Ungoro Theory craft CTRL War
- Last updated Apr 3, 2017 (Un'Goro Prepatch)
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Wild
- 15 Minions
- 13 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Control Warrior
- Crafting Cost: 7240
- Dust Needed: Loading Collection
- Created: 4/1/2017 (Aggro Downfall)
- Skilletzorz
- Registered User
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- 4
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- 24
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Battle Tag:
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Region:
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Total Deck Rating
38
Card choices worth talking about:
Tar Creeper- You don't have 3 mana removal plays anymore, you can't run fierce monkey, and Frothing doesn't really make sense because we don't use the face damage well.
Dirty Rat Versus Sentry- Dirty Rat can be swapped for sentry but sentry can be played out on your terms without additional investment far more safely than Rat can. Rat will be better if more combo decks arise, but as one of decks are leaving the meta, decks should be less sensitive to rat pulls hitting win conditions. Rat is not good against quest decks even if the quest is completed and the minion is not played under the logic that every minion quest deck that plays a minion reward is also in itself minion based. Going on a brief rundown
Priest-You don't care about their life total so unless you specifically hit n'zoth this is a value match up for us and we can't afford to throw hard removals away with how little initiative we have naturally.
Hunter- Not only do they run a lot of minions they also likely complete the quest and play the body in the same turn. Sentry has the interesting problem of giving them beasts for synergy cards but realistically you don't play it into a turn where they get to attack with their 3 raptors, and Rat at best has 4 to 6 non-beast targets to hit anyway.
Druid-You will not win this match up if their ancient of wars cost 10 mana, 5 mana or 0 mana, they can just play one or two big bodies a turn and punch you to death as it has been since the days of mid-range combo druid. You do not need to add x innervates to their deck to make the match up even more wonky.
Paladin-Galvadon has the hunter issue but there's actual upside to pulling the body since unlike the other scenarios the reward is much more threatening than the body. However, let's say you miss it. Your ideal scenario is dirty rat brawling a stealthed Galvadon for when things go bad in this scenario. Sentry improves your odds from a 1 in 3 (33.33...%)chance to a 1 in 5 (20%) assuming no minions are on the field prior to Galvadon entering play.) I would much rather have the odds of clearing Galvadon in the event I don't randomly snipe it from hand instead of the chance of randomly sniping it from hand and potentially giving him more buff targets that I don't want to remove like the Devilsaur egg.
Mage: Mage you can't hit their quest but in the case of mage they have to address your armor totals to kill you with a theoretical Antonidas exodia combo or taunts to deal with you in the event of an arcane giant/Alex OTK. In all of these instances assuming they for whatever reason lack any other minions in deck and you rat out a combo piece you certainly win but there's no clear way that deck is going to kill you and trying to play around every variation of a theoretical OTK deck before we have the cards is not quite going to work out.
The other match ups you either can't directly interact with their quest anyway, or they'll be playing a lot of large mid-range minions anyway that we want to slow down with our bigger taunts.
Gorehowl-I vaguely want this card in here for the match ups where we can't just play the quest and win because our life total is being pressured by burn, but most of the time the quest reward will win us value match ups and in aggressive match ups our taunts should out value their minions.
Tar Lord VS Alley Armor Smith vs Curator/Primordial drake- Until the meta shapes out this one won't be clear but in a vacuum
Tar Lord-Ancient of war in warrior. The 1 attack on our turn isn't relevant, we don't need to trade into things for the most part if they're not hitting our face. Bad against aggro, good against mid-range decks, average against control as it should be relatively annoying to remove and it gives you more big removal targets for them to deal with
Primordial drake- Ancient of Blossoms for 2 more mana, and a consecrate attached. The most value, but we don't actually have ways to punch things down to lower life totals to begin with. Could be high value in the right board state, but way way worse against aggro, and should be good against priest, but most mid-range decks you'd need to additionally run sleep with the fishes to make the card functional.
