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Legendary Warrior Grim Patron Midrange Standard Deck

Last updated on Oct 05, 2016 at 10:18 by Sottle 31 comments

Table of Contents

Grim Patron Warrior was seemingly in a bad place after the removal of Death's Bite from Standard formal. However, it has returned to the meta with a splash with this deck picking up where the previous Midrange build of the deck left off. It compensates for the lack of Death's Bite with other powerful ping effects such as Ravaging Ghoul and Blood To Ichor.

This particular build of the deck was pioneered by my compLexity team mate Crane who took the deck to top 20 Legend on two servers in the April season.

Since the patch on October 3rd, this deck has been reviewed and is deemed fit to see play unchanged. Execute being increased to 2 Mana does have an impact on the deck, but it is still Warrior's best removal option regardless and should still be used.

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 Standard Deck

Our deck costs 2,680 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

2.1. Mana Curve


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.

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, Slam, and Blood To Ichor 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.

Sir Finley Mrrgglton has been added to this deck since often the Warrior Hero Power does very little to synergise with the deck. The Warlock Hero Power is often the one you are looking for as this is a Combo deck, but Mage can also be fantastic for damaging your own minions. It should be noted that when playing against Aggro decks, you should not keep Sir Finley in your opening hand and are often hoping not to draw it, since your armour gain is one of the things that makes you more favoured in the matchup.

Going into the mid-game, you start to create more proactive turns with cards like Bloodhoof Brave and Frothing Berserker. 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.

Against heavy Control decks such as Control Priest, Control Warrior, and Control Warlocks, 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 have 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. 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 Bloodhoof Brave 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.

Finally Grommash Hellscream is introduced 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 a charging 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 Ravaging Ghoul, 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, Blood To Ichor, 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 or Sorcerer's Apprentice.

Sir Finley Mrrgglton should also be kept in most matchups, however there is a concern when playing against extremely aggressive decks that you will need your armour to survive against. However, the 1/3 body itself is already good against Aggro, and you should generally keep it, especially if you do not yet have an Armorsmith or Fiery War Axe.

Against aggressive board flood decks like Hunter, Mech Mage, and Zoo, you should mulligan your whole hand for a Fiery War Axe, Armorsmith or Blood To Ichor if you do not have one. Keeping additional cards like Whirlwind, Acolyte of Pain 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. This also applies to Shaman who can play huge minions like Flamewreathed Faceless or Thing from Below very early. Bloodhoof Brave can also be an excellent keep in these matchups, especially if you have 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.

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.

Bloodhoof Brave and Kor'kron Elite are interchangeable and you can use either combination of 3 of these cards.

4. ChangeLog

  • 05 Oct. 2016: Deck has been reviewed and is deemed appropriate for the meta after the Oct. 3rd patch.
  • 29 Apr. 2016: Deck added.
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