend. No new/casual players should make the illusion they're gonna cut trough ranks with this. Plus the fact it's a fatigue deck makes it suitable only for very dedicated players with a lot of free time.
Play the wild and experience the meta. None of the slow decks you mentioned are popular in wild - 90% plus are Even Shaman, Odd Paly, Odd Rogue and some Renolock, which are all even to favorable for this deck. But yes, as you said, the deck is very difficult to master and games can be crazy long. Recently I swapped out two Cornered Sentrys for rats, and in my experience rats may perform slightly better overall, only slightly. I also found big priest to be more favorable than I thought, allowing to me to go back and make this change.
Is there any raplacment for Brann i really cant afford to craft him right now?
He's hard to replace, and the power level of the deck will decrease by a lot if you don't have him, but if you have to replace him, try a strong board clear such as Reckless Flurry or Supercollider.
What cards are you going to try when new expansion arrives?
I don't think any of the new warrior cards will make the cut. Murloc Tastyfins could be an interesting inclusion but that requires the meta to slow down a bit, which doesn't seem likely.
Dane runs a version with Marin the Fox for infinite combo purposes. I don't know if you know him, but check it out!
Yes, I've seen that version and tried it. That deck is more for fun than for laddering, though. Thanks for the pointer!
rank 15 CN is filled with stupid kingsbane rouge... feelsbad man.
Looks decent, I like DMH warriors in general, running Iron Juggernaut and Dr. Boom, Mad Genius package instead of Justicar Trueheart
Are you.... Serious?
But it's warrior deck, not druid