Alley Armor Smith- Not at all good against control or mid-range but quite good against aggro, see it as a 2/7 that heals you for 4 on average? It's also easier to fit into turns but because we have no from hand removal the card is much harder to utilize, and will often die to value trades. Consider it if the other options feel too slow.
This is a pretty cool deck. I think I'd run Dirty Rat to counter the 4x Sorcerer's Apprentice into Time Warp into Antonidas into literally infinite damage combo. With combo critical minions, that deck is probably weak to Dirty Rat.
Until we see the composition of that deck, I would rather be better against the general playing field, as dirty rat will ruin your priest and druid match up, and the mage deck will still have other minions that you might hit instead.
lol sorry to be commenting all over your post skillet, but im on a ton of adderal studying and really am ejoying the discussion/procrastination.
to answer that specifically I agree that its not worth building the deck just for some hypothetical exodia mage that most likely wont exist because the arcane giant version will be much better against anything thats not taunt warrior probably. Freeze mage has always accepted the loss vs warrior instead of trying to go infinite against it at the expense of their other matchups so I expect time warp mage will be the same.
I really dont agree that dirty rat is worse vs priest and druid. I think this deck will massacre deathrattle priest because of the inevitability of your rag hero power. pulling priests new legendary or their sorceror's apprentice 2.0 into a brawl seems really strong and if you saved both rats youd have a good shot at pulling their quest reward too. Against jade druid theres no shortage of good pulls including any jade minion and especially auctioneer or fandral. I think making the druids hand run out of steam during the mid game with rat will be an important part of stalling their tempo long enough to get your hero power online. and no auctioneer severely limits their ability to slam threats rapidly in the lategame. Overall i think you dont give dirty rat nearly enough credit. Id even argue that against aggro the expected pull off of a rat is better than giving them 3 token minions that they can leverage with things like flametounge totem or buffs. Pirate warrior will likely still be present as well and rat is an MVP in that matchup especially in the lategame when they may not even have minions in hand, and pulling out synergy cards like corsair is important as well.
Trash king mosh for a better card..if you don't then you only need 1 execute, there are a lot of better options than king mosh
I would like to hear what you think a better card is. I don't really mind the suggestion but execute is a bizzare cut over Mosh. Mosh is a flexible removal, like a pseudo brawl or execute that can double as a threat for when you don't need the value of it's text. That's pretty good, but if you want to win even more the options for good value big drops went down. Maybe Ysera or Malkorok? Please shoot ideas my way I'd love to hear them.
Agree 200%, mosh is like a better, class specific deathwing when paired with whirlwind.
Hi, this deck looks pretty good, but I feel that Explore Un'goro would work pretty well in this deck. I think it would work well instead of a late game card like King Mosh or Grom. It offers a way to discover whatever you might need to finish off the game.
I am open to suggestions about this, and I don't know if the card will do well, but I am hopeful for it.
Explore Ungoro if it's the last card in your deck costs 2 then 1 mana to cycle into the card you want to play. So if I want to play a threat above six mana, I would rather play the threat in my deck as opposed to risking a card I can't play until the late game right?
I think Dirty Rat is better than Cornered Sentry because pulling peoples good cards to brawl is really good.
Has anyone thought of the N'Zoth Package with the new dr warrior card?
It activates the Druid quest, and that is not worthwhile for me. There's also just the issue that we want our opponent to pay mana for their threats and then execute them to make our ragnaros hero power more stable, but if the meta slows down the argument could definitely get better
I think the death rattles are a little too bad right now, Sylvanas was a pretty big draw for that deck so now you just end up playing pretty much old N'zoth control warrior except without Sylvanas, and without the quest. That IS good against Jade druid if that keeps around though, and other decks don't deal with N'zoth as easily as they used to with the exception of the mirror and ctrl paladin which should be out of the meta.
hmm, thats actually a super good point about the druid quest I hadnt considered that. If that becomes a large enough part of the meta I could maybe see cutting rat. However, I think that 1- quest ramp druid probably shits on this deck anyways, and 2- youre going to give them enough time to get their quest done anyways so I dont think giving them one minion towards it in exchange for a better brawl or removing a value minion before they can use it is a bad trade.
