What if... hack the system was meant to be a control card?
My take on hack the system is a pseudo control style of play, you keep on pumping your army of golems, but instead of going face with it you should use it to value trade and control the board.
You don't need card draw in your deck, because you will be wanting to press that hero power button twice every single turn once your quest is activated. The main problem with this deck with other builds of hack the system is that there are almost zero removal tools in it. Once you have lost board you basically lost the game, there was no way to swing back the board.
Well as you can see in this list, there are a plethora of options to generate tempo back to our side, while we keep on generating 2 golems a turn. The deck is build with a mana cost in mind that will almost always allow us to play a removal + press the hero button twice every turn.
Bombs package is played to eliminate the highlander decks , it also gives us that extra damage needed to close out games against control warrior. But the main use of bombs is that it can finish games on its own if you drag the game out long enough. This deck actually destroys control warrior provided that they do not have boom on 7. If they do have Boom on 7, we will still win but we will need to play elysian in the end.
Elysiana is only in this list to beat control warrior, it can easily be swapped out with another militia commander, big game hunter, brawl etc, whatever you want.
Try it out, it's pretty good and it's much more fun than the traditional playstyle. Let me know in the comments if you have any questions.
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https://www.hearthpwn.com/decks/1304875-the-best-hack-control-warrior-list-legend
What if... hack the system was meant to be a control card?
My take on hack the system is a pseudo control style of play, you keep on pumping your army of golems, but instead of going face with it you should use it to value trade and control the board.
You don't need card draw in your deck, because you will be wanting to press that hero power button twice every single turn once your quest is activated. The main problem with this deck with other builds of hack the system is that there are almost zero removal tools in it. Once you have lost board you basically lost the game, there was no way to swing back the board.
Well as you can see in this list, there are a plethora of options to generate tempo back to our side, while we keep on generating 2 golems a turn. The deck is build with a mana cost in mind that will almost always allow us to play a removal + press the hero button twice every turn.
Bombs package is played to eliminate the highlander decks , it also gives us that extra damage needed to close out games against control warrior. But the main use of bombs is that it can finish games on its own if you drag the game out long enough. This deck actually destroys control warrior provided that they do not have boom on 7. If they do have Boom on 7, we will still win but we will need to play elysian in the end.
Elysiana is only in this list to beat control warrior, it can easily be swapped out with another militia commander, big game hunter, brawl etc, whatever you want.
Try it out, it's pretty good and it's much more fun than the traditional playstyle.
Let me know in the comments if you have any questions.