Played a couple games with this deck and seemed to dominate my opponents. Didn't play against any shudderwock shamans, but this would probably lose to that tbh
I always thought weapons project looked kinda underwhelming and I've never been a fan of reckless fury. Personally I'd drop both of those and 1 of the brawls and run another warpath and then 2x Wargear for more damage output. Just my 2 cents but otherwise the deck doesn't look bad at all.
I always thought weapons project looked kinda underwhelming and I've never been a fan of reckless fury. Personally I'd drop both of those and 1 of the brawls and run another warpath and then 2x Wargear for more damage output. Just my 2 cents but otherwise the deck doesn't look bad at all.
This deck isn't meant to be "mech warrior" it just happpens to have mechs that can help you control the board so I don't think Wargear is a good addition. I do like the idea of a second Warpath, but having double Brawl + a Reckless Flurry as a psuedo 3rd brawl has been really good against the token and aggro decks. Anything else you'd take out for it?
Edit: btw Dyn-o-matic has been absolutely wrecking non mech decks!
Don't get me wrong I've been whooping Aggro's ass all day, but the thing is, this is day one of this expansion, and most of these control decks are just simply too slow, by 7 in this expansion you're already at 10-15 HP from any common Aggro deck if you didn't get the right cards or get a good mulligan.
Don't get me wrong I've been whooping Aggro's ass all day, but the thing is, this is day one of this expansion, and most of these control decks are just simply too slow, by 7 in this expansion you're already at 10-15 HP from any common Aggro deck if you didn't get the right cards or get a good mulligan.
The beginning of an expansion is typically when aggro does BEST because none of the midrange/control decks have been refined to deal with them. If aggro is already getting beat that's not a great sign for them.
Sure odd paladin does well right now, but you should've seen how disgusting it was the first two weeks of witchwood when no one knew how to build a control deck. Reminded me of undertaker hunter pre nerf.
Im just placing my bets right now Warrior is going to stay shitty, always has been always will be.
Not to mention that every game I've played of this expansion so far has been complete cancer, like its unbearable how cancer some of these decks are, I'm probably on my 9th straight hunter in ranked, and I'm just about to stop playing for a few weeks
Im just placing my bets right now Warrior is going to stay shitty, always has been always will be.
Not to mention that every game I've played of this expansion so far has been complete cancer, like its unbearable how cancer some of these decks are, I'm probably on my 9th straight hunter in ranked, and I'm just about to stop playing for a few weeks
How long have you been playing for? I've been playing since the second month after launch and control warrior was powerful for a very long time and then pirate warrior for a little while after that. Wallet Warrior used to be one of the most powerful archetypes.
I do agree there are a lot of cancerous archetypes right now though!
How does this deck win? Just slow roll to victory? There are so many combo/fatigue decks that beat something like this it's not even funny. Only reason Taunt warrior works is bc of the quest ending games. Same for warlock and gul'dan/cubes. A control deck needs an explosive finisher.
This will only beat poorly made aggro decks - which is probably the bulk of what you're facing right now.
How does this deck win? Just slow roll to victory? There are so many combo/fatigue decks that beat something like this it's not even funny. Only reason Taunt warrior works is bc of the quest ending games. Same for warlock and gul'dan/cubes. A control deck needs an explosive finisher.
This will only beat poorly made aggro decks - which is probably the bulk of what you're facing right now.
Pretty much yes on the "slow roll to victory" part. That's the point of most control decks and of course combo is its weakness. This stomps aggro or midrange and even has enough to deal with other control decks in the late game. Omega assembly + Dr. Booms hero powers are really good.
How does this deck win? Just slow roll to victory? There are so many combo/fatigue decks that beat something like this it's not even funny. Only reason Taunt warrior works is bc of the quest ending games. Same for warlock and gul'dan/cubes. A control deck needs an explosive finisher.
This will only beat poorly made aggro decks - which is probably the bulk of what you're facing right now.
Pretty much yes on the "slow roll to victory" part. That's the point of most control decks and of course combo is its weakness. This stomps aggro or midrange and even has enough to deal with other control decks in the late game. Omega assembly + Dr. Booms hero powers are really good.
That's my experience so far at least!
Yeah that's why I suggested the Wargears for a little more punch. I'm curious how the magnetic mechanic functions with the warrior quest, if you play a magnetic minion with taunt onto another does it count for the quest? Might be worth figuring out. Anyway as others have stated you're gonna run into issues with things like Shudderwock and Maly druid which are gonna demolish a slow deck like this. I'm definitely gonna give mech control warrior a shot because it looks fun and I've been having a blast with Mech pocket galaxy mage. Ultimately though I think The Boomship is going to be what makes warrior more viable again. With that card you can potentially pull off some crazy combos.
