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Season 19 Low Budget Warrior Grim Patron OTK (One Turn Kill) BrM Wild Deck

Last updated on Sep 09, 2015 at 14:17 by Sottle 67 comments

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

Grim Patron Warrior is a new Warrior archetype that can be viewed as a hybrid between Control Warrior and Raging Worgen OTK Warrior. It aims to win through board control and attrition, but also plays a number of different win conditions for bursting your opponent down from very high life totals. It is a very maths intensive deck, and will require some practice before you are able to make the various calculations necessary in order to play the deck to its full potential.

It should be noted that although this is a low budget version of another deck on Icy Veins, it is no way inferior to the full budget version. It is simply a different build that functions faster, and has stronger matchups against Aggro.

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. S19 Low Budget Warrior Grim Patron OTK (One Turn Kill) BrM Wild Deck

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

Warrior Cards Neutral Cards

2.1. Mana Curve

2
4
9
8
4
2
1
0

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. It plays out in a similar fashion through the early turns to a classic Control Warrior deck, but aims to finish the game with board dominance, or huge burst combos utilising Warsong Commander alongside various potentially destructive minions.

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 though these early turns. Although your cards like Whirlwind, Inner Rage, and Unstable Ghoul are all fantastic tools to use with your Grim Patron or Frothing Berserker combos 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 will look to continue controlling the opponent's board, while drawing as many cards as possible to start to gather combo pieces for your eventual power turns. The key cards to facilitate doing this are Acolyte of Pain and Battle Rage which both have the potential to draw large numbers of cards when combined with the various Whirlwind and damage effects in the deck. Your only real mid-game minion is Gnomish Inventor, which is another tool for cycling through your deck and has a fairly weak presence on the board. Because of this, your mid-game turns will often be spent drawing cards, and answering your opponent's threats rather than developing a board of your own.

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, your win condition is massive burst combos using Frothing Berserker in combination with Warsong Commander and various Whirlwind effects in the deck. These matchups play out very differently from the above mentioned ones as simply flooding the board with Patrons is not good enough, since these decks come equipped with powerful board clear options to shut you down. Instead you should generally hold off on Patron generation until you can use them alongside Battle Rage to dig deeper through your deck. This reduces the damage that your opponent's AoE will do to your gameplan, since the cards they destroy will have already replaced themselves in your hand. Your eventual goal in the matchup is simply to draw your deck, at which point, you will have enough damage through Warsong Commander, both Frothing Berserkers and several Whirlwind effects to unleash a genuine one turn kill combo. In these matchups it is important to hold onto your Frothing Berserkers and not play them out in the early game as a body to contest the board.

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, Unstable Ghoul, and Shield Block to simply 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 with a Warsong Commander + Grim Patron combo, or by simply flooding the board with Patrons. 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.

If you have access to Emperor Thaurissan in the mid-game turns, you should try to make getting it onto the board a high priority. Particularly if you already have Warsong Commander, Grim Patron, or Frothing Berserker in your hand. Emperor Thaurissan can create incredible turns where you are able to string together various combo cards for much less total Mana than is intended. Look out particularly for situations where you can drop Emperor Thaurissan on an empty board as if it goes unchecked for a turn or more, the amount of value it provides you is incredibly high. If your hand simply contains a bunch of card draw cards and no win conditions however, it is usually better to cycle some of the card draw to draw into better cards for Emperor to discount before you play it.

The key card to facilitate your destructive combos is Warsong Commander. Warsong Commander synergises with almost every minion in the deck, but holds particular power with Grim Patron and Frothing Berserker. One of the most powerful combos in the deck is the Warsong Commander + Grim Patron pairing while your opponent has minions on the board with less than 3 attack. In this situation, you are able to clear all of these minions for free, all while generating another charging Grim Patron for each minion you attack. These kinds of turns are completely devastating to board flood decks like Zoo and Aggro Paladin, since most of their minions play into this strategy. If you have Mana left over, you can compound these turns further by using cards like Inner Rage, Whirlwind, and Unstable Ghoul to generate even more charging Grim Patrons.

As well as a board control tool, the Warsong Commander combos are usually one of the tools you will use to burst your opponent down and achieve lethal damage. Calculating these turns takes a certain level of mathematical competence, as they can get extremely in depth. For example, you can use Warsong Commander and Grim Patron in order to force your way though a taunt, generating more Grim Patrons in the process, but additionally, play a Frothing Berserker onto the board, that will also gain charge from the Warsong Commander, and start to gain attack from each of the Grim Patron's trades, then on top of all that, Whirlwind the entire board to buff the Berserker's attack even further. There is also potential to generate combos using Warsong Commander, and 1 or 2 Frothing Berserkers alongside multiple Whirlwind effects. Calculating the total amount of damage for a play like this can be extremely difficult in the 90-second turn timer, but with time, your speed at calculating damage will improve.

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

Warsong Commander is the other main synergy card and can be used with:

  • Grim Patron — to activate a board flood combo from an empty board, clearing low attack minions for your opponent's side;
  • Frothing Berserker — to create large amounts of burst damage.

3.2. Mulligans & Matchup Specific Strategies

In most matchups, keeping Fiery War Axe, Armorsmith, Death's Bite, 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, Unstable Ghoul 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. In these matchups, you can also keep Emperor Thaurissan if you have The Coin, since the card is so crucial to your eventual win condition with double Frothing Berserker burst combos.

Against matchups where your win condition is simply generating Grim Patrons as early as possible, such as Midrange Hunter, Druids, and 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.

Frothing Berserker should always be thrown back against the matchups where it is a win condition in the late-game such as Handlock, Control Warrior and Control Priests.

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.

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.

A Dread Corsair can be added to the deck in place of an Inner Rage.

4. ChangeLog

  • 09 Sep. 2015: Complete strategy overhaul and decklist update. 1 x Fiery War Axe, 1 x Dread Corsair, 1 x Cruel Taskmaster removed for 2 x Shield Block, 1 x Unstable Ghoul.
  • 21 Jun. 2015: Removed 1 x Raging Worgen, 1 x Unstable Ghoul, 1 x Cruel Taskmaster, 2 x Sludge Belcher. Added 1 x Armorsmith, 2 x Slam, 1 x Gnomish Inventor, 1 x Dread Corsair.
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