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Legendary N'Zoth Warrior Control Wild Deck

Last updated on Jun 12, 2016 at 12:48 by Sottle 1 comment

Table of Contents

The following guide outlines how to play N'Zoth Control Warrior. Control Warrior is one of the oldest archetypes in all of Hearthstone and N'Zoth gives it a new dimension that allows it to play more proactively for board dominance. It is an excellent deck at both playing reactively to answer your opponent's threats, as well as playing proactively to pressure your opponent.

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 N'Zoth Warrior Control Wild Deck

Our deck costs 11,460 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

2.1. Mana Curve

0
4
5
7
4
4
3
3

3. Strategy

N'Zoth Control Warrior is a reactive deck designed to win after running its opponent out of resources. It uses efficient removal spells and armor to survive, and then gradually takes over the game. It then has multiple ways to press home its advantage in resources in the late game. Against heavy control decks, this deck has also enough midrange threats to play the aggressive role effectively.

During the early turns, you will be concentrating almost entirely on removal. Your weapons, Fiery War Axe and Death's Bite, will enable you to keep control of the smaller minions on the opposing board, while Execute will help you kill a large minion in case of emergency. When using these weapons, you will want to Armor Up after attacking a minion, rather than before, as your armor fuels your Shield Slams in the mid game. This will enable you to kill large threats, while still retaining Mana to develop your board. The same principle applies to Bash. It is also important to value your Weapon charges and resources. You do not have to immediately react to every minion your opponent plays with a swing of your weapon, as your life total is a resource in this deck and it should be used as such. Holding back on a weapon swing and taking a bit of extra damage can be beneficial if you are looking to set up a Brawl on a future turn or are holding an Execute that can be activated in the future with your Death's Bite swing.

Unless you have a Ravaging Ghoul, Bash will often be your turn three play in this deck. As it is one of the more expensive removal spells, you do not mind using it early if necessary. The deck plays more minions than many other Control Warrior decks, and so you will not always have the Mana for the Bash in the following turns, as you will instead choose to develop a minion. You may have learned as a Control Warrior that you should generally try and avoid using Shield Block if it prevents you from armoring up since you do not maximise your armour gain over the course of several turns. In this deck however, much like Bash, you will not always want to cast Shield Block over playing a minion which means that you are free to use it to draw a card if you have the Mana available. There are some exceptions to this however. Shield Block also has great synergy with Shield Slam, and you will often want to hold on to the Block so that you can use these two cards together to remove a mid sized threat. You should also often resist playing Acolyte of Pain here too. You will want to draw at least two cards from the Acolyte, which means you should try to play it when it is very unlikely to die. The ideal times for this are when your opponent has minions which cannot kill it, or you are going to play a Ravaging Ghoul, or trigger the Deathrattle on your Death's Bite. Against more aggressive decks however, Acolyte can be used more quickly to cycle through your deck to find better answers to their aggression, especially since the body of Acolyte often contests the board quite effectively.

As the game progresses, this deck aims to occupy the board with efficient minions while still removing opposing threats. At this point, your minions will aid your spells in keeping the board clear. Piloted Shredder and Sludge Belcher are both difficult for your opponent to get rid of and present a renewable source of damage, or can act as removal. This will help you to not only present a strong defense, but will also give you enough of an attacking threat that your opponent often will not be able to ignore it. You can use these cards more liberally than most of the cards in the deck, as you want to make sure you have used them before you cast N'Zoth on later turns. It is worth reminding you to keep track of which Deathrattle minions you have used, particularly Sludge Belcher. Although N'Zoth is powerful, it is a 10 Mana card which means it can leave you exposed to aggression from your opponent. Having a Sludge Belcher in your pool of revived minions means that you provide yourself with a defensive wall. This takes away the all-out aggression response which may often be your opponent's only solution to your incredible board.

At this point, you will try to find a safe turn to play Justicar Trueheart as Tank Up is an incredibly useful Hero Power. Once you have enabled this, your opponent will usually have to play multiple minions just to get through your growing amount of armor. This will enable you to remove several minions at a time using Brawl, which will often be the point at which the game swings in your favour. If you can develop a Sylvanas Windrunner before casting Brawl you will be guaranteed to "win" the Brawl, as the Sylvanas will steal the opposing card should your opponent's minion survive. Despite all these upsides of Brawl, the deck does only play 1. The reasons for this are that since the deck is very proactive in terms of its own minion presence, you will usually be able to contest the board with minions of your own, which makes Brawl less valuable. On top of this, Wild format is much more densely populated by Deathrattle effects, which means Brawl is less destructive overall.

