I got #1 legend earlier today. I climbed to #3 with Fatigue Warrior, but hitting the good matchups and highrolled removals against Warlock got me there, wouldn't recommend it for ladder.
Keep (in order of priority): Totem Golem (coin out with the coin usually then you can totem up next turn), Murkspark Eel (very good against enemies' early 2 drops), Flametongue Totem (almost always have a target turn 1), Thing From Below (you get it for very cheap this most often), Jade Claws (if you suspect you will be on the backfoot), Dire Wolf Alpha (weaker Flametongue and die easier), Knife Juggler.
Situational Keep: Devolve, Spellbreaker (good keep vs Warlock, Druid and Priest for their minions and Scarabs, but keep only 1).
Maelstrom Portal (keep against Paladin, try to get as much value as you can out of it for powerful swing, not worth it just to kill 2-3 minions unless you have good minions to follow up).
Sea Giant (keep 1 against Paladin, Shaman if good curve, if extremely good curve keep 1 against control).
Flamewreathed Faceless (keep both vs Druid, keep 1 vs Control).
Matchups: Druid (slightly favoured): if you got strong minion pressure and a good Devolve turn then you should win this easily - Druids can't deal with multiple big hitters consecutively. Try to drop your big boys WITH a number of small stuffs to neutralize their Poison Seeds, don't play more than 4 small minions unless necessary to not play into Plague.
Hunter (slightly favoured): This deck can get burned out by Baku Hunter but you generally can stabilize pretty quickly. Just try to avoid face damage, play around Unleash the Hounds when you have a good board that could win within 2 turns.
Mage (favoured): this deck is not much different from Paladin - get on board very quickly and can play a wide board that is hard for Mages to deal with.
Paladin (favoured): Maelstrom Portal AND Healing Totem are your friends. A turn 1 Totem into Wolf/Flametongue completely shuts down their early game, while Thing from Below and Sea Giant create immense board swings.
Priest (slightly favoured): This deck is fast enough to pressure Big Priest. A right mix of wide board and big dudes will get you far. Nothing you can do about a Barnes into Statue turn 4 though (if that happens, silence/devolve the 1/1 and go face. If he can't kill the Statue, he can't resurrect it).
Rogue (favoured): I have no idea how I went 7-0, but it seems Rogue having to leverage their hero power and sacrificing their HP really helped. They get themselves into lethal range trying to fight for board very often.
Shaman (even): Most Shamans you see are Even Shaman (it's my fault sorry). If it's Shudderwock, enjoy your free win.
Warlock (even): Devolve and Spellbreaker helps. Try to play big dudes early, your opponent usually can't go for a Naga turn if they feel their life total is threatened by a big board. They have no answers for a Faceless/Sea Giant turn 4.
I miss the hell out of playing standard DMH warrior during KFT/KnC, so I'm thinking about diving into wild for the first time.
Do you think Justicar Trueheart is a must-craft for wild fatigue warrior? How about control? Seems Justicar is only really used in warrior decks, and I hate crafting mono-task legendaries. Especially with a super limited dust budget....
How do you feel about Zola the Gorgon in this deck? For bouncing extra Branns/Coldlights/Rats.
Some people like Garrosh over her, but I think the extra armour gain is too good to pass. You'd either want to play Brann or Zola, but Brann enables more fatigue burn with Coldlights imo.
Rollback Post to RevisionRollBack
RenoJackson#11673
To post a comment, please login or register a new account.
I got #1 legend earlier today. I climbed to #3 with Fatigue Warrior, but hitting the good matchups and highrolled removals against Warlock got me there, wouldn't recommend it for ladder.
Decklist:
Winrate 46-33, will update if proof needed.
Decayed to #5, then finished the job with Even Shaman.
Decklist:
General guide:
Keep (in order of priority): Totem Golem (coin out with the coin usually then you can totem up next turn), Murkspark Eel (very good against enemies' early 2 drops), Flametongue Totem (almost always have a target turn 1), Thing From Below (you get it for very cheap this most often), Jade Claws (if you suspect you will be on the backfoot), Dire Wolf Alpha (weaker Flametongue and die easier), Knife Juggler.
Situational Keep: Devolve, Spellbreaker (good keep vs Warlock, Druid and Priest for their minions and Scarabs, but keep only 1).
Maelstrom Portal (keep against Paladin, try to get as much value as you can out of it for powerful swing, not worth it just to kill 2-3 minions unless you have good minions to follow up).
Sea Giant (keep 1 against Paladin, Shaman if good curve, if extremely good curve keep 1 against control).
Flamewreathed Faceless (keep both vs Druid, keep 1 vs Control).
Matchups: Druid (slightly favoured): if you got strong minion pressure and a good Devolve turn then you should win this easily - Druids can't deal with multiple big hitters consecutively. Try to drop your big boys WITH a number of small stuffs to neutralize their Poison Seeds, don't play more than 4 small minions unless necessary to not play into Plague.
Hunter (slightly favoured): This deck can get burned out by Baku Hunter but you generally can stabilize pretty quickly. Just try to avoid face damage, play around Unleash the Hounds when you have a good board that could win within 2 turns.
Mage (favoured): this deck is not much different from Paladin - get on board very quickly and can play a wide board that is hard for Mages to deal with.
Paladin (favoured): Maelstrom Portal AND Healing Totem are your friends. A turn 1 Totem into Wolf/Flametongue completely shuts down their early game, while Thing from Below and Sea Giant create immense board swings.
Priest (slightly favoured): This deck is fast enough to pressure Big Priest. A right mix of wide board and big dudes will get you far. Nothing you can do about a Barnes into Statue turn 4 though (if that happens, silence/devolve the 1/1 and go face. If he can't kill the Statue, he can't resurrect it).
Rogue (favoured): I have no idea how I went 7-0, but it seems Rogue having to leverage their hero power and sacrificing their HP really helped. They get themselves into lethal range trying to fight for board very often.
Shaman (even): Most Shamans you see are Even Shaman (it's my fault sorry). If it's Shudderwock, enjoy your free win.
Warlock (even): Devolve and Spellbreaker helps. Try to play big dudes early, your opponent usually can't go for a Naga turn if they feel their life total is threatened by a big board. They have no answers for a Faceless/Sea Giant turn 4.
RenoJackson#11673
Nicely done! Congratulations.
I miss the hell out of playing standard DMH warrior during KFT/KnC, so I'm thinking about diving into wild for the first time.
Do you think Justicar Trueheart is a must-craft for wild fatigue warrior? How about control? Seems Justicar is only really used in warrior decks, and I hate crafting mono-task legendaries. Especially with a super limited dust budget....
How do you feel about Zola the Gorgon in this deck? For bouncing extra Branns/Coldlights/Rats.
I am using kinda similar version of the deck (with addition of nzoth package) so yea , i can confrim she is essential.
Some people like Garrosh over her, but I think the extra armour gain is too good to pass. You'd either want to play Brann or Zola, but Brann enables more fatigue burn with Coldlights imo.
RenoJackson#11673