[Legend] Meta Control Warrior (80%+ winrate)
- Last updated May 1, 2019 (Rise of Shadows)
- Edit
- |
Wild
- 14 Minions
- 14 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Control Warrior
- Crafting Cost: 10940
- Dust Needed: Loading Collection
- Created: 4/27/2019 (Rise of Shadows)
- KnightQC
- Registered User
-
- 3
- 24
- 33
-
Battle Tag:
N/A
-
Region:
N/A
-
Total Deck Rating
46
I went 31-5 this week (and 2 draws) up to legend with this deck. It does every well in the meta, especially with some decks that are rarer lately.
Playing with Dr. Boom, Mad Genius
Except you are playing vs aggro and in trouble, you want to play that card as fast as possible. There are five powers (best to worst) and you need to learn them:
- Delivery Drone: You MUST use that power everytime it comes up if you are not about to lose the game the next turn. It is broken and can give you whatever you need (removal, armor, heal, taunt).
- Blast Shield: Use that power if possible everytime it comes up too. You can't get a reliable amount of armor each turn, so this is the main way to do it.
- Zap Canon: 3 damage is ok, but not mandatory. Use it to clear minion or damage the enemy hero, but you can play other cards too.
- Micro-Squad: 3 minions you can put other magnetize mech on, they can clear minion or give you a "better" possible brawl outcome. Do NOT use if you have board control vs a warrior though (so prevent them getting a better brawl).
- KABOOM!: Pretty bad except vs a board with only small minions, which doesn't happen that often late game. You can cry a little everytime you get this power.
Here are some meta decks and how to beat them:
Rogue:
Mulligan: Eternium Rover, Weapons Project, Town Crier, Militia Commander, Dyn-o-matic
Strategy: You need to keep tempo and high hp/armor and keep Weapons Project for their Waggle Pick. You can drop some minions like Omega Devastator if you have nothing better to play. You can even clear small minions with Shield Slam or get only 1 minion with Omega Assembly. The game won't last so long, you just need to stay alive.
Warrior:
Mulligan: Dr. Boom, Mad Genius
Strategy: If you are facing another control warrior and both are playing well, it's sadly going to be a draw after 90 turns, so just stay alive! Baleful Banker must be used on Archivist Elysiana. If you are facing bomb warrior, just keep Weapons Project for their Wrenchcalibur, don't let any Augmented Elekk stay on the board and be patient. You should stack enough armor which makes bomb harmless.
Druid
Mulligan: Eternium Rover, Town Crier, Warpath, Militia Commander, Dyn-o-matic, Brawl
Strategy: You need to keep the board as clear as possible (2 minions of less for the druid if possible) and stack armor. You NEED to keep Warpath for when he uses Soul of the Forest because there is no other good cards to clear that. They do not play any big minion, so feel free to Shield Slam small minions too. If you are facing Lucentbark Druid, it's THE best counter deck, so just hope you are super lucky and they aren't.
Mage
Mulligan: Shield Slam, Execute, Brawl
Strategy: Most mages are big mages. You need to clear their Mountain Giant as soon as they hit the board with a removal. Their Twilight Drake AREN'T worth a removal. Only use Brawl if they have 3 or more big minions on the board. It's all about having a removal for the early Mountain Giant. If the game goes into late game, you usually have enough tool to clear their board and you can use a Brawl if things get scary, but rushing mechs with Omega Devastator makes late game easy.
Priest
Mulligan: Shield Slam, Execute, Supercollider, Brawl
Strategy: Most Priest are Nomi priests. You just have to survive their end game push to win and you almost ALWAYS need your 2 Brawl for that. The 2 Brawl should take care of at least 2 Chef Nomi. You need to either have a board when they cast the first one to clear it or a combination of removal when they cast the last one with some armor (which should be easy to stack). Most of the time, you'll have more than 50 hp and armor combined at the end.
If this gets upvoted a lot, I might complete the rest. Else, good luck climbing!
