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Legendary Warrior C'Thun Control Standard Deck

Last updated on Jul 06, 2016 at 08:59 by Sottle 67 comments

Table of Contents

The following guide outlines how to play C'Thun Control Warrior. It used the baseline of the popular Control Warrior variant and substitutes in a few powerful mid-game Cultist minions that can help to replace the lack of mid-game Control felt from the loss of Death's Bite. The deck builds towards the ultimate win condition of a huge C'Thun and plays numerous options to delay the game in order to get you there.

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 Warrior C'Thun Control Standard Deck

Our deck costs 7,620 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

2.1. Mana Curve

0
4
4
9
2
2
3
6

3. Strategy

C'Thun Warrior is a new form of the popular Control Warrior deck. Since Control Warriors already have all the tools necessary to help them reach the late-game turns, it seems like a natural fit for C'Thun. The key with this deck, and with most C'Thun decks is not to overload on Cultist minions. You simply need to play enough Cultists in order to be able to activate your Ancient Shieldbearers and Twin Emperor Vek'lor and this will be enough. Overloading your deck with Cultist minions makes it play out too much like a strong Arena deck, playing minions on curve and trying to trade for value, which does not function well in Constructed.

The deck plays the standard Warrior early game cards in the form of Fiery War Axe, Slam, and Ravaging Ghoul in order to control the board early. These are the primary targets for your mulligan in most matchups and are necessary to help you stall the game out for the early turns. The addition to the deck that C'Thun allows is the excellent Disciple of C'Thun which serves an additional early removal option while moving you towards your C'Thun gameplan.

The mid-game turns are where more minions have come into the deck. This is important because in Standard format Warriors have lost access to Death's Bite, arguably the best card in the class since it was released. To compensate for this it is important that you have minions to play out on turns 4-6 to be able to fight for the board more honestly. If you do miss a curve minion during this period you do have access to the excellent Shield Slam and Execute that can allow you to directly answer threats from your opponent if need be. Evaluating your usage of these key cards is very important in the Standard meta as many decks will be playing heavy threats at the top of their Mana Curve such as a C'Thun of their own. Make sure you evaluate the situation correctly, and remember that your life is a resource that can be used to hold on to important removal cards for later in the game.

Holding back on removal is also usually a good idea if you have Brawl in hand. Since most effective Deathrattles have been removed from Standard format, Brawl is a lot more effective in general. However, since this deck plays a lot more minions than a standard Control Warrior, the need for 2 copies of Brawl is lessened. Despite this, Brawl is an excellent answer to board flooding decks, or to Midrange or Control decks that over commit to the board against you.

Justicar Trueheart is a staple card in slow Warrior decks. Being able to gain 4 armor per turn is immensely powerful and can force your opponent to commit to the board in order to race your life gain. This then plays right into your hands as you can answer their board with tools like Brawl, Shield Slam, and Execute. Justicar itself also dramatically increases the effectiveness of Shield Slam, even if you are under pressure and have not been able to stack up armour.

Brann Bronzebeard is present in the deck as it is in most C'Thun decks since it can allow you buff your C'Thun much more quickly and be able to more reliably play your power minions that rely on C'Thun having 10 attack on curve. There is a consideration for holding back a minion in your hand to play later with Brann, especially if you already hold Twin Emperor Vek'lor or Ancient Shieldbearer in hand and seem unlikely to be able to buff C'Thun to 10 before the relevant turn otherwise. On top of this usage Brann can also be used to make Disciple of C'Thun deal 4 damage, summon an extra 4/6 from Twin Emperor Vek'lor and to gain a staggering 20 Armor from Ancient Shieldbearer.

Moving into the late-game the deck starts to take over with big power plays. It is heavily reliant on being able to raise the attack of your C'Thun in order to activate the immensely powerful Ancient Shieldbearer and Twin Emperor Vek'lor, but you can get there relatively easily since you only need to play 2 or 3 Cultist minions beforehand in order to achieve it. Once you have your C'Thun at the required size, you can gain a lot of stability in the game. Ancient Shieldbearer can give you plenty of health in order to use Gorehowl to pick up a lot of value in the late-game, where as Twin Emperor Vek'lor is simply an incredible board presence for 7 Mana.

Emperor Thaurissan is an inclusion in the deck that allows you to activate power win-conditions against other Control decks. In extremely slow matchups such as the C'Thun Warrior mirror, your goal is to get either Brann Bronzebeard or Doomcaller in your hand before playing Emperor. This will allow you to activate Doomcaller alongside Brann in the same turn and put two additiona copies of C'Thun into your deck after it has been killed initially. This insane amount of total value in your deck will usually be enough to crush Control mirrors. Against faster decks, this is not a concern and you should aim to use your Doomcaller and Emperor more aggressively as the board state requires it.

C'Thun is of course your final late-game threat. It is able to reverse the state of the board if you are behind, or function as your final burst damage if you are ahead. You will need to pay attention to the state of the game however. If you feel you will need the board presence of C'Thun after its Battlecry then you will need to test your opponent for hard removal before commiting C'Thun to the board. Thankfully, this deck plays numerous cards to be able to do that and your opponent should be pushed to use their removal to deal with some of your threats earlier in the game.

3.1. Synergies & Combinations

The deck is heavily based around C'Thun and most of the minion choices in the deck reflect that gameplan.

Justicar Trueheart, Ancient Shieldbearer, and Shield Block can all be used to activate Shield Slam.

3.2. Mulligans & Matchup Specific Strategies

In most matchups you will be looking to mulligan for Fiery War Axe, Slam, and Disciple of C'Thun.

Against Aggro you can keep Acolyte of Pain as it can trade efficiently with Aggro minions. However, Fiery War Axe is still your number one priority and you should aggressively mulligan for it if you think you are up against Aggro.

Against Control your Mulligan is less game defining. Against extremely slow decks you can even afford to keep a card as slow as Justicar Trueheart in your opening hand, but you should still be looking for efficient cards like Fiery War Axe since many Control decks will also be minion based, playing Deathrattles or Cultists in order to set up an Old God win condition of their own. In these matchups it is important to keep your Executes and Shield Slams for their biggest threats in order to not get bullied in the late-game.

As mentioned previously, your goal against Control decks is to activate some sort of the power combo in the extreme late-game using a discounted Brann Bronzebeard alongisde Doomcaller or C'Thun itself.

3.3. Card Swaps

Big Game Hunter can still be a worthwhile inclusion if you are facing a lot of Control decks.

Gorehowl can be cut from the deck in order to fit in another Cultist minions such as Beckoner of Evil or Crazed Worshipper in order to increase your consistency with getting your C'Thun to the all-important 10 attack.

4. ChangeLog

  • 06 Jul. 2016: Removed 2 x Bash, 1 x Crazed Worshipper, 1 x Blood to Ichor for 1 x Emperor Thaurissan, 1 x Doomcaller, 1 x Execute, 1 x Slam
  • 18 May 2016: Significant update reflecting more current builds.
  • 26 Apr. 2016: Deck added.
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