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Legendary Dragon Warrior Wild Deck

Last updated on Sep 23, 2015 at 06:22 by Sottle 55 comments

Table of Contents

Dragon Warrior is a new take on the late-game Warrior deck that departs from the usual Control Warrior based strategy. Instead of simply stalling through the early and mid-game turns, it aims to play a more proactive curve of minions and fight for the board much earlier, to create a stable platform for a series of late-game win conditions.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Legendary Dragon Warrior Wild Deck

Our deck costs 10,720 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Dragon Warrior is a late-game focused Warrior deck that strays away from the standard Control Warrior formula, and instead tries to play a more proactive strategy by curving out with powerful minions to control the Tempo of the game throughout the mid-game, before sealing the game with a near endless supply of late-game power.

Your early game, as with many Warrior decks, is reliant on Fiery War Axe to carry you through the early turns. However, it is less detrimental to miss your War Axe in this deck than in many others. This build plays two other fine early game cards that can help you to pull through the early-game in the form of Alexstrasza's Champion and Bash. Alexstrasza's Champion can come down on turn 2 and trade for your opponent's first minion, often sticking to the board and reversing the Tempo of the game immediately. Bash is a last gasp emergency card that can help you to survive against problematic minions if you miss both of these options.

Once you have navigated these early-game turns, the decks starts to become more straightforward. Your goal is simply to curve through your mid-game minions as smoothly as possible, since all of your possible options are extremely powerful, if you are able to curve reasonably well, you should comfortably outclass your opponent's options. The dream curve of Blackwing Technician, Twilight Guardian, and Blackwing Corruptor is usually too much for any opponent to cope with and will cement your board position comfortably. If you happen to miss some important drops along your Mana curve, you can still compensate by using removal spells such as Execute, Bash, or Shield Slam, or using Death's Bite to take control of the board.

Additional mid-game minions like Azure Drake and Shieldmaiden can be used to maintain pressure and keep your resources high. Since this deck does not play Acolyte of Pain like most Warrior builds, Azure Drake is very important for maintaining initiative. Shieldmaiden on the other hand is key as always for activating your Shield Slams in the mid-game, and can represent some powerful swings in the mid-game by taking out a midrange minion from your opponent. Finally Emperor Thaurissan is included in the deck to round out the mid-game package. Although Emperor does not activate any specific combos in this deck, there are so many high Mana cost cards present, that the acceleration provided by Emperor can be excellent in the late-game.

Your overall goal with this deck is simply to engineer the game into a situation where you feel comfortable simply playing huge minion after huge minion in the late-game. Chillmaw is an excellent starting point for this strategy, since it can help you to clear the board ready for your additional threats. If you are able to reach the late-game in a comfortable position, then your collection of late-game minions should easily outclass even the most late-game focused opposing deck.

It should be noted, that since this deck does not play the usual activators for Grommash Hellscream, such as Cruel Taskmaster, that you should feel free to use Grommash as a board control tool, and not necessarily save it for lethal damage as you often would in a standard Control Warrior deck. Even without the extra damage from Grommash, the extra damage you net from your more proactive minion strategy should help you to seal the game.

3.1. Synergies & Combinations

The Dragons and Dragon activated cards in your deck all tie together to make this deck more powerful than the sum of its parts. With this in mind you should pay close attention to whether playing the last remaining Dragon in your hand is correct, or whether it is better to hold it to activate other cards on a future turn.

The second attack of Death's Bite is the only reliable activator for Grommash Hellscream in the deck.

3.2. Mulligans & Matchup Specific Strategies

In almost every matchup, you will look to mulligan for Fiery War Axe, Alexstrasza's Champion, and Death's Bite. If you do not have either the Fiery War Axe or 2-drop, then you can consider keeping Bash as a backup plan.

Against Aggro, mulligan harder than usual for your Fiery War Axe, as having this card in your opening hand can increase your winrate by as much as 25-30% against some decks such as Zoo and Tempo Mage. The ideal hand against Aggro usually contains combinations of Fiery War Axe, Alexstrasza's Champion, Twilight Guardian, and Blackwing Technician.

Against Control, you should simply mulligan for a strong curve of minions. You need to pay close attention to whether or not you are likely to have the required Dragons to activate your cards. Twilight Guardian is an excellent choice to keep in order to activate early-game cards like Alexstrasza's Champion and Blackwing Corruptor, and gives you enough time to draw into a further Dragon to then activate the Twilight Guardian itself. The ideal hand against Control usually contains combinations of Alexstrasza's Champion, Blackwing Technician, Twilight Guardian, and Death's Bite.

3.3. Card Swaps

This deck only includes one copy of Execute, since you do not play as many activators for it as a regular Control Warrior deck, and you also have more minion presence with which to fight for the board. However, if you find yourself light on removal, you can include a 2nd copy.

Bash is the most flexible card in the deck, and can be removed if you would like to include a card like Brawl, or a tech card such as Harrison Jones, Mind Control Tech, or The Black Knight.

The choice of late-game minions is very flexible, with even the standard Warrior combination of Alexstrasza and Grommash Hellscream being replaceable. Any large minions that you own will function fine in these slots, but you should attempt to keep the total number of Dragons around the same level.

4. ChangeLog

  • 23 Sep. 2015: Changed 1 x Varian Wrynn for 1 x Nefarian.
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