Kolento's TGT Dragon Warrior
- Last updated Aug 24, 2015 (TGT Launch)
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Wild
- 22 Minions
- 4 Spells
- 4 Weapons
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 9360
- Dust Needed: Loading Collection
- Created: 8/24/2015 (TGT Launch)
- Kolento
- Pro Player
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Tournament Decks:
92
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Ladder Decks:
1124
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havent watched Kolento's stream for a while, but this deck doesnt seem to look like the dragon warrior deck Kolento used in ONOG tournament
super bad...gets nuked by every aggro and mid range shaman
No offense to Kolento, he's a great player, but this deck is pretty bad. Any aggro deck crushes it with a bad draw. Paladin for example mows this deck down. It really needs some removal. Just my experience after 8 games and 7 losses.
Yeah I'm not sure either. It may work on EU or Asia or for someone else just fine, but for me I had nothing but bad luck with it. I love Kolento's decks though, always creative and unique. I made my own Control Warrior deck after I bombed with this one and I'm 6-0 with it so far. Mine is basic Control Warrior w/Baron, 1 Shield Maiden, Emperor, Justicar and Varian. I suppose it's dependent on what you're up against, in a different meta Kolento's deck would probably be great but I've been up against Hunter, Paladin and surprisingly Oil Rogues.
This is tournament deck not for ranked
Played this deck for a day. I feel it tries to force the taunt combos to much. It really hurts not to have any brawl.
Feel like this version is working much better (without taunt combos): http://www.hearthpwn.com/decks/314383-get-rekt-tgt
Completely different deck then. Why even mention it here?
I play something similar to Kolento's deck though I do include clears.
Here is what I found happens after playing it for a bit.
Early game you are playing high health minions which can either significantly slow your opponent (since it will often take two turns) or force them to use their removal. If they decide to take the slow route it gives you time to play a second taunt and Bolster, or just add another taunt to the board. If they use removal then you end up taking some hits while you're fending them off.
Mid game you can play taunt + bolster and are in a much better position to build a strong taunt wall. At this point they are seeing things like a 4/10 Deathlord or 5/8 Guardian + 5/4 Sparring Partner and are much more likely to spend removal instead of spending 3 turns hitting it with minions.
During the Early to Mid game my strategy is to crap my pants while they are going Jack Nicholson on my door, but as long as I'm not getting dead draws I can stabilize.
Then in the late game things like Ysera and Varian come out and they've used up a lot of their removal, meaning my actual dangerous minions are safer. I'm still tweaking but Varian is a big part of the win condition right now, but because of the taunts I can survive until I reach him, even if he is nearly at the bottom. The only times I've had a significant issue is when ALL my card draw is at the bottom, because you definitely use up your hand faster than the traditional control deck.
I don't know about this deck because it took out all the things that made Control Warrior so great, namely Grommash, Brawl, and all of the armor effects with Shieldmaiden, Shield Block, and Shield Slam. Also Big Game Hunter has been cut out as well. I think Brawl should be included somewhere because of the many times it's saved me from ugly scenarios against zoolock, eboladin, and mages.
I doubt Partner, Bolster and Champion are good anyway. I don't run them, got the 2/4 that becomes 3/5 if you ahve a dragon in hand instead. Makes the deck more consistent I think.
Any handlock came a big problem