[Legend] LOKShadow OTK Warrior (Updated)
- Last updated Apr 6, 2016 (Explorers)
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Wild
- 14 Minions
- 12 Spells
- 4 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 880
- Dust Needed: Loading Collection
- Created: 1/7/2016 (Explorers)
- LOKShadow
- Registered User
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- 10
- 31
- 53
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
3552
Hi everyone! I've gotten requests for making a guide for my OTK warrior list, so here is the list I used to get legend this season (January 2016). Also, please check out my Twitch and Youtube channels for instructional game play!
Update (4/5/16):
I'm updating the deck with a version I like to run in a more aggro-heavy meta. The changes include running the 2nd armorsmith and more 3 drops like frothings to trade with the board (much more impact than the shield blocks against aggro). Also dread corsair over gnomish inventor gives a bit more defensive options in exchange for the card draw. This means that the overall cycle of the deck has been slowed to provide more minions on the board, so it is even more important to get value from the acolytes/battle rages.
Mulligan/Strategy Guide:
General strategy: As one can probably tell from the title, this is a OTK or one-turn-kill combo deck that revolves around using Raging Worgen to deal lethal damage generally ranging from 22 to 30 damage. This can be accomplished even without Emperor Thaurissan mana reduction. The maximum damage is 34 in one turn with weapon equipped (Death's Bite + Raging Worgen + Cruel Taskmaster + 2x Inner Rage + Rampage + Charge = 34). Unlike other Raging Worgen OTK decks which include duplicate combo pieces, this deck only includes 1 of each (Raging Worgen, Charge, Rampage). The reasoning is that these cards are very mediocre to be played on curve (as opposed to a card like Frothing Beserker which has decent health and can trade favorably), so it is best to minimize the number of “dead cards.” Also different from other Raging Worgen OTK decks is the inclusion of Grim Patron which serves 2 purposes: board control and card draw. One of the key decisions to make when playing this deck is when to use Grim Patron for board control and when to save them for card draw. Against aggro decks, Grim Patron will be used for board control whereas against control (which tend to have board clears) it is almost always wrong to generate Grim Patron without also immediately getting battle rage value. A commonly asked question is why Emperor Thaurissan when the OTK combo does not require it. Emperor Thaurissan gives you huge tempo plays for the subsequent turns since most of the spells become essentially free. This is especially important when playing against control decks to enable Grim Patron spam + Battle Rage in the same turn.
Warrior: In general you will want to mulligan for weapons, card cycle, and Grim Patron. The key to this matchup is to determine what type of warrior you’re playing against. Generally you can look for tell-tale Grim Patron signs like reluctance to armor up in the early game, dropping Armorsmith on turn 2, etc. Against a Grim Patron warrior, it’s pretty much a race to see who can spam Grim Patron first and maintain board control because of that. Against a control warrior, you need to keep that armor count down as best as possible (really tough matchup if they get Justicar on 6) and get value from your card draw. This means saving Grim Patron for battle rages and being more diligent about getting multiple card draws from Acolyte of Pain. When generating Grim Patron, keep in mind that it is better to save the Inner Rage for Raging Worgen combo and use Whirlwind/Death's Bite/Unstable Ghoul instead. You want to play this matchup as aggressively as possible before the control warrior has time to draw into Justicar and the rest of their armor gain.
Warlock: The mulligan process is sometimes a coin flip because you want different cards vs zoo and vs handlock. Against zoo, you want to have your weapons, Unstable Ghoul, Armorsmith, Acolyte of Pain, and possibly Grim Patron if you have a good hand (Slam can be kept against Flame Imp and Knife Juggler as well). The game plan is usually keeping their aggression in check early on until you can regain board control with Grim Patron. Against handlock, you want to have weapons, Execute, and your card cycle. Like the old patron decks, traditional handlock is a tough matchup because of the number of taunts they can throw up. Reno handlock is a bit easier since they have fewer taunts/taunt-givers. You need to be wise about when to use your Execute (always save for taunted minions or giants when possible) and only generate Grim Patron for card cycle since they will get cleared.
