Valor
- Last updated Jan 9, 2015 (GvG Launch)
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Wild
- 18 Minions
- 8 Spells
- 4 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 11960
- Dust Needed: Loading Collection
- Created: 12/2/2014 (Naxx Launch)
- Tandem21
- Registered User
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- 5
- 35
- 50
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
34
Modified version of my current deck I expect to use once GvG hits.
Under construction.
Theory:
Warrior mid-range was buffed with several cards, which both boost damage and sustain. In theory, this reduces the need to such a top-heavy Legendary-filled end-game for the Control Warrior. Rag, Grom, and Alex still constitute strong finishers nevertheless.
To my mind, the strategy now is to put out Siege Engines to mark the start of your offense on turn 5, with Juggernaut putting on some added pressure to quickly resolve the game. Shieldmaiden provides extra sustain while Alex hopefully goes off before they draw the Mine. Rag and Grom act as back-ups in case other minions cannot finish off the opponent.
Overall, GvG Control Warrior should be stronger than he currently is thanks to the new Warrior minions.
Strongly consider dropping Kor'kron Elite and Siege Engine. The 5 slot is so crowded now and you have amazing options that do much more than what Siege Engine can sometimes provide. A 3 health body is really weak right now and it doesn't even trade against Sludge Belcher (probably the most played card at 5). Overall, I think you have too much of a focus on armor gain and not enough emphasis on tempo/board control. Even though you're gaining armor, it doesn't look like you have much chance to threaten. You just play catch up until it's too late.