Really agree about deathrattles. I was making a mock up list for DR priest and was honestly shocked at how hard it was to add in enough playable deathrattles. I ended up throwing in bloodmage just to run a third loot hoarder lol. I wouldnt be surprised to see little to no deathrattle decks in the expansion and think non quest control priest may be superior with all the new toys they got. but thats a discussion for another post haha.
A few cards I like a lot in control warrior that I'm curious as to your thoughts on:
Bright-Eyed Scout - It's not a taunt, and 4 mana is a spot on the curve where you can play a good taunt. But man, I think the fact that it makes the next card cost 5 is a massive advantage, rather than disadvantage. It will suck if you draw a 2 drop, but you're guaranteed to have a turn 5 play if you play it turn 4. And topdecking this thing turn 9 is THE best out in your(or any?) deck. I think time will tell that this card is totally bonkers.
Deathwing - Are you going to have 3 other cards in your hand turn 10 that you don't want to discard? And even if you do, surely you've got 6 of your 7 taunts played by then? Sulfuras is going to win games but not when your hunter opponent has 4 dork creatures on the board. I know you don't want it to take up a spot in your hand early, but it feels like this deck is going to need to put it's foot down at some point and stop taunting and start hero powering with Rag, and this card clears the board to transition between those two phases. It seems about a trillion times better than King Mosh, which is more useful turn 9, but really the only time you can call Mosh a board clear is when you have a whirlwind in your hand turn 10.
Ornery Direhorn - This card is an on-curve value if you get +1/+1, Divine Shield, Can't be targeted, or +3 Health, and it's got flexibility for late-game and utility with Poisonous, +3 Attack, and Windfury. Not sure if taunt will still fill one of the 3 options we are displayed (My guess is that it will not, and we're fishing out of 9 options for adaptations), and to be honest I'm not a stats guy and will need to playtest before I can call this card's RNG tolerable. 6 Mana seems just a hair too steep.
The Curator - It's a big ol' taunt, great in control matchups and tolerable in aggro matchups, can go fetch your Deathwing and your Direhorn Hatchling. It's not strictly worse than Tar Lord on an empty board, and it's serious gas even if your list only runs 1 or 2 dragons and 1 or 2 beasts.
edit: Spelling is hard
I really like the bright-eyed scout idea (assuming you have some big minions) and the deathwing idea. I think your right, if you've played Sulfuras the other cards in your hand likely won't matter. Not to mention deathwing poses a huge threat being a 12-12. Cool ideas.
Bright eyed scout- The ramp is not good card in this deck. I only have 4 cards over 5 mana, why would I want this in my deck? In a very heavy list like the lists Fibonacci would play to beat jade druid that played a bunch of very large threats and little early game, that card makes sense but this list is actually fairly lean despite the tar-lords. This would be a much better card if I could determine my next draw somehow, but if I could do that, I would likely be banned by Blizzard.
Deathwing- As a control warrior player, how are you playing the deck to where you can get to turn 10 and not have any cards in hand? You also can't afford to discard taunts because you can't fufill the quest. We also intend to be on board for most of the game, do not do anything to push face damage in the mid-game so our opponents will usually be in the mid-high 20s giving them minimum 2 turns to react to this card. Mosh can be played in a vacuum as a 9/7 if we need to empty cards from our hand in a mirror, and with a whirlwind to kill our opponent's board. We can also trade an acolyte or anything else and use it as an execute. I would sooner cut this card altogether and play another taunt or a different dragon than either card if I was worried about losing board that badly.
Ornery Direhorn- Taunt with Stealth XD. More seriously, you do pick the best option that you can get but, yes I agree the cost for what could be a vanilla 5/5 or 6/6 taunt seems too steep, The RNG effect means it COULD be stronger than Tar Lord but on average will be weaker than Direhorn Hatchling for mana paid which seems pretty uncomfortable.
