Legend Control Warrior [WILD]
- Last updated Feb 9, 2018 (Patches Nerf)
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Wild
- 18 Minions
- 10 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Control Warrior
- Crafting Cost: 13600
- Dust Needed: Loading Collection
- Created: 9/29/2017 (Evergreen Nerfs)
- TheFallenAngle
- Registered User
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- 15
- 52
- 90
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Battle Tag:
FallenAngle#2513
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Region:
EU
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Total Deck Rating
493
Guide:
Matchups:
Aggro- this is usually a favored matchup, with so much taunts, removals and armor gaining most aggro decks get shattered by your superiority. In this matchup cards like Revenge, Ghoul, Deathlord and Sludge Belcher are really good.
Try not to use Coldlight Oracles unless it is absolutely necessary- refueling your opponent with card draw is really shitty in this matchup, after all the aggro deck's greatest weakness is running out of cards very quickly.
KaC- the new card- Drywhisker Armorer provides us with an extremely powerful extra defense tool.
Midrange- This is a bad matchup, you should play them just like aggro and hope they will lose fuel quickly enough. At-least here you get to hide behind Sludge Belchers and try to use Sylvanas+Jasicar Trueheart.
Brawls and Shield Slams are powerful in this matchup.
Control- Here it changes drastically depending on your opponent's deck:
Reno Priest- try to control the board with taunts so he will get as little face damage as possible, spam hero power and pray to high roll Jasicar Trueheart. Armor= he cannot combo you. He cannot combo you= you win.
Try to burn their key cards with Coldlight Oracles (Raza/Shadowreaper, Reno, Kazakus).
In late game just destroy them with Fatigue+Mine/s and Grommash Hellscream.
Jade Druid: here you get deleted in late game, so there in only one solution- go SMOrc, get early board control and crush your opponent's face as quickly as possible, try to shuffle your mine with Iron Juggernaut before they use Ultimate Infestation and shuffle lots of Jade Idols so they will not be able to draw so much/ take 10 free damage (you also get the 6/5 anyways to SMOrc). Use cards like Grommash and Death's Bite to crush his face quickly. Beware cards like Ultimate Infestation and remember Druids have no "big boardclears".
OTK- The OTK decks should be separated into two different groups:
1)Ones that cannot oneshot you after you gain to much armor.
2)Exodias
In the 1st case you should just armor up easily and defeat them.
In the 2nd case you should SMOrc them before they get the combo, and in case their decks are finished try to combo them 1st and use fatigue to play around Ice Blocks (most of the time they are going to be Mages).
In both cases use Coldlight Oracles ONLY to burn their cards (unless already in Fatigue of-course) in an attempt to burn a key card and win the game immediately (when you burn an Exodia Mage's Archmage Antonidas they tend to concede).
In the separation to two different decks there is only 1 exception- that is not an actual Exodia but still obviously belongs in group 2, the Exodias. That deck is OTK Aviana Kun Malygos Druid- although it is really not popular in legend ranks there are always people playing weird decks, and with INSANE amounts of OTK damage they can deal even 80 damage in a single turn and more.
Mulligans:
Against aggro:
Revenge, King's Defender, Shield Block, Deathlord.
Midrange: Shield Slam, Deathlord, King's Defender, Brawl, sometimes even Sludge Belcher.
VS Rogues Executes can play around early Edwins.
Control: Acolyte Of Pain, Coldlight Oracle, Execute, Brann when you have Coldlight Oracle in hand.
OTK: Acolyte Of Pain, Coldlight Oracle, Brann Bronzebeard.
Exodias: Early game cards that can help you SMOrc.
In my opinion, if you are not sure if your opponent is Aggro/Control (a good example is warrior), then you should mulligan for Aggro because there the early game cards matter most. so against:
Druid- mulligan Aggro
Hunter- Aggro (midhunter=aggro kappa)
Mage- OTK
Paladin- Aggro (midpala is very aggressive)
Priest- Control
Rogue- Midrange (this class is outstanding, even when aggro Midrange mulligan is better)
Shaman-Aggro
Warlock- Midrange (demonlock)
Warrior-AGGRO (Yarr yarr yarr imma pirate).
Endgame combos and finishers explanation:
1st you Dead Man's Hand while you have both Brann and Iron Juggernaut in hand you your opponent is in/close to Fatigue (no cards in deck).
Then you Brann-Juggernaut to shuffle two mines into your opponent's deck, deal 20 damage (2 times- 40 damage). If he is healing like crazy and even that is not enough, then you have two more finishers- you have fatigue to kills him slowly, and this one more option-
Death's Bite/ Revenge+Grommash Hellscream-
you can use Grommash before or after shuffling mines, and he is 10 more damage(20 with Dead Man's Hand). If you Grommash to force your opponent to Reno, then he cannot heal after your mines anymore and will die.
N'zoth-
you can use N'zoth up to two times! so even if your opponent Polymorphs your minions in the 1st time you still get your insane value, the minions that are spawned from N'zoth's battlecry with both protect you from your opponent's minion's attacks, provide after death-value to play around boardclears and give you the option to deal big amounts of damage to your opponent's face.
