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  • Last updated Nov 14, 2017 (Marin's Treasure)
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Wild

  • 8 Minions
  • 19 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Fatigue Warrior
  • Crafting Cost: 7060
  • Dust Needed: Loading Collection
  • Created: 11/15/2017 (Marin's Treasure)
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  • zmauls
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    • 14
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  • Battle Tag:

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  • Region:

    US

  • Total Deck Rating

    15

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This is the deck I used to get to 5 this month. Deck is hella fun and super entertaining. I'd recommend it to anyone and everyone who misses the old Warrior days. Stacking 50+ armor for endgame is not uncommon. In fact, it's very doable with a little practice.

Disclaimer: I cannot take credit for this deck. This is a modified version of Kolento's Fatigue Warrior. With the substitutions I made, this deck functions completely differently. I didn't do well with his version.

WARNING: Do not play this deck if you are facing a lot of Jade Druids or Tempo Rogues. Jade Druid is an auto loss, and my win rate versus Tempo Rogue is abysmal.

This deck excels versus Hunter, Handlock, Priest, Shaman, and Mage. Paladins are a good match-up as well, but do not expect to win going in. This deck does not have a functional "win-condition." You simply play your opponent into fatigue and remove every single threat he plays. Easier said than done, but with a bit of practice, this deck is rewarding, effective, and immensely fun.

I'll write a full guide if this gets any attention. For starters, you should:

Mulligan

Always keep Blood Razor, Ravaging Ghoul, Acolyte of Pain, and Battle Rage. Versus aggro, hold on to Dirty Rat, Whirlwind, and Sleep with the Fishes. For zoo type decks, such as Hunter or Zoolock, I usually hold on to Brawl as well. Dirty Rat, Coldlight Oracle, and Shield Slam are okay to keep versus Priest or Control Warlock.

Strategy

The Win: Your game plan is to keep refilling your deck while removing their minions. Against control decks, eventually they will just run out of things to play. Versus aggro, once they start topdecking, they will most likely concede. If they don't, just play a few Bring It On!'s and they will.

Dead Man Walking: Versus control, do not play one Dead Man's Hand without the second being duped and shuffled into your deck. The only time you might do this is if you end up in fatigue with a really, really great hand (Bring It On!, Shield Slam, Scourgelord Garrosh, Coldlight Oracle, and maybe an Execute or two). Otherwise, you are reshuffling. You always, ALWAYS want to shuffle at least one Coldlight Oracle back into your deck as well. The absolute perfect hand to play Dead Man's Hand versus control would be Coldlight Oracle x2, Execute x2, Scourgelord Garrosh, Shield Slam x2, Bring It On! x2, and of course, Dead Man's Hand x2. This is basically impossible, though. I'm just trying to give you an idea of your priorities versus control. I suppose the only two listed that you shouldn't even consider playing Dead Man's Hand without are Coldlight Oracle and Bring It On!. You will occasionally find yourself at endgame with 4 or 5 Bring It On!'s in hand. It is a beautiful, beautiful thing. For early game, just draw, remove, draw, remove, draw, and try to set up an optimal Dead Man's Hand. Playing one Coldlight Oracle to mill is not a bad idea. If they have a healthy board on turn 7, Dirty Rat and Brawl are your best friends.

Bring It: Versus aggro, it's a completely different story. You will find yourself low on resources at times. Do not worry about shuffling the second Dead Man's Hand into your arsenal. If you find yourself with a hand full of good ol' fashion ass-whoopin', go ahead and shuffle copies of it into your deck. Coldlight Oracle isn't doing you any real favors here, though, to be honest, chances are whatever he draws out you can remove it. Dirty Rat is a fine turn 2 play. Bonus points if you pull Prince Keleseth. Playing both Bring It On!'s because you're about to die is not a bad play, regardless of whether you've shuffled copies into your stack. Usually the discount allows him to dump his hand, which, in turn, allows you to play the most flap-happy Brawl you've ever played. Blood Razor is great for removing early game, especially when paired with Sleep with the Fishes. Those two cards alone are usually enough to board-clear a mid-game Warlock or Rogue.

Again, with a little attention I will expand the guide. As of right now, I just wanted to get this deck out there because it is just so much jeebin' fun. I hope you enjoy it, and I hope the modest strategy section helps some people get started. Thanks for viewing.