Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Legendary Warrior Fatigue Control Wild Deck

Last updated on Oct 08, 2015 at 11:44 by Sottle 11 comments

Table of Contents

The following guide outlines how to play Control Warrior. This deck has been a staple, in various forms, since the early days of Hearthstone. It is extremely well balanced in that it is capable of both outlasting Control decks, and shutting down Aggro decks. It is however, extremely expensive to build.

This Grand Tournament version of the deck focuses heavily on simply outlasting your opponent and dealing with every threat they have to present. Justicar Trueheart is a crucial new card to create this strategy since it can lead to incredible amounts of armour gain in Warrior.

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 Fatigue Control Wild Deck

Our deck costs 12,760 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Control Warrior is a deck that aims primarily to outlast its opponent with extreme amounts of life gain and some of the most efficient removal spells in the game. It plays at a slow pace, and upon reaching the late-game, it is highly favoured against most other decks. This build is even more heavily focused on outlasting the opponent, and in fact wins many matchups by simply dealing with every threat the opponent is able to play and leaving them helplessly dying to fatigue.

The early turns with this deck are quite passive, they will usually consist of removing your opponent's early-game minions with Fiery War Axe or simply armouring up and waiting for better options to become available. Try not to panic if you find yourself falling behind early against aggressive decks in this period, as you have numerous options to regain control of the game in the later turns. Your only other real early game card of note is Slam, which should ideally be used without drawing a card, since any card you draw with this deck decreases your advantage in the fatigue battle. Using Slam to 1-for-1 with a Knife Juggler or a similar minion is ideal.

Deathlord is favoured in this deck over Acolyte of Pain which is the 3-drop usually found in most Control Warrior decks. This deck is much more interested in making your opponent draw cards than drawing them yourself however, making Deathlord an excellent tool for forcing minions out of your opponent's deck. Against Aggro decks, you should make getting Deathlord onto the board an early priority. However, against heavier Control decks, you should wait to play Deathlord until you have cards like Big Game Hunter, Execute, or Brawl in your hand to easily deal with the potentially huge threat that is summoned.

Once you have successfully navigated the early turns, Fatigue Warrior really starts to come into its own. In the mid-game, cards like Death's Bite and Sludge Belcher are excellent tools to control your opponent's options. This is also when your 1 Mana removal spells come into play. Shield Block and Execute are incredibly efficient removal spells in the right situation, but should still be used sparingly in order to preserve options for later. A good understanding of your opponent's deck is necessary in order to assess which targets are worthy of an Execute or Shield Slam. For example, if your opponent is playing an aggressive deck, then using these cards on smaller targets is usually fine if it helps you to control the board. On the other hand, if your opponent is playing a slower paced deck, they will commonly have huge cards like Ragnaros the Firelord or Ysera at the top of their Mana curve, and you will need to hold cards to answer them.

This concern for holding onto your prime removal spells is even greater in this build of the deck since you carry so much other extra removal such as Bash, Bouncing Blade, and a second copy of Brawl. You should prioritise using these cards as removal options where available, and hold on to your Shield Slams and Executes for more high priority targets. This is especially true of Bouncing Blade, as it is the most situational card in the deck, sometimes proving awkward to use effectively. If you are able to use this card to get a guaranteed kill on a reasonable sized minion, you should take it to avoid the risk of the card being less effective later.

Dealing damage to your opponent's Hero is almost completely unimportant during these phases of the game. Since your goal is simply to leave your opponent helpless and fatiguing, you should not be overly concerned with damage. Addressing each one of your opponent's threats as efficiently as possible is the primary concern.

One of the key components to this deck, is Shieldmaiden. Shieldmaiden not only increases the amount of life gain in the deck, it also creates some potentially game changing plays in combination with Shield Slam. If your opponent has a 5 Health minion in play such as a Mechanical Yeti, then the combination of Shieldmaiden and Shield Slam can simultaneously remove it and put your own 5/5 body into play. These types of swings in momentum can often make a huge difference in the game.

Brawl is a fantastic card to recover a lost board state and is vital against many of the board flooding decks currently in the meta such as Zoo, Grim Patron Warrior, and Tempo Mage. You will need to learn to be greedy with your Brawl however, going as far as to absorb another round of attacks from your opponent to convince them that you do not have Brawl, allowing you to get more value the following turn. If you are able to get Sylvanas Windrunner into play before a Brawl, you are guaranteed a favourable outcome, since Sylvanas will steal the minion that survives from your opponent.

Justicar Trueheart is a key minion to this deck's strategy and should be forced onto the board as early as possible in most situations. Since the goal of the deck is simply to outlast the opponent, the almost unique ability of Warriors to push themselves far above and beyond the 30 Health cap is a strong strategic advantage when executing this kind of gameplan. Justicar is also a win condition against the very popular Grim Patron Warrior, as once you have played Justicar onto the board, you can simply armour up every turn and stay out of range of their burst combos without having to play any minions on the board to improve their Frothing Berserker combos.

Once you have navigated towards the late-game, your enormous density of late game minions can start to take over the game. This deck plays an extremely high number of expensive end-game minions, and if you have reached the later turns in a stable position, your opponent should not be able to answer them all.

This collection of late-game minions is essential, as having the last minion in play is often crucial for winning a fatigue battle against other heavy control decks. Ysera in particular is incredible for stamping your authority on a final battle for resources once both players are low on cards.

3.1. Mulligans & Matchup Specific Strategies

In almost every matchup you will look to mulligan for Fiery War Axe since it is such a crucial card for controlling the board early.

Against Aggro decks, you should mulligan extremely aggressively for Fiery War Axe, since this card can singlehandedly be the difference between winning and losing many matchups. You should also look for Slam as a crucial early removal option, as well as Deathlord in order to slow the game down in the early turns.

Against Control Decks, you should still look for a Fiery War Axe where possible, but you can afford to be a little more greedy with the rest of your mulligan. One card like Shield Slam or Execute can be kept, as well as key mid-game cards like Sludge Belcher and Death's Bite in order to have access to them on time.

3.2. Card Swaps

Big Game Hunter can be rotated out of the deck if you are not finding many targets for it, consider including another tech card like Spellbreaker in its place.

Bouncing Blade can be cut from the deck if you are finding it too difficult to use, consider replacing it with an Antique Healbot or a Cruel Taskmaster.

Force desktop version
Force mobile version