Priest: Usually priest is unable to pressure the warrior effectively (especially the slower entomb priests which are very reactive) so you have a lot of time to draw into your combo pieces. Dragon priests can be a bit tougher since they run more taunts and mid-game minions, so it comes down to saving those executes for the right moment before lethal. You want to mulligan for weapons, Execute, Slam, and card draw. Keep in mind that you want to try to get value from Acolyte of Pain before turn 6 because of Cabal Shadowpriest and never give them a chance to steal Armorsmith (either play on turn 2 or never play because they can potentially get outside of your combo range). You’ll want to save every combo piece if possible (Cruel Taskmaster, 2x Inner Rage, Rampage, Charge, Raging Worgen) since you’ll usually need to OTK from 30. If you used up one of the combo pieces, it just means you’ll need to have a weapon equipped to lethal. Usually Execute will be used on Deathlord which is their main taunt (some priests don’t even run Sludge Belcher, but if they do, try to clear these with weapons instead of Execute). Save Grim Patron for card draw.
Paladin: Probably the most common matchup will be secret paladin in which the game plan is pretty much the same as any Grim Patron deck – spam Grim Patron before Mysterious Challenger. Against midrange and murlocs, your combo should be faster than they are able to kill you. You’ll mulligan to control their early game with weapons, Armorsmith, Acolyte of Pain, Unstable Ghoul, and Slam (for Shielded Minibot). Against secret paladin you’ll aim for board control with Grim Patron whereas against midrange/murloc you have to be wary of Equality and therefore try to guarantee Battle Rage value from Grim Patron. Save Execute for the big targets like Mysterious Challenger/Dr. Boom/Tirion Fordring. Playing against secret paladin is really about knowing how to play around the secrets, when to proc them, etc.
Mage: Against tempo/mech mages, the goal is to generate a board of Grim Patron as quickly as possible. Mirror Entity can be taken advantage of with Unstable Ghoul which serve both to clear their board and also generate Grim Patron. Freeze/control mage is an incredibly tough matchup because of the lack of deathrattle minions and having to pop multiple ice blocks. In order to win, you generally have to have a turn of Grim Patron sticking on the board to pop the Ice Block and Loatheb (and save Raging Worgen OTK for lethal charge). You’ll mulligan for weapons, Armorsmith, Unstable Ghoul, Acolyte of Pain, and Slam (for Sorcerer's Apprentice if you don’t have Fiery War Axe). One of the key decisions in game play is how to play around their secrets, especially against tempo mages since they often run both Mirror Entity and Counterspell.
Shaman: The main archetype is aggro shaman and the approach is to look for anti-aggro cards like weapons, Armorsmith, Unstable Ghoul, Acolyte of Pain, and Slam (usually used in conjunction with Fiery War Axe to finish off a Totem Golem). Unstable Ghoul does wonders against starts like Leper Gnome + Abusive Seargent and also potentially save you from a round of Doomhammer hits. You’ll try to stay alive with Shield Block and Armorsmith + Whirlwind effects until you can generate Grim Patron to overwhelm the shaman or manage to gather the OTK combo pieces (however don’t be afraid to use combo pieces as removal since the goal is to stay alive!).
Hunter: Similar to the aggro shaman matchup for face hunter, you play with your anti-aggro cards to stay alive until you can generate Grim Patron or find combo pieces. Midrange hunter also has a tough time dealing with a board of Grim Patron, so this is generally the win condition as well.
Druid: As always, if a druid gets their ramp and good curve, they can always luck out a win. Druids don’t have effective ways to deal with Grim Patron, so this is generally the win condition (i.e. don’t be afraid to use combo pieces in order to generate Grim Patron rather than save them for OTK). Mulligan for weapons, Execute (for innervated madness), Acolyte of Pain, and Slam to help finish off bigger minions in conjunction with weapons. Try to save Whirlwind effects for generating Grim Patron, but these may need to be used as removal against aggro druid. Make good use of the Execute for gaining tempo/board control. Loatheb wisely to block out a combo turn.
