Hi, saw your deck, and I think I've decided to craft CW, but a couple of questions, hopefully it won't take too much time.
Is Emperor Thaurissan a good replacement for Justicar? 6 drop for 6 drop?
Is this a good deck to climb to rank 5 with? I'm in high school and I don't have alot of time, but I play when I do have time. I saw that it was bad to climb to 10 from 20, as you said, but what about 10 to 5? If I'm not grinding to legend?
Thanks for your list, and thanks if you answer. =)
EDIT: Also, should I make Justicar a crafting priority? She's not currently on my list, but is she really that good, especially vs aggro where she might not get as much value? Also, when do I typically play her, since it seems like a really odd card that could be a bad play sometimes, even if on curve, with the 3 health and everything.
So sorry for answering late! Sadly replacing 6 drop for 6 drop isn't how it works.
Justicar is that good. It's honestly I'd say high priority in the deck. If you don't have it, emperor is okay to replace it if you don't have the dust.
And it is a good deck to climb with but keep a few things in mind:
-The deck, like any other, needs quite a few games to get a hold of and get good with.
-It's a control deck. When I said it's a bad climb it's because it's SLOW. It's bad because that would take forever, even against less-skilled players. Pros recommend to play faster aggro decks because you get more games in.
Any advice for against Zoolock? Or is the deck a bit too fluid at the moment- some Gormoks, some BGH, etc.? Gormok seems to ruin my day a lot, just speeding them up too much, or I clear their board, they just flood again, or my early game works against me because mal'ganis comes down early on their turn and they trade well? WIthout dropping stuff, I can't compete for board, but with it, they get free big stuff from voidcallers. Not to mention that the mulligan is a pain in the backside due to handlock, or there's decks with "suddenly, dreadsteeds!", which tend to overwhelm me.
Zoolock is actually pretty card depending on their hand (I know that can be said for everything, but especially for zoo)
The decks with dreadsteed shouldn't be an issue, it's just a slower and more removal based deck, should be able to out-armor it honestly.
Basically, you need to have removal at the ready whenever they play voidcaller and/or save it. If possible, you need to be the one to pop a voidcaller so you can instantly deal with Mal'ganis/Doomguard instantly.
Other than that it's just standard
-What do they have?
-What's the worst case senario?
-Should I try to bait them into overextending? What if they don't fall for it? If I brawl this turn can I follow up?
I'm loving Justicar trueheart. I can think of so many matches where i would have ended up dying that 4 armor gain per turn is huge and really makes the difference in a lot of my match ups.
With a bad draw, or running up against a god draw, you're going to have a hard time against aggro/tempo decks.
The most obvious questions I think you need to pose to yourself about your deck are;
Why no armorsmiths? They can stack you a ton of armour, trade well with a lot of things early on, and trade upwards in a lot of cases if you pair them with Cruel taskmasters
Why Unstable Ghouls over Deathlords? I'm not entirely clear what purpose the Unstable Ghouls are serving here. They're decent against a muster of battle, but they're not doing a whole lot else. You're running double brawl already, it seems like Deathlords would be a lot more versatile against non-paladin decks
Why no slam/cruel taskmasters? Slams are a super versatile card they improve your aggro matchup and still serve a good purpose in control. Taskmasters help you trade early minions upwards, get more mileage out of acolytes to look for big answers, and can get rid of annoying things like leper gnomes.
Why are you running Piloted Shredders? I think they're a great card, I run them too in some variations, I think you should just ask yourself what purpose are they serving in this particular list? It sounds like aggro is your problem, in which case they're not doing a whole lot if you're miles behind on board by turn 4.
A last random observation is i'm surprised you're running no BGH, but that's not going to have any impact on your aggro matchup, but it's won me so many games on ladder im surprised to see a CW running 0 copies.
About Handlock specifically - I put up a separate thread to talk about how to deal with them (they cause me problems too!), but I would argue that match up is close to impossible without any BGH in your deck.
About the reliable AOE: try to make sure you prep your brawls wherever possible. If you can have a weapon equipped, or have a sylvanas on board, they become much, much more effective than a naked prayer brawl.
Hey i posted this in your guide but then I read where you said to ask questions here so I'm reposting.
