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 Grim Patron Midrange No LoE/Kara Wild Deck

Last updated on Oct 21, 2015 at 17:17 by Sottle 22 comments

Table of Contents

Grim Patron Warrior is a Warrior archetype that has gone through significant changes due to the nerf to Warsong Commander. What used to be a very combo-intensive deck that aimed to draw huge amounts of cards and activate game-ending burst or board clear combos has now evolved into a more Midrange-focused board control deck. It still packs the explosive power of the Grim Patron replication which can still be enough to defeat many decks single-handedly.

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 Grim Patron Midrange No LoE/Kara Wild Deck

Our deck costs 5,800 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

2.1. Mana Curve

2
2
11
4
6
3
0
2

3. Strategy

Grim Patron Warrior is a deck, as the name suggests, built around the incredible combo potential of the card Grim Patron, and the synergies it has with various Warrior cards. Since the nerf to Warsong Commander, it has been forced away from a combo strategy and plays out more like a classic Midrange or Tempo deck that is trying to build powerful board states and push damage aggressively to the opponent.

As mentioned, your early turns will function much the same as standard Control Warrior. You will look to kill your opponent's early minions using Fiery War Axe and Death's Bite, and stall out the game into the later turns. You also have multiple removal cards and early game minions at your disposal to help you to navigate your way through these early turns. Although your cards like Whirlwind and Inner Rage are fantastic tools to use with your Grim Patron or Frothing Berserker later in the game, you should not be afraid to use them to control the board early. Since you play such a huge number of Whirlwind and 1 Damage effects, you will usually have at least 1 or 2 in your hand by the time you wish to activate a combo.

Going into the mid-game, you start to create more proactive turns with cards like Piloted Shredder and Dread Corsair that can be played extremely cheaply alongside a Death's Bite or Fiery War Axe. While previously in the more combo focused deck, drawing cards was often a greater priority than developing your board, this deck is much more focused on building a board state. Your best play is usually simply developing the board into the best position that you can with your available resources. Cards like Battle Rage can help you to refill your hand on options, but it is less often correct to take the low-tempo play of drawing cards when you have a strong board development play available.

It is important at this point to recognise what your win condition is against the deck you are facing. This differs wildly from matchup to matchup, and can dramatically affect the plays you make in the mid-game turns.

Against decks such as Druid, slower Midrange Hunters, and other Patron Warriors, your win condition is simply Patron generation. If you are able to engineer a situation where you get 3 or more Grim Patrons onto an empty, or near-empty board, these decks are not properly equipped to deal with them. This means you can easily begin to push damage through to your opponent while continuing to replicate your Patrons on following turns to maintain board dominance. One of the most common ways to achieve this is the second swing of Death's Bite on turn 5, alongside a Grim Patron and an Inner Rage, to create 4 Patrons. In these matchups it is perfectly acceptable to play out a Frothing Berserker as a body at any point in the game, as it is not required to win the game.

Against heavy Control decks such as Handlock, Control Warrior, and various builds of Priest, the Grim Patron strategy alone is rarely enough to win the game. These decks play powerful AoE effects that are able to neutralise even the biggest of Grim Patron boards. Because of this it is important not to invest too many of your resources into a Grim Patron turn, or better still, wait until you can activate a Battle Rage on your Grim Patron turn in order to replace all the cards you've used with other options. The strategy in these matchups is simply to put on as much pressure as you can with a strong curve of minions. Piloted Shredders are key as they are your most resilient minions to removal. If you are able to create enough pressure early, you may be able to force your opponent to use their AoE before they would like to, allowing you to push with a Grim Patron board on a later turn. These matchups are the hardest since the Warsong Commander nerf, since huge Frothing Berserker combos were previously your win condition against these resilient decks.

Against outright aggressive decks such as Face Hunter and Aggro Paladin, your win condition is simply survival. You should use your defensive tools like Armorsmith and Dread Corsair to live for as long as possible, and trust that if you can run the opponent out of steam, you will eventually gain access to the one turn you need to swing the game back in your favour. This does have some crossover with the Patron generation win condition, since these decks are also ill-equipped to cope with a large board. The difference is that survival is key first and foremost, and you will simply be hunting for a turn later in the game, where you have the chance to seize the board back. Curiously, Armorsmith can be more useful as a late-game tool than it is in the early-game. Later in proceedings you can play it on a board with multiple minions and then activate several Whirlwinds, gaining huge amounts of armor.

Replacing the Warsong Commanders in this deck are the more standard Midrange power cards like Dr. Boom and Loatheb. Since the explosive power of the huge burst combos has been stripped from the deck, the deck must focus on building a powerful board state in order to seal the game. Both Dr. Boom and Loatheb are fantastic for this strategy as they can generate big boards out of nowhere and protect your existing board from removal, respectively. These extra power cards are vital for the matchups in which simply flooding the board with Patrons are not enough, and gave you alternate win conditions as well as additional threats than go unchecked if your opponent has been forced to blow all their removal on your Patron board.

Finally Grommash Hellscream is reintroduced to the deck in order to create some much needed burst damage. Although it does not fully make up for the lack of the incredible damage that Frothing Berserker can do, it does create the necessary punch to follow up your early board aggression and finish the game before your opponent is able to stabilise. Due to the extreme amount of activators in the deck, you will almost always have a way to Charge Grommash for at least 10 damage, creating an excellent final push for the deck.

3.1. Synergies & Combinations

This is a very heavily combo and synergy focused deck, and as such listing every interaction between cards would take up a guide to itself. However, there are various interactions that are important to know.

The Whirlwind effect cards, such as Whirlwind and Death's Bite, along with the 1 damage effect cards, such as Inner Rage, can be used in combination with:

3.2. Mulligans & Matchup Specific Strategies

In most matchups, keeping Fiery War Axe, Armorsmith, Death's Bite, Frothing Berserker, or Acolyte of Pain is usually fine. You should avoid getting overly greedy with keeping expensive combo pieces in your hand, and instead trust in the amount of card draw in the deck to get you to them in a timely manner. If you do not have a Fiery War Axe in your opening hand, you can keep a Slam to help deal with a key early minion from your opponent, such as Knife Juggler.

Against aggressive board flood decks like Hunter, Mech Mage, and Zoo, you should mulligan your whole hand for a Fiery War Axe or Death's Bite if you do not have one. Keeping additional cards like Armorsmith, Whirlwind and Inner Rage as early board control tools is also strong if you have the Weapon already.

Against slower Control or Midrange decks, you can keep 1 Execute in your hand in order to stall the game long enough to get to your powerful turns. Death's Bite is another strong keep in these matchups and may even be preferred to a Fiery War Axe against classes like Warrior and Druid. Piloted Shredder can also be an excellent keep in these matchups, especially if you have The Coin.

Against matchups where your win condition is simply generating Grim Patrons as early as possible, such as Midrange Hunter, Druids, and other Patron Warriors, you should keep any part of the Death's Bite, Inner Rage, Grim Patron combo in order to maximise the chance of activating it on turn 5. This is especially true if you are on The Coin.

Against Paladin, Acolyte of Pain is a great keep as most of their early minions have low power, which increases the potential for you to draw multiple cards. Whirlwind is also strong, to deal with the early threat of Muster for Battle before they are able to buff the tokens with a Quartermaster or Blessing of Kings.

3.3. Card Swaps

Slam and Loot Hoarder are fairly interchangeable and serve different purposes. Loot Hoarder is able to be more proactive early, while Slam can provide immediate card draw and an answer to opposing minions.

Force desktop version
Force mobile version