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Mid Budget Warrior Control Wild Deck

Last updated on Nov 10, 2015 at 19:20 by Sottle 7 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, very expensive to build even in this toned down form.

This Grand Tournament version of the deck introduces Bash, alongside Slam from the Basic set to provide many more flexible removal options in the deck and increase its stability overall.

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. Mid Budget Warrior Control Wild Deck

Our deck costs 6,720 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

2.1. Mana Curve

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4
6
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6
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3

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.

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 playing out an Armorsmith to begin to fight for the board. If you do not have any of these options available, you should be content with simply armouring up and waiting for better options to appear.

Acolyte of Pain is a key card in the deck. It is important to ensure that you get multiple draws from your Acolytes. This deck plays a lot of tools to facilitate this in the form of Slam and Death's Bite. With all of this in mind, it is very important not to just drop an Acolyte onto the board unprotected, without guaranteeing an additional draw from it. If your Acolytes die without drawing multiple cards, you may often find yourself lacking the resources necessary in the late game to secure the win.

Bash is another excellent removal spell that has come into the deck to provide additional answers to small or midrange minions. Previously you would find yourself in some tough situations where you would need to use one of your premium removal spells to take care of a low priority minion from your opponent. Bash can help you to solve these problems, and also combine with your Weapons, or with Shield Slam in order to take down a bigger threat.

Once you have successfully navigated the early turns, 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 Slam 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.

Piloted Shredder is also included in this deck to allow for more more mid-game Tempo since you will not be able to consistently outvalue decks in the late-game without access to the full selection of standard Control Warrior Legendaries. They will allow you to be more proactive throughout the mid-game turns, and compete for the board to make sure you do not fall too far behind. They also double up as reasonable late-game topdecks when you are low on resources.

Dealing damage to your opponent's Hero is almost completely unimportant during these phases of the game. Since your eventual gameplan is to use Alexstrasza to lower your opponent's Health to 15, any damage you send to them directly instead of their minions is usually wasted. Because of this, it is almost always preferred to focus on control and removal instead of being aggressive.

A new card introduced to the Warrior class in Goblins vs Gnomes, and 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.

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.

Your eventual plan for winning the game should be to drop Alexstrasza on the board to lower your opponent to 15 Health when you hold Grommash Hellscream in your hand, along with either a Slam or Death's Bite. From this point it is simply a matter of finding a few extra points of damage to close out the game.

3.1. Synergies & Combinations

Various cards such as Slam and Death's Bite can be used to draw multiple cards from your Acolyte of Pains

Grommash Hellscream plus Slam is a 10 damage burst combo that is used as your primary finisher. Grommash can also be combined with Death's Bite or in some situations Shield Slam, to finish your opponent.

3.2. 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. Alongside this you can also keep Death's Bite and Armorsmith.

Against Aggro decks, you should mulligan extremely aggressively for Fiery War Axe, since this card can single handedly be the difference between winning and losing many matchups. You should also look for Slam to deal with key minions in case you miss your Fiery War Axe.

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.

3.3. 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.

Aside from Grommash Hellscream, all of the late-game Legendaries are fairly interchangeable with other huge minions, as well as Gorehowl. Ragnaros the Firelord, Foe Reaper 4000, and Sneed's Old Shredder are all valid choices here amongst others.

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