I am having issues dealing with tempo decks where they put down powerful cards on early turns. I struggle to be able to remove these cards. Part of me wants to keep my shield slams and executes in hand (and I usually do) but I run into problems removing the creatures. Things like priest where they blademaster + circle of healing get me because they have a powerful body on the field but I know they have more threats later on such that I will have to deal with.
Sorry, I've been quite busy lately and haven't even played HS in a week or 2.
To answer the general of what I've read:
*Also I like quirky additions to decks so it might be bad but looks good & fun X)
Gorehowl - I think it's okay to have, could even replace a brawl for it. You'd probably get use out of it if you're already in legend, but quing into a lot of secretdins? Probably a bad idea.
@M4ximal - Druid is notoriously hard for warrior. Like, don't expect to win most the time. Best odds are keeping an execute and ANY weapon you get. Basically, you win if they have a semi-bad hand.
It's hard to say because every druid plays the same. The only difference in decision making they make is "Should I play shredder or savage here?" or something really simple like that.
The best way iv found to counter Druids is to play the deck, you actually learn a ton about the matchup. Anyways what I have found to be most effective is to play very aggressive to keep their board cleared and to establish your own so you can start armoring up and get your HP high. Druid has trash removal against our big creatures so once we get the board its probably going to stay and as long as you didn't get too low from the early game you should be able to dig yourself past 14 no problem and even further to keep from dumb combos from happening. Weapons are great but be careful if using the weapon puts you in a risky range, try to find another way to remove the creature. Weapons are good to keep and so is an execute and shield block/shield slam combo is good too also if you hand looks iffy and you don't want to risk getting screwed a belcher is fine to keep.
It is still a hard matchup and some games you will just straight up lose due to amazing draws from them and trash ones for you but playing the matchup right should be about 45% WR which is much better then the 30% that most players say they get. Just keep in mind once you control the board and are over like 22 HP the game is probably won so do all you can to put yourself in that situation.
Somewhere earlier in this thread, it was mentioned that when playing against hunter, if he has secrets up (particularly freezing, bear trap), to simply just not attack.
The problem is, eventually you HAVE to attack. If you just sit around playing defense, he will wait with his bow loaded (wanting to get the extra charges from the secrets), meanwhile slowly chipping away at you. The time comes when you have to go face if you ever want to win. When I wait around, nothing good ever happens. So I'm not sure....
It's just so frustrating... I made some changes to my CW deck, and it was working very well.... I was on a nice little roll, worked my way from rank 13 all the way to rank 8, hardly lost at all
And now I cannot win a game again. Epic losing streak back to rank 10 (and still going).
It's like there are these pockets of time where I kick ass with the deck and beat everything I am seeing, and then suddenly can't beat anything. I need to figure out how to become more consistent with it. I feel like I am always playing it correctly. I don't want to be constantly changing a card or two here and there -- I want a stable, consistent, reliable CW deck that wins 60-65% of the time in any meta. That is what I am looking for, and I know that it exists.
If anyone out there has some free time and wanted to watch me play a few games to give me some pointers, that would be awesome.
Deathlord doesn't seem like a good card to have in the deck. Personal opinion tho.
It's OK-ish. I'm debating the choice heavily ATM, although I'm trying out a lot of stuff. no acolytes 2 shredders/tazdingos.
It just synergizes well with brawl and can auto-win some matchups (Such as pulling frothing from a paton deck)
I'm still trying to adjust it but everything feels so shit to me, I want to remove belchers for lower-drops but it's hard to get value and kills your matchup. But when ~68% of my games are VS Secretdin, bleh.
I don't know if it's okay tho but Deathlords are useful. Maybe @Mendi can give his opinion on this.
BGH is bad to run in a deck with this much removal. Unless you're running cruel-taskmaster. (I run 1 copy)
I'm r1 2 stars ATM with x2 deathlords x2 TazDingos, but it's still random. I hate it and like it at the same time, I feel like I'm changing too much core just to deal with Secretdin and it's hurting other matchups.
Tbh I'd say CW isn't the greatest to ladder 5+ with. On another note, DAT GOLD DECK WTF
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Fatigue warrior might be better in the current meta btw. And by might I mean 90% chance. I haven't played it tho XD
I don't know if it's okay tho but Deathlords are useful. Maybe @Mendi can give his opinion on this.
