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Legendary Elise Warrior Control Wild Deck

Last updated on Mar 15, 2016 at 00:32 by Sottle 5 comments

Table of Contents

The following deck is a variation of Control Warrior that omits many late-game threats in favour of more removal options. It is very consistent at shutting down aggressive decks and uses Elise Starseeker as a win condition against other Control decks. Team Archon's Amnesiac used it to great success in his victory in the Americas Winter Championships.

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 Elise Warrior Control Wild Deck

Our deck costs 9,520 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

2.1. Mana Curve


3. Strategy

This removal based version of Control Warrior is built around the concept of constantly controlling the board until your opponent is out of resources to continue to pressure you. From this point Justicar Trueheart can become a win condition on its own, as you will start to net total life on every turn as your opponent's initiative disappears.

Previously, even the slowest Control Warrior builds still played various high curve threats to help finish out the game and to compete against other heavy Control Decks. With the release of League of Explorers however, Elise Starseeker has entered the format and allowed Warriors to move away from this strategy completely. This deck plays a much lower curve overall, and omits many of the late-game threats for more removal options. Elise is then used as your win condition against Control decks as it can transform any unused removal cards into huge threats in the super late-game turns.

This opens up a lot of benefits to the consistency of your deck as previously drawing expensive cards like Ysera or Deathwing would get in the way of your early-game turns. Without those options in the deck, this build draws important removal with much higher consistency, and allows you to more efficiently answer the early threats of aggressive decks.

In the early game turns, Fiery War Axe is key as it always is with Warrior decks, the efficiency of this card can easily help you navigate the early-game turns and start to build yourself a platform for success. With this deck however, you still have multiple effective options to cover yourself if you do not hit a War Axe. Slam and Bash can both be used to address must-kill minions such as Knife Juggler.

On top of this additional early-game control cards like Doomsayer and Deathlord are also featured in the deck. These cards are difficult to use correctly, but can represent incredible value if timed appropriately. Doomsayer is an excellent play on the first few turns of the game where your opponent is unlikely to be able to deal with it on the board. Once you pass these turns, it can seem difficult to get usage out of, but you can still use it to set up an important turn of your own. For example, playing a Doomsayer on turn 5 when it has even a small chance of surviving is an excellent idea if you have Justicar Trueheart in hand since it can give you the free turn you need to develop such a slow card.

Deathlord is a similar proposition. If played early against an Aggro deck it can be an excellent tool to slow them down significantly. However, later in the game it can be awkward to drop onto a board where it will die immediately. Timing your Deathlord is key and you will usually want to wait until you have key cards like Brawl and Execute in your hand to be able to deal with any possible outcome. In extremely slow matchups, Deathlord can be a great benefit, as it forces a card out of your opponent's deck, pushing them closer to fatigue.

The important skill with this deck is to recognise when it is appropraite to use each of your cards. It is important to accept that not only your removal spells are resources, your life total is as well. If you are in a comfortable position, you can choose to hold on to a Slam, Bash, or Execute for a more appropriate target, or hold back to try and set up a better Brawl. If you immediately use each of your removal spells at the first opportunity presented, you will quickly find yourself running out of resources.

Justicar Trueheart is another key minion that it is important to time correctly. It can be temping to drop Justicar as early as possible to start gaining advantage from the buffed Hero Power. However, come turn 7 or 8 you will still find yourself using all of your Mana to develop the board or answer your opponent's threats, meaning that you will usually not have the spare Mana to use Tank Up. Because of this, it is often better to develop a stronger minion like Shieldmaiden or Sludge Belcher on this turn and save the Justicar for a turn where you intend to Hero Power immediately afterwards.

Elise Starseeker is a fantastic tool to help this deck outlast other Control decks. Without access to Elise, this deck would find itself lacking in power against other slow decks in the extreme late-game turns. In many super slow Control matchups, the game often progresses all the way to fatigue, with each player having a few useless cards left in their hand that have never found an appropriate use. The Golden Monkey is an excellent tool to turn those useless cards into impactful threats that can finally overwhelm your opponent. It is important to wait on playing the Golden Monkey until you have used all cards in your deck that have important roles to play in Control matchups. Against faster decks, Elise will primarily function as a 3/5 minion that can help you to fight for the board, as the game will rarely progress to the point where you draw all the way through to the Golden Monkey.

Finally, Grommash Hellscream is another card that is often used somewhat counter-intuitively in this deck. Classicly Grommash will be used as finishing burst damage to end the game in combination with a Death's Bite. Although that usage still comes up in this version, Grommash is also very commonly used as a board control tool to remove a minion from play and stick a large intimidating body to the board.

3.1. Synergies & Combinations

Grommash Hellscream can be combined with Death's Bite, Slam, or in some cases Shield Slam in order to create burst damage to the opponent.

Justicar Trueheart, Shield Block, and Shieldmaiden can be used to increase the effectiveness of your Shield Slams.

Sylvanas Windrunner is an excellent setup for Brawl on a following turn, as if your opponent ignores it, you have a Brawl with a guaranteed favourable outcome.

3.2. Mulligans & Matchup Specific Strategies

Fiery War Axe is a must-keep card in almost every matchup, but outside of this, your Mulligan strategy will vary enormously on what kind of matchup you are expecting to face.

Against early minion focused decks like Zoo, Secret Paladin and Aggro Shaman, alongside the essential Fiery War Axe, Doomsayer and Deathlord are also fantastic tools to help slow down the face in the early turns. Slam, Bash, and Death's Bite are also strong tools to keep in your opening hand.

Against decks that need to keep Control of the board throughout the game to maintain pressure on you such as Zoo and Secret Paladin, you can consider keeping a Brawl in your opening hand, since it is the best card in your deck for coming back against these matchups. Against more outright damage based decks like Face Hunter and Face Shaman however, keeping Brawl will be too slow and can cause you to miss key removal options to limit damage in the early-game. Brawl is also an excellent keep if you are playing against a Warrior and expect it to be a Grim Patron variant.

Against more Midrange focused matchups, Death's Bite will be your key card, perhaps even more important that Fiery War Axe in some matchups such as Midrange Druid. Death's Bite is crucial to help you seize back the Tempo in the mid-game turns where their curve starts to spike in power.

In Control matchups, such as against other Warriors and Priests, Justicar Trueheart is a core card, and is perhaps good enough even to keep in your opening hand alongside at least one other solid option. Getting Justicar down early is key to helping you outlast your opponent in the extremely long games that two Control decks commonly play out. Early game cards like Doomsayer and Deathlord are nowhere near as effective in these matchups as they are against aggressive decks. These are the matchups where Elise Starseeker is key to turn any leftover useless removal cards at the end of the game into high value threats to finish your opponent.

3.3. Card Swaps

Tech cards like Harrison Jones can be cut from the deck if you are not finding enough appropriate targets for them. A second Sludge Belcher or a different tech choice like Mind Control Tech or Loatheb can be appropriate.

Sylvanas Windrunner can be cut from the deck in favour of a Sludge Belcher if you require some additional defensive capabilities.

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