FIAV OTK Warrior
- Last updated Feb 21, 2022 (Fractured in Alterac Valley)
- Edit
- |
Wild
- 15 Minions
- 12 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: OTK Warrior
- Crafting Cost: 13080
- Dust Needed: Loading Collection
- Created: 12/11/2021 (Fractured in Alterac Valley)
- ZenthonTitan
- Registered User
-
- 6
- 28
- 53
-
Battle Tag:
Zenthon#1478
-
Region:
US
-
Total Deck Rating
334
Mega Salty about Paladin's The Immovable Object? Can't seem to blast past pesky Owltk warlocks quickly? Fret not for THE fastest OTK Control Warrior is here, with quick cycle, sustainability and a surprising easy push combo to close out games! 30 upvotes and I will write a detailed guide on piloting this deck.
Edit: Thank you for all the upvotes! It is swell to have the community supporting this deck and the nice reviews left in the comments!
The Deck
This deck, much like the traditional control warrior, is mainly based on gaining copious amounts of armor to stall your opponents, all whilst engaging in fast cycle to draw into your combo pieces. Unlike the traditional control warrior however, this deck does not normally go to fatigue and might have an issue with survivability with a just a bunch of Frost Spells if the meta shifts to a slower pace, but that's what tech cards are for.
The OTK Pieces
The OTK Combo relies on these cards which are essential to finishing your opponent. The pieces include a damage base of 9, cost reducers and damage multipliers A minimum of 3 cards and a maximum of 6 cards will do the job cleanly:
Captain Galvangar: The base damage. This is your Bread and Butter Finisher in this deck, you aim to draw him at all costs as the 9-attack charge is the base for your assault, all for the measly cost of gaining 15 armor. The deck literally has two copies of a card that instantly gains 10 armor, so at no point in the mid to late game would you be facing issues with the effect going off.
To the Front!: Another key piece in this combo to reduce the cost of your damage multipliers, a single copy of this card can already double the damage your Captain Galvangar can inflict.
Faceless Manipulator: A flexible Damage Multiplier or Defensive option in case your opponent drops a big minion which threatens your survivability. Playing 2 affords us the offensive and defensive capabilities in certain situations.
Battleground Battlemaster: A purely offensive damage multiplier for Captain Galvangar, which is why we only have 1 copy in this deck.
3 Card Combo
To the Front! -> Captain Galvangar -> Faceless Manipulator or Battleground Battlemaster
Total Damage: 18 Damage
5 Card Combo
To the Front! x2 -> Captain Galvangar -> Faceless Manipulator ->Faceless Manipulator
Total Damage: 27 Damage
To the Front! x2 -> Captain Galvangar -> Faceless Manipulator -> Battleground Battlemaster in between both minions
Total Damage: 36 Damage
6 Card Combo
To the Front! x2 -> Captain Galvangar -> Faceless Manipulator -> Battleground Battlemaster in between both minions -> Attack -> Faceless Manipulator beside Battleground Battlemaster
Total Damage: 54 Damage
But you may be thinking: 'But Zenthonnnn how do we get to the cards above???' Fret not as this deck is full of cards which boost your survivability and aid you in dragging these cards out of the deck.
Sustainability tools
This deck relies on the following two categories to survive till you gain access to your combo pieces: Stalling Techniques and Removal. The final engine is a fast-cycle set which will be slightly interchangeable with the meta.
Stalling Techniques
Frozen Buckler: The card that gains you 10 armor off the bat, this can be used in combination with either an attack on a big minion using a weapon, or with other removal options which require big armor gain. Because it loses 5 at the next turn, it is still a viable option to use this card before attacking into a minion to negate the effect.
Heavy Plate: Gaining 8 armor is indeed a big bonus, but the card being able to flexibly cycle through your deck through tradeable is indeed a big plus.
Kresh, Lord of Turtling: a solid minion which grants you 8 armor on getting hit and with the weapon attached to it, will make for a solid inclusion in the deck
Removal
Lord Barov: This is the premium option to use as a definitive board clear along with the few AOEs in the deck. Use it on large minions which are harder to remove.
Rancor: In a sense, this card acts as both a stalling technique and also removal as one of the best cards to come out of Forged in the Barrens for Warrior. Combining this card with a Lord Barov drop would essentially wipe the board and gain twice as much armor as minions killed with this spell, increasing survivability.