BGH is bad to run in a deck with this much removal. Unless you're running cruel-taskmaster. (I run 1 copy)
I'm r1 2 stars ATM with x2 deathlords x2 TazDingos, but it's still random. I hate it and like it at the same time, I feel like I'm changing too much core just to deal with Secretdin and it's hurting other matchups.
Tbh I'd say CW isn't the greatest to ladder 5+ with. On another note, DAT GOLD DECK WTF
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Fatigue warrior might be better in the current meta btw. And by might I mean 90% chance. I haven't played it tho XD
Two questions for you Mendi:
1. How does deathlord synergize with brawl? Won't the opponent just end up with an extra minion at the very end of the brawl (assuming the deathlord itself doesn't emerge the victor)?
2. You are running 2 deathlords, 2 sen'jins -- no belchers, no acolytes? Do you find yourself missing the card draw without the acolytes?
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I tested CW with one Bash and one Armorsmith, Bash was doing fine but in most situations Armorsmith is outplaying Bash.
Ok thanks !
So sorry for answering late! Sadly replacing 6 drop for 6 drop isn't how it works.
Justicar is that good. It's honestly I'd say high priority in the deck. If you don't have it, emperor is okay to replace it if you don't have the dust.
And it is a good deck to climb with but keep a few things in mind:
-The deck, like any other, needs quite a few games to get a hold of and get good with.
-It's a control deck. When I said it's a bad climb it's because it's SLOW. It's bad because that would take forever, even against less-skilled players. Pros recommend to play faster aggro decks because you get more games in.
@Magu
I'ma just let you read what mindtimes said but to simplify it ALL:
Force him to execute/shieldslam your:
Belchers
Shieldmaidens
Justicar
Basically, anything unimportant to forcing damage.
Hey guys just got Legend with Control Warrior as well, here's the list I used for those interested.
Does fine in most match-ups and well vs Patron, Dragon Priest, Rogue, Freeze Mage.
Current Deck: [Moon-Arcane Medivh]
Watch me play and follow me on Twitch
Zoolock is actually pretty card depending on their hand (I know that can be said for everything, but especially for zoo)
The decks with dreadsteed shouldn't be an issue, it's just a slower and more removal based deck, should be able to out-armor it honestly.
Basically, you need to have removal at the ready whenever they play voidcaller and/or save it. If possible, you need to be the one to pop a voidcaller so you can instantly deal with Mal'ganis/Doomguard instantly.
Other than that it's just standard
-What do they have?
-What's the worst case senario?
-Should I try to bait them into overextending? What if they don't fall for it? If I brawl this turn can I follow up?
ect.
I'm loving Justicar trueheart. I can think of so many matches where i would have ended up dying that 4 armor gain per turn is huge and really makes the difference in a lot of my match ups.
With a bad draw, or running up against a god draw, you're going to have a hard time against aggro/tempo decks.
The most obvious questions I think you need to pose to yourself about your deck are;
A last random observation is i'm surprised you're running no BGH, but that's not going to have any impact on your aggro matchup, but it's won me so many games on ladder im surprised to see a CW running 0 copies.
About Handlock specifically - I put up a separate thread to talk about how to deal with them (they cause me problems too!), but I would argue that match up is close to impossible without any BGH in your deck.
About the reliable AOE: try to make sure you prep your brawls wherever possible. If you can have a weapon equipped, or have a sylvanas on board, they become much, much more effective than a naked prayer brawl.
Hope that's in some way helpful.
Hey i posted this in your guide but then I read where you said to ask questions here so I'm reposting.
I am having issues dealing with tempo decks where they put down powerful cards on early turns. I struggle to be able to remove these cards. Part of me wants to keep my shield slams and executes in hand (and I usually do) but I run into problems removing the creatures. Things like priest where they blademaster + circle of healing get me because they have a powerful body on the field but I know they have more threats later on such that I will have to deal with.
Control Warrior seems to be working fine for me, just got legend yesterday night.
Sorry, I've been quite busy lately and haven't even played HS in a week or 2.
