Here is the write up as well for it that I posted with the deck
Design:
It is a pretty typical control deck, but here are the things it really is tuned for. With the current meta (currently at rank 12) I am seeing about;
85% agro, mostly zoo, some warrior 5% midrange, usually mage 10% control mostly warrior or handlock5% random stuff like hunters with weird builds
With the meta being so aggro heavy it was easy to skew it in a manner that really increased the likelihood of winning. Pyromancer early usually just wins the games outright with things like equality and consecrate I probably have a win % in the 70-75% against zoo, 65% against warrior, and 80% against hunters simply because its easy to keep them from comboing off. Overall you are highly likely to win against agro.
The deck can match handlock punch for punch if not go over the top of their giants just buy holding board wipes for giants. Once they cast Lord Jarraxus, you are more than likely to a point where you should win because they are hurting and your board is very much in a good standpoint. Against other controls you simply are looking to match 1-1 trades, get a positive 2-1 if possible and save your equalities for high value. It becomes a very slow game but with your heals and wipes you can usually outlast their finishers.
Against mid-range I have found that you want to be the aggresor, your creatures are typically to powerful and your boards wipes give you lots of playroom. If you stick a Terrion you win, its almost impossible to lose at this point unless you already are.
The deck as a really interesting curve to it, climbing up to 4 very well, falls to 1 card at 5 being a faceless, then the same style of curve back to the top end. The great thing about this is in the mid game you want to be able to cast multiple cards during turns 5-7. This is where you win or lose the game most of the time. If you can enter turn 8 with board control, you are likely winning the game. Focus on those turns the most, draw out removal with cards like sunwalker and cairne so your giant or terrion can win the game.
Yeti is a solid late game card. Not many creatures can deal well with him and his large body can soak some damage, do not underestimate him.
The scariest matchup is the Control Warrior running armorsmith. You have to be the aggressor in this matchup or you fall behind fast and its so hard to catchup with their board wipes and shield slams, Armorsmith must die ASAP, the next target is frothing berserker. those two creatures will win the game on their own and can trade for every card in your deck. Draw out shield slams ASAP and get Rag to stick and you are in the winners circle.
Overall for this meta and what I have come up against most matches are winnable if you take your time and make good decisions. You will be in some bad spots but your heals and wipes will catch you up. Do not waste the heal if it isnt needed, your probably ahead and no use wasting resources if something bad happens.
The deck can adapt very well to any match-up, I honestly believe it is an underplayed deck in favor of the decks you see streamers play. It is fairly boring to play because you have to think and games usually last about 20 minutes. It is not a goldfarmers dream to say the least
Let me know what you think, any ideas or changes? I want to add Ysera, but do not own her at the time.
I added a Doomsayer to essentially time walk agro decks in the early game where they can build a huge huge lead if im not already holding a board wipe. Have not tried it out. I added a Big Game Hunter for big creatures that can be hard to deal with along with a Sylvanas Windrunner which had huge punches to the power of the deck.
I don't see the point of Noble Sacrifice in this deck. I would probably use Sword of Justice and Blessing of Kings in their place but don't know why are you wondering about changes if the deck is so succesful.
Always nice to get some input, things can always be improved on. Noble Sac does a few things though. It is a removal against agro, messes with math with it comes to removal of creatures like Rag and gives you a early temp swing against Zoo. on turn three against agro it allows you to Pyromancer, Noble to kill all 1hp minions, then will kill anything that swings the next turn for the most part. its underplayed in control and is very powerful. Most people are not thinking about it for some reason and really does some good things when ever it is triggered. I have tried both of the cards you mentioned. I liked kings, but it felt like a win more card really unless it was on a token, and at that point i would rather run a Leroy Jenkins for burst or removal. I might try sword again once I start playing more control decks. Going over the top seems important at that point and the extra power and toughness will matter more than likely. Thank you for your suggestions.