Curator- I actually tried to build this deck with the Curator before and it went okay. I just wasn't very satisfied with the dragons I had in the deck, and I didn't see a way to hit enough beasts. My logic ultimately crumbled when I realized I didn't want big value cards in this deck, I'm trying to use Sulfuras as a Jaraxsus like effect. If you need value you can definitely cut Tar Creeper and Mosh for some dragons and an acolyte for the curator but I don't think we want a taunt this small right now.
Bright-Eyed Scout ... because making execute cost 2 mana wasn't enough.
really good points. Id appreciate it if you take a look at the comment I made about 20 min ago and see what you think about my list/my thoughts on the card choices. Bright eyed scout actually does seem like a strong card in the right deck and I hadnt considered it until now, although my gut tells me its not quite good enough in control warrior- definitely deserves playtesting though. Also really not sold on direhorn. although I hate not having any 6 drops at all it just feels weak compared to your other taunt options. theres lots of 7+ taunts that are stronger in the lategame and if youre worried about getting it out earlier id probably just play alley armorsmith in that spot. Glad to see someone else repping the deathwing tech. I always feel like its a card that doesnt receive enough serious consideration from the playerbase in control warrior and in general.
bright eyed scout- agree, strong card but wrong deck.
direhorn- agree, too weak. Id rather run something bigger or even alley armorsmith.
curator- all the beasts and dragons are at the top of the curve so theyre less likely to have been drawn already than the curator minions in, say, current dragon warrior. Its also important i think to consider the value drawn and not the number of cards. Getting a big taunt almost guarenteed (strong synergy with the minion direhorn shuffles into your deck as well) or being a tutor for mosh is hugely impactful.
Deathwing- oh boy, here we go. Im thinking this will be the biggest point of contention in our two lists XD. I first want to say that I agree with you about not needing or wanting a ton of big value drops. that being said, i still think deathwing serves a strong purpose in the list. Everything I say below this paragraph applies even without having already completed your quest. With the quest already completed and activated deathwing becomes INSANE (like i said in another reply deathwing is a lot stronger when you topdeck an almost free rag every turn). One of the biggest weaknesses of the warrior quest will be boards of medium to large minions that arent easily cleared by other means and deathwing resets their board completely and increases the chances of hero powering what you want to hit in the following turns. I almost see this quest as a deathwing ENABLER because the hero power dramatically mitigates the risk of deathwing simply being hard removed. you mention that if someones at 20 hp they have two turns or more to react to deathwing. Thats suddenly not the case anymore when you threaten 8 damage from hand every turn for 2 mana. Dropping deathwing with the quest active is a tremendous amount of pressure to apply when your oponents removal is likely nearly exhasted from your parade of taunt minions.
you mention that theres no way we'd have an empty hand when we play deathwing. On turn 10, I agree, but during the late game when youve had most of your removal drained discarding cards is not so heavy a cost. Additonally, knowing that you have deathwing in hand or in deck allows you to take more aggresive (or more liberal useage of removal) lines of play that culminate in a deathwing turn youve been steering the game towards. And in a situation where you need to play deathwing, what use are the 8 cards in your hand if none of them prevent lethal next turn? Sure its a steep price to discard your hand but its a steeper price to lose the game that turn.
now lets evaluate king mosh for a second since we seem to agree that he is an extremely powerful card. When coupled with whirlwind he is a two card deathwing without the downside in exchange for a smaller body and being less effective in niche cases where there are one or more divine shield minions. In terms of the kind of effect we gain from mosh, he acts like a third (much more powerful brawl) in the sense that they are both nearly unconditional board clears. So essentially we are saying that we are happy to run a third, more powerful brawl. This effect is very similar to deathwing so the real question becomes do we want to run a second copy of mosh (and essentially a fourth brawl effect). I think that this decklist would absolutely run 2x king mosh if he werent legendary so that alone makes deathwing worth consideration. Even though he's arguably weaker than king mosh in many situations, effect redundancy is important and turning a large enemy board into a clean one is probably the single biggest goal this deck needs to be able to accomplish to make effective use of the quest reward.
