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Turtling Control Warrior

  • Last updated Jun 3, 2021 (Wailing Caverns Set)
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  • 24 Minions
  • 6 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: C'Thun Warrior
  • Crafting Cost: 21360
  • Dust Needed: Loading Collection
  • Created: 6/2/2021 (Forged in the Barrens)
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Hey guys, Anomaly back at it again theorycrafting some decks for the Wailing Caverns Mini-set!

The control warrior archetype is one of my favourites and the addition of Kresh, Lord of Turtling (The new Boom on 6) I just had to come up with a legendary-packed control deck!


This deck has a lot of legendaries so there are a plethora of cards that can win you games on ladder:

  1. N'Zoth, God of the Deep: A stat-bomb with defensive presence that will help you stabilize/close out games. Here is what the decks aims to resurrect:

    Murloc: Mutanus the Devourer. Hand Disruption for warrior can really help win the control matchups and give you an out vs OTK/combo decks. 

    Elemental: Baron Geddon. This might be questionable at first but hear me out. The deck has to find reliable ways of triggering the coveted frenzy affect from Kresh, Lord of Turtling and this card is one of the best. When both cards are revived, this card triggers the armor for you at the end of turn while deal with board and drawing you a card through Stonemaul Anchorman. Yes, you damage your own side of the board but it is worth it for the armor. Not to mention, it is quite clean with Lord Barov. This card might not make it past the testing changes but we shall see. (THIS HAS BEEN CUT FOR Mutanus the Devourer)

    Dragon: Alexstrasza the Life-Binder. Just Beef which can act as a heal or finisher.

    Pirate: Stonemaul Anchorman. I have also added a power card in the Sword Eater mainly because of a card discussed later on below.. This card also gives us an immediate impact on board with the added benefit of cycle.

    Beast: Kresh, Lord of Turtling. The tool warrior needed to gain a massive amount of armor has finally arrived. Just wish it had Taunt.

    Mech: Bumper Car. Really good tempo mech to summon back which also scales really well with conditioning (rank 3)

    You may notice that some of the minion tribes are represented with 2 ofs. This is because of Ringmaster Whatley as we want to to have multiple options from those 3 tribes to improve the consistency of this card as well as of the deck. A board of rush/taunt, instant cycle/8 armor and a large dragon on top of N'Zoth, God of the Deep is nothing to scoff at and will force some kind of removal from your opponent.

  2. C'Thun, the Shattered:  I have added C'Thun, the Shattered to the deck as an extra win-condition as well as offering 3 more servicable forms of removal. This also helps with the fatigue counter as the deck will consist of 35 cards and not 30 (4 from the "parts" of C'thun and the 5th being C'thun himself).

     Parts of C'Thun, the Shattered:

  3. The Frenzy Package with Lord Saurfang: The point of the 5 card package is to help the deck traverse the mid-game and keeping your opponents busy. The goal is to proc Kresh, Lord of Turtling and Turtle up to soak damage. Bulwark of Azzinoth will also help stall out the game.  EDIT: Instead of Bulwark, I have pivoted to a more tempo/board centric deck using some of the strongest rush warrior cards. 

With multiple ways to deal damage to all minions, Lord Barov is a nice stabilization tool to clear some board in a jiffy.  Situational at best, out of the list for now.

Strategy guide as well as Mulligans will be posted after the mini-set has launched and I have some games under my belt.


  • Athletic Studies
  • Imprisoned Gan'arg
  • Parade Leader. These three cards are good universal keeps, especially against aggro.
  • Archdruid Naralax: Very good keep against control classes like Warlock/Priest.
  • Ring Master Whatley is also a good Keep against control decks. 
  • IF YOU FACE A DRUID, chances are they are playing Miracle with Celestial. I have yet to face some king of aggro/spell/midrange druid so I have ended up keeping things like Whatley to draw me 1 cost powerplays. Druid will stand to be our toughest matchup. 

BIG CHANGES: I have cut out some of the mid-late game meat from the deck in favour of a more minion-heavy early game to provide tempo and pressure against control decks. I have managed too play 16 games with the changes and am currently 10-6. I will continue to update the deck as I go along!

NOTH: This is nowhere near the refined version so there will be growing pains!