Second Town Crier is 100% mandatory when you play 4 rushes imo. It's one of the best cards of the deck.
Hi
Thanks for sharing.
Any suggestion for a Darius Crowley replacement ?
You could put a 2nd Hecklebot or an Unseen Saboteur. It depends what you are usually facing the most.
As you foretold in your warrior section, I did just hit the 90 turn limit. It was a huge dissapointment for me however because my opponent drew way too aggresively and burned through his deck 8 turns before i did. The only way we ended up with a draw, was because my opponent got Archivist Elysiana from Archivist Elysiana. Somehow he hit fatigue sooner than I did however and i was two turns away from killing him before we hit 90 turns…
Yup that's something the dev should change... I did lose a game by 1 turn once... I had lethal on board, he ended his turn and we both exploded for the draw. With the new cards, they should raise the limit to 100 or 110 turns (some RARE game would be longer, but at least you'd have a shot to win if you're playing well).
Lol don't know if you watched some Grandmaster Hearthstone, but some game went to the limit and a lot ALMOST went to the limit sadly.
Same. Best matchup 81% against Warlock, worse 46% against Mage.
Glad to see it's still working nice even if meta is shifting! (I did not play as much since the new month).
Went 65% winrate from rank 10 to 5, love your deck.
I took out Elysiana from my own deck, added a tech against tempo/agro opponents. I can't stand for 40 minutes games. I'm just conceding on turn 1 against warriors
seem to be having some problems vs hunter....
Hunter is hard, but not impossible. I'll write a guide when I can, but there are 2 possibilities:
1- Mech Hunter: Execute is pretty strong to get rid of a big minion they just magnetized to take advantage of a trade. Dyn-o-matic are just useless and you must try to take board control even if that means dropping an Omega Devastator on 4. I'd say they will still in 60-65% of the time though.
2- Zul'Jin/Frenzy Hunter: Just saw that one appear lately. They'll try to boost their 1 mana drop and hit hard with Tundra Rhino and a lot of boosted 1 drop at the end. Just calculate how much they can you hit for and armor up. You should also get taunt minion up near the end (keep Hecklebot). I lost my match yesterday, but the hunter had double huffer from Zul'jin and one of them got Frenzied. And with the Tundra Rhino, he still only killed me by 4 hp, so RNG was a big factor in my loss.
Don't think I can afford to waste another 400 dust on 2nd Omega Devastator after crafting a legendary. Is the 2nd a flex spot? What is it good for?
You could try a 2nd Hecklebot or a 2nd Town Crier, but Omega Devastator is a pretty strong card in the deck.
I lose against mage everytime, both priest decks(nomi/otk) completely destroy me and if druid has lucentbark it's basically over. I just don't know what to do at this point, any tips?
Not sure which rank you are, but between 5 and legends, most decks are Rogue and Warrior. Lucentbark is a super bad match up as his mage (you can win, but it's hard). Nomi priest is ok if you get your 2 Brawl early and stack some armor. Not sure the list OTK priest are running at the moment (didn't see any on ladder).
Yeah i'm really low rank(rank 15), as of right now i have only faced rogue once and warrior thrice, the rest of the games (about 40 or so) was all against mages, otk/nomi priests, mech/zul'jin hunters and token/lucentbark druids, so pretty much only bad matchups. :(
loving this deck so far, im on a winning streak! finish the rest of the guide man!
I don't get the love for Eternium Rover × 2. On average it will get you like 2 armor. Vicious Scraphound × 2 gets you the same on average if played just normally. However, if it is magnetized, it goes nuts. Once you get Boom and use Omega Assembly, now you can pile up the armor.
For the most part in Hearthstone, you want minions that are good in the turn they can be played. Playing a 1 mana 1/3 on turn 1 is far superior than playing a 2 mana 2/2 in turn 2. Waiting to magnetize it means it sits in your hand forever, which is not good.
It's more about the body than it is about the armor. For instance, rogue can't properly deal with a 1/3 in turn 1, whereas they can easily remove any 2 health minion without even spending mana.