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Here is the write up as well for it that I posted with the deck
Design:
It is a pretty typical control deck, but here are the things it really is tuned for. With the current meta (currently at rank 12) I am seeing about;
85% agro, mostly zoo, some warrior
5% midrange, usually mage
10% control mostly warrior or handlock5% random stuff like hunters with weird builds
With the meta being so aggro heavy it was easy to skew it in a manner that really increased the likelihood of winning. Pyromancer early usually just wins the games outright with things like equality and consecrate
I probably have a win % in the 70-75% against zoo, 65% against warrior, and 80% against hunters simply because its easy to keep them from comboing off. Overall you are highly likely to win against agro.
The deck can match handlock punch for punch if not go over the top of their giants just buy holding board wipes for giants. Once they cast Lord Jarraxus, you are more than likely to a point where you should win because they are hurting and your board is very much in a good standpoint.
Against other controls you simply are looking to match 1-1 trades, get a positive 2-1 if possible and save your equalities for high value. It becomes a very slow game but with your heals and wipes you can usually outlast their finishers.
Against mid-range I have found that you want to be the aggresor, your creatures are typically to powerful and your boards wipes give you lots of playroom. If you stick a Terrion you win, its almost impossible to lose at this point unless you already are.
The deck as a really interesting curve to it, climbing up to 4 very well, falls to 1 card at 5 being a faceless, then the same style of curve back to the top end. The great thing about this is in the mid game you want to be able to cast multiple cards during turns 5-7. This is where you win or lose the game most of the time. If you can enter turn 8 with board control, you are likely winning the game. Focus on those turns the most, draw out removal with cards like sunwalker and cairne so your giant or terrion can win the game.
Yeti is a solid late game card. Not many creatures can deal well with him and his large body can soak some damage, do not underestimate him.
The scariest matchup is the Control Warrior running armorsmith. You have to be the aggressor in this matchup or you fall behind fast and its so hard to catchup with their board wipes and shield slams, Armorsmith must die ASAP, the next target is frothing berserker. those two creatures will win the game on their own and can trade for every card in your deck. Draw out shield slams ASAP and get Rag to stick and you are in the winners circle.
Overall for this meta and what I have come up against most matches are winnable if you take your time and make good decisions. You will be in some bad spots but your heals and wipes will catch you up. Do not waste the heal if it isnt needed, your probably ahead and no use wasting resources if something bad happens.
The deck can adapt very well to any match-up, I honestly believe it is an underplayed deck in favor of the decks you see streamers play. It is fairly boring to play because you have to think and games usually last about 20 minutes. It is not a goldfarmers dream to say the least
Let me know what you think, any ideas or changes?
I want to add Ysera, but do not own her at the time.
Here is the updated deck. It is largely improved. Winning about 75% of my games easily.
I added a Doomsayer to essentially time walk agro decks in the early game where they can build a huge huge lead if im not already holding a board wipe. Have not tried it out. I added a Big Game Hunter for big creatures that can be hard to deal with along with a Sylvanas Windrunner which had huge punches to the power of the deck.
Any one have any input?
I don't see the point of Noble Sacrifice in this deck. I would probably use Sword of Justice and Blessing of Kings in their place but don't know why are you wondering about changes if the deck is so succesful.
Always nice to get some input, things can always be improved on.
Noble Sac does a few things though. It is a removal against agro, messes with math with it comes to removal of creatures like Rag and gives you a early temp swing against Zoo. on turn three against agro it allows you to Pyromancer, Noble to kill all 1hp minions, then will kill anything that swings the next turn for the most part. its underplayed in control and is very powerful. Most people are not thinking about it for some reason and really does some good things when ever it is triggered.
I have tried both of the cards you mentioned. I liked kings, but it felt like a win more card really unless it was on a token, and at that point i would rather run a Leroy Jenkins for burst or removal.
I might try sword again once I start playing more control decks. Going over the top seems important at that point and the extra power and toughness will matter more than likely. Thank you for your suggestions.