Togwaggle Fatigue Warrior. 61% WR
- Last updated Jun 26, 2020 (Twin Slice Nerf)
- Edit
- |
Wild
- 15 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Fatigue Warrior
- Crafting Cost: 7300
- Dust Needed: Loading Collection
- Created: 5/16/2020 (Second DH Nerfs)
- HUmanMustard
- Registered User
-
- 4
- 29
- 59
-
Battle Tag:
HUmanMustard#11803
-
Region:
US
-
Total Deck Rating
88
A little history on the deck. I used to play This deck in STD last year. It did really well against control, but got crushed vs aggro, So I could never get anywhere with it. But with the introduction of a few of the new cards from the past few sets, we are now able to overcome this obstacle and have TONs of fun with a deck nobody sees coming.
Here is a link to the original.
https://www.hearthpwn.com/decks/1229841-togwaggle-warrior-50-wr-100-surprise
What the deck does
There is 2 ways to win.
If the deck you are playing is out-drawing you. You have Dead Man's Hand to win any fatigue game.
If you out-draw your opponent
At 10 mana. Play King Togwaggle and Explore Un'Goro in the same turn then pass. They either dont swap back and you play on with the explore cards. Or they do swap back and you play Skulking Geist to delete their deck. You win fatigue with Dead Man's Hand
The reason the deck works better than the original is the inclusion of the Risky Skipper Armorsmith combo. Play Skipper into double armorsmith into another minion to gain upwards of 20-30+ armor in a single turn. Enough to carry you through the togwaggle setup.
And with the un-nerf of Dr. Boom, Mad Genius it can carry you deep into fatigue even after your cards draw out and give value.
Other Key cards
Weapons Project - Good vs demon hunters and warriors. Counters Spectral cutless rouge.
Ancharrr - draws skippers
Coldlight Oracle - Can draw you cards you need early game, but also great for closing the game out , forcing your opponent to draw deeper into fatigue
Witchwood Piper - Draws skippers and armorsmiths
Video coming soon
For now I will leave you with a few HS Replays to mess around with. TY for looking. Upvotes and comments are appreciated.
HSREPLAY GAMES
ShudderShaman - https://hsreplay.net/replay/FcqZUjU64qy25omD8HitFb
Control Paladin - https://hsreplay.net/replay/RA66yccRBRH3CiPFESb6cK
Tempo DH - https://hsreplay.net/replay/b7TFEfjMXzdMJuiKcCvafR
Thief Rouge - https://hsreplay.net/replay/dPpEc4NF8BBQknfw5iBNhJ
gal worlock - https://hsreplay.net/replay/Y5aJSuAXdbHXtVX8zPPtKH
Quest Priest - https://hsreplay.net/replay/7qgweUxJx2TsCZUyYKLB5j
control mage - https://hsreplay.net/replay/N7ovJnMvA3TCTMPUhazyWS
Given this a try in 2021.
Even against the current meta control d ecks this can't survive. You can't establish a board to play against aggro, and even with all the tools it has, it simply isn't enough. I wouldn't downvote because I love the idea, but in not one of my games could I pull off the combo which I assume was (Togg your empty deck and switch theirs into ungoro, they switch back, you play skulking into dead mans hand.)
Probably not worth a craft but im guessing funny if done right
I tried the deck it feels really bad. You need at least three cards for a combo with 10 mana even then it is not a sure win. You have no way to secure that you draw the combo pieces early. If you want to play a fun and effective combo deck there are better options; Togwaggle Raza Priest with Murozond seems way better. Finally, the deck seems unrefined. Battle Rage is missing. And a deck that runs Ancharrr needs more than 2 Pirates.
Looks interesting. I've been playing a ton of good ol' togwaggle druid, so I'm familiar with the wincon. Might try this out and let you know the results.
1 thing I do dislike is only having 1x DMH. Having one in hand while playing the other means you can go infinite, which makes the fatigue-play and value play way stronger. Maybe too greedy though
I did try this, Its almost never needed. 1 should carry you far enough.