Rogue: Standard oil rogue is still the popular archetype with Malygos rogue also seeing some play. Your combo should be faster than theirs and generally the only reason this deck loses is getting unlucky and not getting your card draw engine running. Mulligan for weapons and Acolyte of Pain. Save generating Grim Patron for Battle Rage since rogues always run 2x Blade Flurry and can easily deal with Grim Patron. Most rogues do not run taunt although some run 1x Sludge Belcher so be wary of that. Loatheb wisely to gain tempo, block out lethal, or set up your own lethal turn. Emperor Thaurissan to help enable those Grim Patron/Battle Rage turns. Save Execute for the Edwin VanCleef/Dr. Boom/Loatheb and try to deal with Azure Drake, Piloted Shredder, and Violet Teacher with weapons/Slam. Dropping Unstable Ghoul wisely can also help soak up damage (such as using them to protect Acolyte of Pain).
Concluding Remarks: As usual, it’s always hard to cover everything in a written guide and I think the best way to learn is to practice the deck yourself and also watch my stream/youtube videos! Best of luck!
Short Video Guide: FailCraft has put together a nice 2-minute video guide featuring the deck and is a good introduction!
Reno mage is one of the tough match-ups. You generally have to win in fatigue so don't cycle too fast, get value from your armorsmith, and save combo pieces until he is fatiguing for lethal.
I'm 0-4 with this deck I don't know how you win
Save the cards for the combo in your hand, and use all other cards (whirlwind, Loatheb, armor smith, etc.) when you can to keep board presence.
For real though hold on to Raging Worgen and wait until you draw charge, then buff it the fuck up!
You should play more !
Once I had 6-0 winstreak, sometimes I lose 2-3 matches. This deck depend a lot of RNG.
However I have a question to LOKShadow - how to deal with dragon priests and almost any kind of shamans and mages ? Against dragon priests I can do nothing - they control the board in early game with buffed minions like 3-5 and press me after so I have no time to make a combo. And if I use executes to save me, when I have a combo in my hand they have tanks on the board. Against mages I simply die in turns 6-9 with all their mechs. Same problem with shamans and totemic synergy.
But in general I really like your deck because it's very fun and interesting. Thanks a lot !
Dragon priest is tough because of the number of high health taunters to get through, but the idea is to use slam + weapons to get through most of them and execute the very high health ones. The main problem is that they can pressure more effectively with their 5 drops like drakes and corruptors, so it's pretty critical to get maximum card draw from acolytes and battle rages. Against shaman and mech mage, you'll need to hard mulligan for your 2 drops. It's hard to win if they get a good curve and you don't have anything to play until turn 4.
Thanks !
LOKShadow, you are one of my Hearthstone deck creator icons. I have recently decided to follow a few guides by good deck creators and tried this one out as well. This deck does not disappoint. As a sharp player (if I do say so myself ;) ) I am able to easily get the patrons on the board, and maintain control with Battle Rage. As a matter of fact, the card draw is so good when used well, that I have situations where if I use it i'll have more than 10 cards.
The ONLY loss I had so far was due to my own misplay, and it was a bad one. Like really bad. I was trolling and destroyed an Ancient of War with all of my patrons and went for an unnecessary Worgen OTK... and forgot to use Charge. LOL!
Anyways, if I were IGN, you would get a 10/10 bud. Keep up the good work.
