[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!
Nobody posted but I am pretty sure this deck has something just a little above 50% win rate. I tried a few hands, i am sorry to say but you are relying to much on draw luck with this one. There are a lot better decks out there( not at this cost bu still) that will offer you a much better win rate than this. When it works it is fun, when it doesn't( and it wont a lot of time) you will feel kind of hopeless in your actions to win a game.
Deck to reach legend ? Yes, in about 600 games depending on match-up. Against a heavy secret mage, toast, against a heavy taunt enemy toast. YOu can win if your enemy doesn't realize you are running that worgen which usually any good player will know( considering this deck has 500 likes on heartpwn).
Fun deck i like it, but if you are looking for a good climb don't use it. TCG is already a partial luck game, don't insert even more luck in the equation.Somehting a lot better all around is : http://www.hearthpwn.com/decks/407403-s22-1-legend-world-first-legend-patron-70-winrate if you have gromm and boom.
The patron list you posted is very robust but I believe that it struggles against murloc paly, control priest, and any kind of handlock. This deck is meant to deal with those type of decks while still having a patron core against aggro decks. Of course performing well on ladder is to read the meta well. If you are only facing the counters then you should probably play another deck and switch back when it is favorable again.
You are right, but this deck is for "poorer" players. This deck doesn't require legends like Grommash Hellscream or Dr. Boom. In my opinion both decks are good.
Thanks for this decklist lokshadow, it's the most fun deck I have played so far. Interestingly I am doing quite well against slower decks. Even against freeze mage and wallet warrior, which are supposed to be tough matchups, I can pull up a decent fight. Against control priest and secret pally I have a pretty high winrate.
But it's the aggro decks I'm struggling against. Doesn't matter whether it's face hunter, mech mage, aggro druid, aggro shaman... By the time I could start making patrons they always have me way too low on health already, and/or have complete board control. Any ideas what I might be doing wrong?
I mulligan for war axe, unstable ghoul, armorsmith, cleave, and sometimes deathbite. I know I'm supposed to keep acolyte, but I feel it is too slow and doesn't do anything to block up early aggression. Sometimes I feel like if I don't have fiery war axe by turn 2 the game is over already. I've already tried to substitute gnomish with a second armorsmith, but it didn't do much. It would help more if I could consistently make it to turn 8 or so, where you can start spamming patrons and gaining a bunch of armor in the same time. Alas, that rarely happens for me.
Glad you're having success even against the tough match-ups! As a tip for face decks, spamming patrons may actually be too slow in some cases. The key is survival so perhaps you are being too conservative about using some of those combo pieces such as inner rage and whirlwinds for removal. Sometimes knowing when to hold on to the 2nd charge of death's bite is important too (esp. vs zoo) because it holds cards like implosion back. Also fitting in a battle rage can greatly increase your chances to draw into more answers (sometimes you have to value this over the armor up if you have good battle rage value). Hope it helps!
Thanks for the tips lokshadow. I've tried to implement them in my playing, and after a few games I seem to do better against aggro. Needs some more matches to really judge it, but it looks like I'm improving my game. Thanks for that.
Got It!
Nice! Congrats! =)
Glad you're having success! =)
very good deck!!! but what about Faceless Manipulator i think it's will work great @@
You can certainly include this card to increase the burst potential, but I've usually found the single worgen to be enough.
I love this deck. I'm on a rank streak around rank 12-11 right now. OTKing them is hilarious when they think they've won by taking out your Patrons. Added Justicar and my win rate started jumping. 2 mana for 4 armor for each turn will help you survive to OTK.
T4 Death's Bite, T5 Loatheb, T6 Grim Patron + Whirlwind, T7 2x Shieldblock + Execute, T8 Justicar + Power, T9 or T10 OTK.
This is how my games usually go.
If I don't have ideal hand, I usually look for Exploding Taunt + Slam + Acolyte + Whirlind to generate cards.
Not sure about the Justicar substitution, but I'm glad you're having success with her! Probably only helps vs the aggro match-ups right?
I started using a carbon copy of this deck on ladder (15 down to 19) and casual.
I observed a MUCH higher win rate in casual than I did on ladder, usually just because my opponent's decks were better constructed, had better tempo and killed me way before I could combo, nerfed my card draw and generally dealt with Patron much more efficiently.
I then removed 1x Gnomish Inventor for a second Charge, and 1x Patron for Worgen, and I've seen a massive increase in my win-rate (100% in casual, 100% on ladder (5 games, working up from 19 again)) since.
My reasoning was just that Worgen and Charge were the two combo cards that the deck is generally most reliant on, and has the most trouble to sift through for. Patron's were a dead card for me in a huge amount of my games, and the cost of the Gnomish Inventor for what was usually a single card draw and nothing else was just not working for me.
For anyone else struggling to get the combo lined up and not getting a consistent use out of patron due to removal, I could highly recommend these replacements
I agree with moccajoghurt's response! Patron is the primary win condition against most aggro decks, so you shouldn't cut this unless you really are only facing control/combo decks.
The metas may be quite different in the blackets we play, but against aggro a Loatheb or Thaurissan pumped with whatever happens to be in my hand often becomes my win condition.
My problem with patron is that it's really a dead card at 5 - 7 mana unless you start using combo pieces on it, which always feels like a gamble considering how easy any amount of patrons is to remove for a large number of decks.
I have no problem using an extra charge on Loatheb, Thaurissan or even Patron, and what one extra worgen opens up for me is the ability to actually take the chance to drop a 3 mana worgen on an empty board with +-30% chance of removal before my next turn, which opens up a lot more face damage on my next turn for less mana, and it doesn't *have* to be an OTK combo. Having to rely on charge to make use of your only worgen kills the chance at the OTK so often.
Can I have a chance against mill rogue?
Just pray they won't burn up your worgen or combo cards (rampage, inner rage etc) and u might still otk.. also, if ur hand is full and u got board, use loatheb on turn 5 to counter vanish. GL
With an extra Worgen and Charge (I replaced 1x Patron and Gnomish Inventor), mill rogue is now one of my easiest match-ups and consistently gets me my combo by the time I'm ready to finish them off.
Just have to try not to cycle and hope they don't mill the combo pieces, but mill rogue isn't that popular right now...