Warrior gets another cards that generate armor, Crystallizer 1 mana get 5 armor and you can use it with Reckless Flurry for cost of only 4 mana to clear board of max 5 hp minions - pretty awesome , hero card has 7 armour, you can have hero power that gives you 7 armor so you dont have to be afraid of not getting value from Reckless Flurry or Shield Slam. I am really satisfied on hows control warrior is performing against aggresive matchups. And that 1 mana 1/3 if attacked generate 2 armor(but not using him)
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Played a couple games with this deck and seemed to dominate my opponents. Didn't play against any shudderwock shamans, but this would probably lose to that tbh
I always thought weapons project looked kinda underwhelming and I've never been a fan of reckless fury. Personally I'd drop both of those and 1 of the brawls and run another warpath and then 2x Wargear for more damage output. Just my 2 cents but otherwise the deck doesn't look bad at all.
This deck isn't meant to be "mech warrior" it just happpens to have mechs that can help you control the board so I don't think Wargear is a good addition. I do like the idea of a second Warpath, but having double Brawl + a Reckless Flurry as a psuedo 3rd brawl has been really good against the token and aggro decks. Anything else you'd take out for it?
Edit: btw Dyn-o-matic has been absolutely wrecking non mech decks!
Pretty sure Warrior is insanely weak this expansion.
Just too slow, Aggro is once again going to be completely dominant again with pretty much no weaknesses.
What? Aggro is primarily what I've been beating.... and badly. I'm more worried about the combo druids and shudderwock shamans than aggro.
Don't get me wrong I've been whooping Aggro's ass all day, but the thing is, this is day one of this expansion, and most of these control decks are just simply too slow, by 7 in this expansion you're already at 10-15 HP from any common Aggro deck if you didn't get the right cards or get a good mulligan.
The beginning of an expansion is typically when aggro does BEST because none of the midrange/control decks have been refined to deal with them. If aggro is already getting beat that's not a great sign for them.
Sure odd paladin does well right now, but you should've seen how disgusting it was the first two weeks of witchwood when no one knew how to build a control deck. Reminded me of undertaker hunter pre nerf.
Im just placing my bets right now Warrior is going to stay shitty, always has been always will be.
Not to mention that every game I've played of this expansion so far has been complete cancer, like its unbearable how cancer some of these decks are, I'm probably on my 9th straight hunter in ranked, and I'm just about to stop playing for a few weeks
How long have you been playing for? I've been playing since the second month after launch and control warrior was powerful for a very long time and then pirate warrior for a little while after that. Wallet Warrior used to be one of the most powerful archetypes.
I do agree there are a lot of cancerous archetypes right now though!
Warrior has been at the top of the meta several times........
How does this deck win? Just slow roll to victory? There are so many combo/fatigue decks that beat something like this it's not even funny. Only reason Taunt warrior works is bc of the quest ending games. Same for warlock and gul'dan/cubes. A control deck needs an explosive finisher.
This will only beat poorly made aggro decks - which is probably the bulk of what you're facing right now.
Pretty much yes on the "slow roll to victory" part. That's the point of most control decks and of course combo is its weakness. This stomps aggro or midrange and even has enough to deal with other control decks in the late game. Omega assembly + Dr. Booms hero powers are really good.
That's my experience so far at least!
Yeah that's why I suggested the Wargears for a little more punch. I'm curious how the magnetic mechanic functions with the warrior quest, if you play a magnetic minion with taunt onto another does it count for the quest? Might be worth figuring out. Anyway as others have stated you're gonna run into issues with things like Shudderwock and Maly druid which are gonna demolish a slow deck like this. I'm definitely gonna give mech control warrior a shot because it looks fun and I've been having a blast with Mech pocket galaxy mage. Ultimately though I think The Boomship is going to be what makes warrior more viable again. With that card you can potentially pull off some crazy combos.
Warrior gets another cards that generate armor, Crystallizer 1 mana get 5 armor and you can use it with Reckless Flurry for cost of only 4 mana to clear board of max 5 hp minions - pretty awesome , hero card has 7 armour, you can have hero power that gives you 7 armor so you dont have to be afraid of not getting value from Reckless Flurry or Shield Slam. I am really satisfied on hows control warrior is performing against aggresive matchups. And that 1 mana 1/3 if attacked generate 2 armor(but not using him)