I'm honored to be a part of the deck creators you have been following! I'm also really happy that you've been having a lot of success with the deck (clearly a mark of a skilled player). Thank you for that really positive feedback! =)
Dude I have to tell you, I just started playing hearthstone about ~1 month ago, I accumulated abit of dust and was thinking of building a cheap deck to do a good climb with so I can earn golden>dust>better cards later on. So I found this guide and hell, it doesn't just make me climb, it makes the game a hell of a lot of fun for me. Thanks so much for this. Bless you dude
+1 to this. I forgot to mention how this is not just a good grind deck, but fun as hell. Good point dude!
Aww, thanks guys! Seriously, it makes me really happy getting feedback like this especially from newer players because I really really really want to move new/budget players away from brainless cancer decks (which although they are cheap to build, they also take away a lot of depth to the game from both themselves and their opponents). Thanks for making my day and for making me want to continue writing more guides in the future! =)
This deck seems like it is a lot of fun. However, I am having a hard time getting it to work for me. I guess some of it is lousy RNG, but I very rarely find sufficient pieces to pull off the combo.
I am also finding myself getting behind early against aggro decks. Many times, by the time I can play patrons it is too late. Even when I hide armor smiths and acolytes behind ghouls they are often cleared on the next turn. I am running into bigger, stickier minions that I don't have sufficient resources to clear. I have the best luck against zoo decks. Face Hunter is troublesome because they always seem to have weapons and/or spells to deal with my smaller minions and patrons. Druid decks I am facing also usually have bigger threats that I can't deal with efficiently. My misplays obviously have a lot to do with that.
I know the deck works.. I guess I need to study more and watch a few more videos. Unfortunately, I am making the deck look bad right now...lol.
Sorry to hear you're having some trouble with the deck, but I hope you don't give up too soon! Also don't be too hard on yourself if games are just lost to bad RNG (however it's important to reflect on when losses are due to misplays and learn from them). Hope you have some more success in your future games and remember playing Hearthstone is about having fun! =)
What are we supposed to play with the new standard format
No one can answer this until the new expansion cards come out.
Damn fun to play! It's a really frustrating deck when it doesn't work - usually when you lose, it's going to be while you're sitting there with all but one combo piece in your hand, or it's just not even close - but when it works, it's just one turn of math and BOOM. The frustration of those "so close, yet so far" losses makes it feel worse than the average deck, because your instinct is to blame the deck for not giving you that one Charge when you needed it, or being 2 damage off lethal. But that's more of a mental thing than an actual shortcoming of the deck, it's just the way the deck works. It often IS just one card difference between losing or "Heh. Well played."
I haven't gone too far with it yet, but so far it seems strong, if tricky to play! Very similar in a lot of aspects to Oil Rogue, I feel, in the way you play for tempo early/mid, and you're constantly building up that threat of an explosive turn that ends the game on the spot. I'm not sure how far I can pilot the deck myself, but I don't doubt that a lot of my losses so far have been a result of plays I could have done better (hindsight is another frustration of this deck, realizing on turn 6 that if you had done a trade more or less aggressively, you would have that extra turn needed to get your full combo off before dying).
Glad you're enjoying the deck and yes, the play-style can be quite similar to Oil Rogue. Just like Oil Rogue, sometimes you burn through your resources responding to threats and run out of steam if you don't get your card draw going. Hope you have some more success than frustration this season with the deck! =)
I didn't get this deck. In videos you have very good luck, but in realit I see something else. I'm quickly run out of weapons, slams and executes, and my opponent have a couple of minions on the board and 20+ hp, and I'm about 10... And have no time develop patrons, and haven't enough cards to use worgen.
I don't see how to control the board...
You can't win every game and you will lose the games where you aren't able to develop patrons in a timely manner against aggro, especially if they curve out well. You may consider trying a standard patron list to see if the reason you are losing is because of the list or because of bad luck/misplays.
Oh dear god i just made a warrior cry, he was at 36 armor and killed all my patrons, he though he was safe. I got an emperor off earlier and then the DREAM!.
worgen+inner rage+rampage+charge into a faceless manipulator = 44 damage, oh i wish i could have seen his face.