Minefield: A flexible 5-missile hit which is able to be used even if there are no minions on the board and your hand is at risk of overdraw.
Onyxian Drake: Essentially the new Shield Slam on a stick, this card is able to be baited out by hand disruption cards or serve to empty your hand in case of the need arising. The taunt that is associated with this card is a big plus such that you can drop this purely to face an aggressive board while holding on other key removal cards.
Overlord Saurfang: Big frenzy daddy is here to stay! This card serves purely for the added value of calling out Kresh, Lord of Turtling or Stonemaul Anchorman for armor or card draw.
Shield Shatter: The newest AOE removal option available which is efficient especially when combined with either of the two armor gain options.
Rokara, the Valorous: While she may be one of the weaker hero cards in this expansion, she is great removing minions while pushing for damage. One swing from The Unstoppable Force is able to send a large minion back into the face of the opponent whilst her hero power, whilst unremarkable, is able to earn the sustainability you need while offing a minion on the board with Honourable Kill.
Art Class - Warrior's Dilemma
Warrior's Draw options...are honestly not the best ones, having to be heavily rely on the following which I had included in the deck. This set is in relativity to a meta where boards have mattered much more, where the Frenzy package definitely shines with some pirate tutoring.
Harbor Scamp: 2 copies are essential so that you may get your Stonemaul Anchorman out early.
Outrider's Axe: Another Forged in the Barrens card which I feel is really good if there was a meta where boards mattered, but is still a good weapon to use nonetheless.
Stonemaul Anchorman: solid card to use when there is a single target minion on the board, which allows for you to trade in and get a draw,
Tech Options
The following cards are situational includes which are suitable for the current metagame
Rattlegore: Now before you put me on a stake and scream about this monster being a 'tech option', hear me out. A 45/45 card worth of stats is amazing against the current onslaught of druid decks going for copious amounts of armor as the main thing they do not have is a good answer for a constant threat. At times, you may wish to switch gears and have one of your Faceless Manipulator copy this minion instead for a steady stream of damage, ensuring that you would hence be able to wear down their life totals. Other control decks mirroring us (if they exist at all) will crumble slowly as there truly isnt an efficient answer to him.
Rustrot Viper: I am seeing more weapons in the metagame, which is why I have swapped out Mutanus the Devourer for this card, while also having the tradeable function.
Mulligan
Try to find the following cards:
Against Aggro: Harbor Scamp, minefield[card], [card]frozen buckler, Rancor
Against Control: Harbor Scamp, Minefield, Rattlegore
Take note that these are my personal preferences, some opinions might differ on these mulligans.
Substitute Options
- 1x Harbor Scamp
-1x Rancor
-1x Rustrot Viper
- 2x Minefield
-1x Rattlegore
+ 2x Snowed In
+2x Cutting Class
These additions are only to be used in extreme situations if you are facing tons of druids who are able to ramp fast and take on their Kazakusan easily, sacrificing a little removal and endgame tactics for the opportunity to tap on 3 different avenues of draw power so as to reach your board clears and combo pieces. Warning though, this makes the deck much faster to a point where you may struggle to drop your cards, so ration them properly as you now have up to 11 opportunities to draw 17 cards, not including the tradeable cards.
Final Thoughts
All in all, I really appreciate the attention to this deck - warrior has been in a tough spot all year due to the dominance of Mage and Warlock's lack of interactivity, and the sheer aggression hunter provides. Sure we got Raid the Docks and maybe it was a perfect marriage between aggro and a glimmer of control, but look where that took us back to - the dark, dark ages of mean streets of gadgetzan where the most aggressive deck ran rampant, which is still happening today in wild. Also while the new mini set has been great in terms of breathing life into control decks, we have to be mindful that we can definitely be out-valued easily so do understand the matchups before committing removal easily.
Make no mistake though, this deck is tough to pilot and is still not the best one to use for ladder, I myself am still tinkering with the deck with an estimated 53% winrate from the lower ranks to finally hit diamond and it is tough with all the hyper combos out there dealing 21342526451 damage to my face. Hopefully we can be faster and maybe, just maybe, a little luckier.
Thank you once again for your support, happy laddering!
Been away for a while but just got back and want to try this deck, does it still work?
