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Control Warrior [Wild]

  • Last updated Jun 9, 2017 (Un'Goro Launch)
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Wild

  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Warrior
  • Crafting Cost: 5880
  • Dust Needed: Loading Collection
  • Created: 6/9/2017 (Un'Goro Launch)
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This deck is relatively simple to play.

I  used it just after old gods in standard and has worked well so I haven't attempt to fit any of the more recent cards into this deck. if you would prefer to play this deck in standard there are plenty of good cards in the newest expansion un'goro to replace the wild cards in this recipe.

The Mulligan

for this deck the mulligan is fairly obvious throwback all four legendry's, grim patrons and bloodhoof brave. most of the spells are decent in the starting hand for manipulating the board in the early turns however battle rage is a definite throwback and I tend to also chuck executes as well otherwise make sure you have at least on creature to hold your side of the board.

The Play

like most control decks control the board and outpacing your opponent is the general rule.

Early on - Make trades and use spells such as blood to ichor and slam to lower the health of minions early to then trade with a slime (from blood to ichor), armoursmith or ravaging ghoul. the 2 mana weapon fiery war axe is one of the best warrior cards and is universal in almost all warrior decks, use it to counter any cheap threats like northshire cleric.

Later game - If your opponent has a field when you play bloodhoof brave then look to enrage it to get max damage and potentially maimed, injure or kill opposing creatures. minions such emperor thuarissan and frothing berserker are always marked as targets so play one or the other to suck up a removal before throwing down something like Ragnaros the fire lord or grommash hellscream.

The synergy is real - Another dosh move to look out for if they leave a frothing berserker alive is to leeroy Jackson then whirlwind to throw out at least 12 damage plus an additional for each other creature. that also brings me to mention that never waste a whirlwind, with exeption to clearing a aggro's field whirlwind is key to playing on a large field of your own to receive multiple boosts or to bring out high numbers of grim patrons or possibly enrage grommash hellscream for a finisher so they are trump cards. ravaging ghoul however is more versatile because it is more expensive and drops a 3/3