Concede Warrior
- Last updated Dec 5, 2019 (Shaman Nerfs)
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Wild
- 16 Minions
- 11 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Control Warrior
- Crafting Cost: 14920
- Dust Needed: Loading Collection
- Created: 12/4/2019 (Shaman Nerfs)

- YellowDisease
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Total Deck Rating
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Hello guys and welcome to my new, revolutionary deck that features an entirely different way to play Hearthstone.
The main goal of the deck is fairly simple; win through mind-games, perseverance and discipline.
I am not going to present this as a clickbait, 90% winrate deck, like most standard decks on this site. I will simply say, if you play this deck correctly and long enough, you will climb in ranks. I will now go into detail, explaining how you *need* to play in order to make this deck win you most games. The core principles you MUST maintain go as follows:
#1. Rope Every Single Turn
This is the most important principle that you must maintain at all times. It might sound strange at first, but believe it or not, it is one of the key mechanics behind the success of the deck. As it turns out, not everyone has 30+ minutes to play a game of Hearthstone, so you will inevitably win some games due to people running out of patience and/or time and conceding just because you are roping them every single turn.
#2. Do Not Make It Obvious
Roping your opponents can easily lead them to believe that you are doing it on purpose, thus blowing your cover, making it so that some opponents will not concede just out of spite, because they do not want to give in to your oppression. A few ways we can make it less obvious is to hover your cards, the board etc, making it look like that you are actually thinking what to do next, thus increasing the chances of keeping your intentions concealed. This may sound boring to some, but you only need one hand to play Hearthstone, so what I tend to do is actually play another game of Hearthstone "normally" at the same time on my phone while doing this (on my other account), so it's literally a win-win situation.
#3. Do Not Emote
Ever! This is important, because emoting your opponent as you're roping them is the most blatant way to let them know that you're doing it on purpose. Do not emote even when they concede, because it is at that point that they will know at the very latest that they have been outsmarted, and even though it is too late right now, you might get Sh*tlisted by them and they will remember you. So, if you face them again at some point in the future, they might be prepared for it.
#4. The Skill Involved
Some of you may be wondering how does a deck like this take any skill to pilot? Well, it actually does and I will explain how. A single turn in Hearthstone lasts a maximum of 75 seconds. It can technically last longer due to some animations taking a long time, but 75 seconds is the amount of time you have to input commands and play cards. While most of the time it is perfectly safe to rope a hefty 70-74 seconds each turn, there are plenty of occasions when you will need more time to play your cards. Such as Frightened Flunky and Warpath for example, due to their mechanics taking longer. The key to mastering this deck is being able to calculate the exact amount of time you need to actually play your cards while still being able to maximize the amount of time you can rope. It may take some practice, but you will get the hang of it.
Card Choices
Here, I will list the cards used in this deck and explain briefly as to why we have chosen these specific cards. The archetype we are using is, of course, Control Warrior, because it is and has always been a very slow deck by its nature, so using this archetype in our scheme, we will maximize the gain and oppressive advantage. The card choices are based around maximizing control of the board and stall potential of the deck, making it as difficult and time consuming as possible for your opponent to defeat you.
Standard, sticky 1-drop that is a really good turn one play. We are only running one copy, just because it is good to have something to play on turn 1.
Very strong late game with Dr. Boom, Mad Genius active, granting all mechs rush. Only play it before turn 10 if you absolutely need to.
Great single target removal. Combined with Boom's Blast Shield, it's instant 7 damage, even if you don't have any armor beforehand.
IMPORTANT: Only play this combined with Archivist Elysiana ,with The Coin OR after you've reduced its or Elysiana's cost with Emperor Thaurissan in order to play them on the same turn. The reason you need to do this, is because you cannot guarantee being able to shuffle her back into your deck the next turn, due to the risk your opponent removing her on their following turn.
Premium rope card. You can even play this right at the start of your turn and then proceed to rope the discover selection for the remaining time.
Skill required! Great card for clearing Shaman boards and stuff, but it takes timing to maximize your roping potential, especially later on in the game when you can do multiple sweeps with this.
Not entirely necessary, but can be helpful in removing Likkim, Eaglehorn Bow or Waggle Pick.
Will often confuse your opponent, because they think you are memeing, since no one plays this card. The only downside of this card is that on very rare occasions, it might give you Nozdormu.
Has always been a good cycle card. Also, it synergizes well with Shield Slam
Solid body to block the aggro and slow your opponent down.
Not played that often anymore, for some reason, but it utterly destroys Evolve Shaman. One of the key cards in stalling the game.
Very powerful. Will clear most small boards if played on turn 5.
Element of surprise, because people don't often expect you to have this, let alone two of them. More removal equals more stalling.
Extremely powerful with mech synergy. Good comeback mechanic also against aggro.
Absolutely crazy if you have even one taunt card in your hand, and this deck has several. If it buffs Tomb Warden and they're playing aggro against you, they'll most likely be moving their mouse cursor towards the bottom right corner of the screen pretty quickly.
Vital for double Elysiana combo and overall good in reducing your high cost cards.
Really good with Armagedillo. Can also be discovered with Dr. Boom.
The notorious buzzkill for aggro players. Will eventually out-value everything any other deck has to offer. Even control deck players let out a deep sigh when you play this, because they know at that point, that they're in it for the long haul.
Last resort. Should absolutely be the last card you play, when there is no other option left. Desperate, but can actually win you some late game match-ups.
That's it for now! Have fun roping, and feedback is appreciated :)
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