To answer the general of what I've read:
*Also I like quirky additions to decks so it might be bad but looks good & fun X)
Gorehowl - I think it's okay to have, could even replace a brawl for it. You'd probably get use out of it if you're already in legend, but quing into a lot of secretdins? Probably a bad idea.
@M4ximal - Druid is notoriously hard for warrior. Like, don't expect to win most the time. Best odds are keeping an execute and ANY weapon you get. Basically, you win if they have a semi-bad hand.
It's hard to say because every druid plays the same. The only difference in decision making they make is "Should I play shredder or savage here?" or something really simple like that.
The best way iv found to counter Druids is to play the deck, you actually learn a ton about the matchup. Anyways what I have found to be most effective is to play very aggressive to keep their board cleared and to establish your own so you can start armoring up and get your HP high. Druid has trash removal against our big creatures so once we get the board its probably going to stay and as long as you didn't get too low from the early game you should be able to dig yourself past 14 no problem and even further to keep from dumb combos from happening. Weapons are great but be careful if using the weapon puts you in a risky range, try to find another way to remove the creature. Weapons are good to keep and so is an execute and shield block/shield slam combo is good too also if you hand looks iffy and you don't want to risk getting screwed a belcher is fine to keep.
It is still a hard matchup and some games you will just straight up lose due to amazing draws from them and trash ones for you but playing the matchup right should be about 45% WR which is much better then the 30% that most players say they get. Just keep in mind once you control the board and are over like 22 HP the game is probably won so do all you can to put yourself in that situation.
Bumping this thread as I see a lot of CW help threads on the first page.
I'm running Deathlords in CW again as some secredins aren't running silence ATM and it's the best answer for shielded minibot ATM.
Somewhere earlier in this thread, it was mentioned that when playing against hunter, if he has secrets up (particularly freezing, bear trap), to simply just not attack.
The problem is, eventually you HAVE to attack. If you just sit around playing defense, he will wait with his bow loaded (wanting to get the extra charges from the secrets), meanwhile slowly chipping away at you. The time comes when you have to go face if you ever want to win. When I wait around, nothing good ever happens. So I'm not sure....
It's just so frustrating... I made some changes to my CW deck, and it was working very well.... I was on a nice little roll, worked my way from rank 13 all the way to rank 8, hardly lost at all
And now I cannot win a game again. Epic losing streak back to rank 10 (and still going).
It's like there are these pockets of time where I kick ass with the deck and beat everything I am seeing, and then suddenly can't beat anything. I need to figure out how to become more consistent with it. I feel like I am always playing it correctly. I don't want to be constantly changing a card or two here and there -- I want a stable, consistent, reliable CW deck that wins 60-65% of the time in any meta. That is what I am looking for, and I know that it exists.
If anyone out there has some free time and wanted to watch me play a few games to give me some pointers, that would be awesome.
Are you running Deathlords instead of Belchers, or in addition to Belchers?
Deathlord doesn't seem like a good card to have in the deck. Personal opinion tho.
Retired Hearthstone Columnist
It's OK-ish. I'm debating the choice heavily ATM, although I'm trying out a lot of stuff. no acolytes 2 shredders/tazdingos.
It just synergizes well with brawl and can auto-win some matchups (Such as pulling frothing from a paton deck)
I'm still trying to adjust it but everything feels so shit to me, I want to remove belchers for lower-drops but it's hard to get value and kills your matchup. But when ~68% of my games are VS Secretdin, bleh.
BGH is bad to run in a deck with this much removal. Unless you're running cruel-taskmaster. (I run 1 copy)
I'm r1 2 stars ATM with x2 deathlords x2 TazDingos, but it's still random. I hate it and like it at the same time, I feel like I'm changing too much core just to deal with Secretdin and it's hurting other matchups.
Tbh I'd say CW isn't the greatest to ladder 5+ with. On another note, DAT GOLD DECK WTF
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Fatigue warrior might be better in the current meta btw. And by might I mean 90% chance. I haven't played it tho XD
Two questions for you Mendi:
1. How does deathlord synergize with brawl? Won't the opponent just end up with an extra minion at the very end of the brawl (assuming the deathlord itself doesn't emerge the victor)?
2. You are running 2 deathlords, 2 sen'jins -- no belchers, no acolytes? Do you find yourself missing the card draw without the acolytes?