Yes it does, though I have made changes to the deck to be more minion-heavy, which has increased deck draw speed
meaning anchorman and saurfang?
Well, just updated to the minion-heavy version I am using now
Started 5-0 with it wow!! What a sleeper deck!
Damn man, I really want to thank you for this deck! Have not had so much fun in a long time! Almost no one sees the combo coming and apart from some other combo decks that gather their combo pieces quicker I haven't really encountered a hard counter.
I do have to agree with SirSeltzer regarding his card changes, they do really make it play better / easier
Oh Wow! Didnt think I would still be getting views after leaving the front pages! Glad you had fun with this deck, SirSeltzer's changes were definitely helpful towards my gameplay yes.
Love this deck. Was over 50% WR but I'm having a lot more success with a few key adjustments. See below, with commentary.
-2 Snowblind Harpy: I agree it's easy to get the effect but I don't think the minion body and effect is strong enough to warrant inclusion.
-1 Outrider's Axe: Great fit for this deck obviously, but with Corsair Cache I'm finding it often enough. The main reason I got rid of the duplicate is because I'm finding that if I have to play it twice, I'm probably already too far behind unless I'm up against the rare control deck. Even then, it just feels a little slow, especially knowing we have 2 Cutting Class, which are even a good move at 5 mana, though it's often easy to get them off at 2, 4, or 0.
+1 Taelan Fordring: Fantastic card in this deck. Always finds you Mutanus or a piece of your combo, on top of being a sticky minion. This card either gets you to the win condition in time more consistently, or ensures you're ready to consume your opponent's win condition when the time comes.
+1 Bulwark of Azzinoth: Like Snowed In, it's a great stall. Wastes at least 1 complete turn for an aggro deck, potentially several turns vs. something like spell mage.
+1 Bloodmage Thalnos: Everyone's favorite skeleton helps clear beefier boards, plus gets you a little closer to the win condition. This is anecdotal but I feel like I'm clearing a lot of boards with 3-health minions, allowing me to sometimes save Shield Shatters for only the beefiest boards.
Loving these suggestions and am going to try them out as well! Actually did substitute out Mutanus for a Viper, but it depends on what everyone sees now
I played the deck a bit yesterday. First of all, it does work quite consistently and has good WR. On the negative side: it has trouble to dump your hand vs classes that does not play minions, like warlock, mage or priest. As a result, the deck is a bit slow and it is hard to draw the whole combo consistently. I wonder if it is possible to make the deck more aggressive to make it draw much faster and put earlier pressure on the opponent. Also, it is quite easy to disrupt your combo with mutanus or freeze trap. But there is nothing to do about that.
I will try to experiment. For now, I have exchanged librarian for Thalnos. It is very good with many aoe spells present and helps you cycle.
Yes, I had tried to include the Frenzy Package of Overlord Saurfang, Stonemaul Anchorman and Kresh, Lord of Turtling in earlier iterations, cutting out Cutting Class, Mutanus and Royal Librarian but faced lots of Owltk Warlocks so I made the switch. The Thalnos idea is brilliant though, I will give it a go, thank you.
Does this have any chance against celestial druid? I'm loving my OTK mage right now and I think it would still be faster than this, but it's an auto concede against druid.
While I have not really faced much celestial druids, you might stand a chance by subbing out vipers for librarians if you don’t see as much paladins or weapon-reliant classes.
2x Faceless just for consistency? Not sure I dig that.. Is there rly nothing better? Nice build though!
Great fun!
I put another Battlemaster in for a greater chance of the OTK.
So you have a 6-piece 10 mana OTK?: To the Front - To the Front - Captain Galvangar - Battleground Battlemaster - Faceless - Faceless for a maximum of 18+18+18 = 54 damage... Hmm, that's interesting. Though I am sceptical to that it works consistently, since too many pieces are needed. But the idea is great, upvoted!
What is the OTK?
To the Front! 2x --> Captain Galvangar --> Faceless Manipulator on Galvangar --> Battleground Battlemaster in between the Galvangars.
9 mana, 5 card combo for 36 damage. You can toss in another Faceless for an additional 18 (after rounding, can even OTK through Immovable Object.
this deck has got me to diamond 5 almost undefeated. im hoping it can carry me to legend. thx man. im undefeated against rogues
Use Kobold stickyfinger to resolve that if you encountering the immovable object often.