Kobolds And Catacombs
Edit 10/12/17
Removed: x1 King's Defender x1 Shield Block
Added: +2 Drywhisker Armorer
The Upcoming Changes:
I am thrilled to experiment with the new cards, and see which will be fitting to join our Control Warrior deck- two have already joined the crew- the Drywhisker Armorers. I believe that many other changes might come, due to cards that I will find powerful in this archetype (like, for an example, Geosculptor Yip, a new Warrior Legendary that I am about to experiment with soon, or due to meta changes that will effect our gameplan.
I am happy to say that I'v found this deck successful lately, and after a streak of 6-0 I decided these changes were ready to be posted here, on Hearthpwn.
If you have any suggestions for the deck I'll be glad to hear them! comment below and I'll try to answer as soon as possible.
I haven't made a card replacements guide, do you want me to make one/a budget list?
Do you think I should make a part in the guide that explains card choices?
If there is anything else you want to know, or any questions you want to ask please comment below, I'll try to answer as quickly as possible.
I like the idea of deck. I really want to see Control Warrior in meta with Geosculptor Yip
How is this deck against Naga Giantlock btw?
Bloodrazor > Death's Bite?
I gotta check this out, when the nerfs hit i'm going to return to this deck & try to make control warrior live once more!! (I switched to Freeze Mage recently)
IMHO I will fail xD, but it's worth to try using this vs the warlocks (might work with creating "a wall" against Cubelocks/brawl gg ez clap vs Naga-Giants).
So fun. The only deck I'm playing in wild. I've brought Elise Starseeker for extra greed. Not sure it is better.
I'v actually done that In top 300 legend, It's way less effective VS Control, but lets you put in more anti-aggro cards, while being by itself a Win Condition that with enough luck can beat any deck (and we have skill, so we have luck luck=skill lmao).
I love the deck.
I made some slight alterations and it's been working amazingly for me.
-1 Acolyte of Pain, -1 Revenge
+1 Elise Trailblazer, +1 Stonehill Defender
Elise's Synergy with Deadman's Hand gives you more fuel for end game against control decks by opening the pack, and shuffling the new 5 cards into your deck (also has small synergy with Brann if facing Mill), and Stonehill Defender is the safe option against all deck types.
this seems like a good idea :D
I don't like the changes for one main reason- I love looking at the deck more as a combo endgame finisher deck and less as a traditional control deck- I believe running less draw for more value cards is good for most control decks, but here it will only delay your endgame combo and give your opponent a chance to kill you.
That of-course, depends on your playstyle, while I like playing like this you may like the more traditional control, and I think it is a great idea to make any changes you like in order to make the deck as fun and fitting for you as possible (Hey, when I hit legend last season I even started running Elise Starseeker for a while!).
I really do like the idea behind the changes and I will try them myself later and explore more about the traditional control later- thank you for posting them here! :-)
Have you tried it with Sleep with the Fishes? (That seems like it would work well with the Revenge, Ravaging Ghoul, and Death's Bite.) If you did, what made you decide not to include it?
No I haven't, but having extra board clears doesn't seem necessary atm, and I don't actually own the card so I'll need to skip.
You're invited to try it and tell me the results, I think i'd cut King's Defender for 1st copy and if you want to run x2 then Ravaging Ghoul as well.
Then you're probably playing this deck wrong... I actually have a solid 70% WR against aggro (with the exception of Tempo Rogue that always puts that turn 2 Prince 3 times...).
I meant the aggro decks that were popular at the rank 2-legend area at the time
Not sure if anyone has mentioned it yet, but Iron Juggernaut is counter intuitive. You're trying to mill your opponent, not give them cards. So I threw in a Direhorn Hatchling. One, more N'zoth fuel. Two, throws an additional card in your deck to help you from self mill. If you hit Direhorn with Dead Man's Hand it's like you get four cards worth of value for the price of one. Just a throught.
when he draw mine, get dmg and draw another card, so u dont give him "more cards"
Forgot about the draw, but I still stand by Direhorn being better. In the super attrition games it makes a huge difference.
You forgot one thing- when your opponent draws the Mine he immediately draws a card, so it does not counter your milling. By adding Direhorns you shuffle cards into your deck, and that counters yourself because then it takes you more time to draw your combo and win.
It's still a bit counter against your mill. Since when you play coldlight you want to mill him for key cards, but if you burn a bomb he takes no damage.
In most games you will Coldlight before shuffling the mine into his deck.
I believe it is an over-kill, I ran 2 of them in the beginning of the season but I saw that waiting until you have the 2nd one to create the infinite loop just slows you down to much, and that having your finishers played 2 times is usually a bit of an over-kill alone, so three times is just crazy. I do understand why you see it as an option though, in theory in does make lots of sense, to bad it's just not practical enough.
Climbing with it is possible (I did it), and is fun, but there are better decks for laddering. Make your decision based on whether you prefer to play a good & fun deck atm or tryhard climb so you will get that 400 dust and then start hfing.