You will want to keep an eye on your opponent's hand size. Over time, you should find that you are getting ahead of them. This is especially true if you have managed your Acolyte of Pain correctly. When you get to the point where you have more cards than your opponent, you can start to allocate your Executes and Shield Slams more greedily, waiting for their one last push. You should also try to weave in your Armor Up as often as realistically possible. Over the course of a game, this can lead to a huge gain of armor, and be the difference between winning and losing.

If you have got through these stages, you are now likely in position to take over the game. You can use Dr. Boom as a big threat to get through your opponent's final resources, and this will clear the way for your N'Zoth, the Corruptor. N'Zoth usually wins the game when cast as long as you have set it up correctly. It brings back your Sludge Belchers, Sylvanas, Shredders and even Boom Bots, and this will generally be overwhelming to deal with. You usually will not need to bring back many cards to win the game, although if you are very low on life, be sure to check that at least one Sludge Belcher will be returned to the battlefield as a little insurance. Knowledge of your opponent's deck is important here. If your opponent is likely to have cards such as Brawl, Twisting Nether, or Equality in their deck, then you will need to try and bait these cards out from your opponent in order to make sure your N'Zoth is as devastating as possible. There will be situations however where due to all the Deathrattle effects themselves your board is suitably resilient against even these powerful AoE spells, in which case you can do ahead and commit your win-condition to the board.

Grommash Hellscream is a card that is often regarded as a finisher in Warrior decks. However, since this deck has a method of winning the game through total board dominance you are free to use Grommash more liberally as a removal option to try and stall the game until your all important turn 10. This is especially true against decks that do not play powerful AoE options to try and answer your N'Zoth boards. Against decks that can potentially have strong answers to your Deathrattle boards, holding on to Grommash can be necessary in order to finish out the game with one last push after they have removed a reasonable amount of your board.

3.1. Synergies & Combinations

Death's Bite and Ravaging Ghoul will draw extra cards with Acolyte of Pain.

In an emergency, you can Slam your own Acolyte to try to dig for one of your cheap removal options.

Grommash Hellscream can be used with Slam, or the Deathrattle on Death's Bite for 10 points of burst damage, often to win the game.

Armorsmith can often be used with Ravaging Ghoul to gain a few extra armor to put you out of range of aggressive decks. Double Armorsmith can often gain a huge amount of armor, especially with a Ravaging Ghoul, which is enough to win a game.

Brawl with Sylvanas Windrunner on the board means that you will steal the remaining opposing minion if you lose the Brawl.

Shield Block and Shield Slam together can often efficiently kill a minion.

3.2. Mulligans & Matchup Specific Strategies

Fiery War Axe is one of the most powerful early game cards in all of Hearthstone. You will want to keep this in virtually every matchup. Death's Bite is also a key card that you will keep. Not only does it control the board for you, but it interacts positively with many cards in your deck.

Against aggressive decks, you will often throw away your whole hand to get the maximum chance of drawing Fiery War Axe. The one exception is that you will keep Death's Bite. If you already have a War Axe then cards such as Slam, Bash, and Ravaging Ghoul become far better and can be kept alongside it. If you believe that your opponent is playing lots of 1-Health minions. or minions with Divine Shields, you will also look to give Ravaging Ghoul, and Armorsmith a much higher priority.

Against control decks, you will want to keep midrange threats. You can keep Piloted Shredder and Sludge Belcher to ensure that your opponent is on the defensive early. In matchups that seem likely to go to fatigue, you will also want to find Justicar Trueheart as quickly as possible.

3.3. Card Swaps

Armorsmith is a flexible card and can be removed for a second Brawl, Slam, or Shieldmaiden.

Harrison Jones is a tech choice designed to counter the high number of weapon classes in the current meta. If this changes, you can remove it for a second copy of Shieldmaiden, Brawl, or Slam.

4. ChangeLog

  • 12 Jun. 2016: Deck Added
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