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ALL GODS Warrior!

  • Last updated Dec 15, 2020 (Darkmoon Aggro Changes)
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  • 18 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Warrior
  • Crafting Cost: 16600
  • Dust Needed: Loading Collection
  • Created: 12/10/2020 (Darkmoon Faire)
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View 23 other Decks by AndrzejSmar
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Hi everyone

The idea of the deck, is to assemble all gods in one deck and to make it work. So you might say it's fun deck for control veterans.

What might be puzzling is, what is this mana curve? There are many high cost cards and not that much cheap ones. It's true but i played many games and it's really not a problem. Hope you'll enjoy it.

edit1: Ok, so let's start with a little change. -Ringmaster Whatley +Silas Darkmoon, -2xCircus Amalgam +2xEVIL Quartermaster; Amalgams with Whatley was like fillers for menagerie and i don't feel this is the main win condition. Menagerie that we have without amalgams is still very strong and EVIL Quartermaster is just the perfect card against everything. This deck had quite a big problem with Rattlegore, so mainly that's why we play Silas (it's good against paladins either). Ringmaster just drew as 2 4mana 4/5 and that wasn't any big threat for the opponent. Silas works great with lackeys of course.

Mulligan: 1-definitely keep; 2-keep if you have something from 1; 3-keep if you have something from 1 and the coin.

Gameplay tips: First of all if DH plays turn 1 Intrepid Initiate coin Beaming Sidekick, turn 2 Wriggling Horror, turn 4 when his hand is already empty Voracious Reader, there's no much to do. It's not deck's fault, those cards are just broken and i don't know why do they exist. 

  1. Against DH on first turns don't be greedy with killing minions. If you can destroy 2 creatures with a spell, do it, because if you think you can wait for a turn to get bigger value from spell, you're not gonna use it because he's about to play Cult Neophyte, and in 90% cases it's the time he wins a game. First turns are the most important, don't let him bulid a table.
  2. In the other hand, on later turns against any <aggressive> deck don't waste mass removals. Consider how many do you have on hand, and how long he can keep pushing.
  3. Against control, be patient and don't play your all threats at once. Try to force your opponent to use his mass removals on smaller table. For example if you have 6/6 corrupted clown buffed by armagedillo and 4/4 corrupted clown, play the 4/4/ first and force him to waste zephrys or twisting nether. If you feel, opponent don't have adequate answer, then keep pushing.
  4. Against C'thun decks after he played like 3 pieces, always try to have big board to split the damage on your minions. Remember what is the last piece as well.
  5. Against Warlock, it's useful to remember, he destroys you 3 minions for 4 mana.
  6. When you're standing before a questionable play always ask yourself, can he have an answer, because, if he can have an answer, he has an answer. Try to avoid thoughts like: oh i will play everything now, maybe he didnt draw it.

I must say Yogg is quiet hard to play here and it's begs the question, is he that needed. I would say yes, because it's ULTIMATE ALL GODS WARRIOR. If you wanna better wr and easier gameplay then try one with just Yogg and C'thun.

Check out my version of it: https://www.hearthpwn.com/decks/1373800-double-god-control-warrior


I'm not gonna lie, this deck is quite challenging. Sometimes it takes a couple of games until all the interactions become clear and you get used to the strategy but even the idea of the deck is worth it.

I didn't have an opportunity to test this deck on diamond and try to get legend with it, but i've got nice 56% WR on Legend 5000. Let me know if you like it. Maybe you have some changes to suggest.