All that being said.... I will easily concede that while deathwing's effect is powerful, it may simply be overkill. Three massive clears is enough in a lot of matchups if not the majority and if the meta doesnt involve a lot of druid, and/or midrange decks that can easily go wide on the board like shaman or zoo lists he may be unnecesary. My feeling is that this wont be the case and exactly those types of decks will be very common on ladder. Additionally, those matchups are exactly where control warrior has struggled the most and my definition of a good tech card is one that brings up % in your weak matchups without being useless in your others. Even if those sorts of decks are uncommon im not convinced hes an incorrect inclusion because the warrior quest allows DW to be useful in the kinds of matchups that deathwing traditionally has been WORST in. Obviously the usefulness of this example is limited because the deck in question is rotating out but lets look at reno mage. Against renomage deathwing is a dead card 90% of the time because the mage has ample tools to remove deathwing or stall it long enough with freezes and such to render him ineffective. sometimes you steal a game vs renomage with deathwing but its not common. This sort of analysis applies more broadly to deathwing's usefulness in most control matchups where he puts you too far behind on card advantage to recover if he is removed. Assume that you have a rag hero power vs renomage and you use deathwing to clear, lets say, an hp buffed kazakus board. Now as long as you arent in burn range,(and even if you are you could have saved your shield blocks which you usually dont play if you dont need to against control anyways) sure youre behind on cards, but control decks dont do a good job of flooding the board and suddenly your hero power has a 50/50 shot at removing whatever they play each turn. and even if you dont hit their minions you are doing 8 damage to the face which adds up very rapidly. Or suppose youre against a control warlock (probably wont exist in the coming meta but you never know) who slammed jaraxus on turn 9. youre racing to finish your quest but by the time you do you are out of removal and facing down a huge board of 6/6s. you slam deathwing down and suddenly the best your opponent can hope for is remove DW+play a 6/6. Now instead of not saving you from a board of four minions your hero power trades 1 for 1 with his (or just straight up kills them in 2 turns).
I really hope you hung in there for all this text and i look forward to hearing back
9 Taunt minions are too few I imagine, if you want to activate the hero power reliably and fairly "fast". To be honest, I'm not sure there is enough of an incentive or synergy to play CW with the taunt quest. Classic CW revolves around armor and big legendaries, or alternatively hyper control with only Elise and Justicar as late game options, both of which are rotating out. I am a die hard control warrior player, but even I have started theory crafting more minion-based Taunt Warrior decks now. It still bears an element of control, but less than before.
Or maybe I'm just a pessimist. Maybe playing few taunts and activating the Rag hero power late game is good enough. Here's hoping both arch types will be viable!
I personally enjoy control warrior, and my logic on building this deck over the tempo variation is that you don't have very much pressure to begin with.
You're actually at 11 taunts, since 2 taunts shuffle taunts into your deck, but you're free to cut some of the top end and then just play more taunts, I just wanted to play Gromm to have more options and make whirlwinds more relevant in control match ups.
Your strongest plays turns 1-3 as aggresive taunt warrior are rotating and your highest pressure play is a 2/6 on 4 with blood-hoof brave. I'm pessimistic about the idea of getting the battle-rages going and tempo warrior infamously already couldn't kill anyone until 7-8 mana fatties anyway and it just lost a few of the best ones it could play.
You're definitely entitled to your opinion and I think your sentiments are echo'd in the pro scene by people like VLPS, but I don't see the deck coming together in a way I like yet. We'll see though, I loved mid-range warriors as a patron fan!
Well said, mate. Didn't expect such a well-explained response! I'll definitiely try both versions though, I am rooting for CW to survive, as always ;)