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  • Last updated Mar 9, 2015 (Undertaker Nerf)
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  • 20 Minions
  • 6 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 20260
  • Dust Needed: Loading Collection
  • Created: 3/5/2015 (Undertaker Nerf)
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Hello everyone!

This deck is still in the process of being ironed out, but this is another take on the original "control warrior".

Early Game: Mulligan for war axes, death's bites, doomsayers, explosive sheep, acolytes, and low-cost removal.  In the rounds 1-4 the goal is to control the board by dropping doomsayers or explosive sheep. This will either force the other player to commit to spending 7 damage to kill the DS, kill the sheep to explode the board, etc.  while keeping the player busy with these 2 mana headaches, you'll also be using your 1 mana removals (shield slam and execute) on any bigger threats, use your early game weapons to remove whatever you can, and drop the acolytes at timely moments when you know you'll get at least 2 draws out of it!


Mid Game:  This is where all those fancy 5-drop and 6-drop guys come in!  If the early game went how you wanted, the board should be relatively clear.  Almost every card in the 5-drop, 6-drop, and 7-drop pose an immediate threat to the opposing player.  This is why belchers have been removed.  While they have good value, they lack any immediate threat.  Cards like Harrison, The Black Knight, and the Faceless Manipulator are used as utility for the weapons, taunts, and other class legendaries you are sure to run into, while also giving yourself increased tempo!  Toshley adds flexibility to your mid-game by providing 2 spare parts to modify your legendaries even more!  For example, if you have trouble using your black knight, Toshley has the potential to give you the taunt modifier, which can be used on opponents' minions!  Juggernaut is the bridge to the late game by being a strong threat on the board, and planting a pyroblast in your opponent's deck for later.  Toshley can also return Juggernaut for even more carnage!


Late Game:  Alex, Gromm, Dr. Boom and Sneed come in at the end to clean up the work.  If you can, always hold onto your final swing of your second Death Bite.  That'll be used to beef up your Gromm.  Alex can help either through buffing your own health or putting your opponent within killing range.  At this point with so many strong threats, the opponent should have already used their removal and silence.  When the time is right, sneed puts the nail in the coffin.


Let me know what you think of this deck, and your experiences using it!  It may take time to gain full understanding of all the different plays and matchups, but I definitely garuntee you'll have a lot of fun in the process!!