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Season 20 Mid Budget Warrior Control GvG Wild Deck

Last updated on Dec 13, 2014 at 21:27 by Sottle 13 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Disclaimer: this deck has been archived.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.

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.

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. S20 Mid Budget Warrior Control GvG Wild Deck

Our deck costs 8,960 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.

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 Cruel Taskmaster, Whirlwind, 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.

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 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.

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, 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.

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.

Gorehowl is a crucial card in the late game for gaining control of the board. Since this deck features such an enormous amount of life gain, you can usually afford to clear multiple large minions with your Gorehowl without ever dropping to a dangerous life total. This will create a serious resource advantage for you over your opponent, and help to preserve your all-important Shield Slams and Executes for emergencies.

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 Cruel Taskmaster 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

Cruel Taskmaster plus Big Game Hunter can be combined to kill minions that have 5 or 6 attack. This is a fantastic answer to an opposing Loatheb or Troggzor the Earthinator when you are locked out of using spells as removal.

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

Grommash Hellscream plus Cruel Taskmaster is a 12 damage burst combo that is used as your primary finisher. Grommash can also be combined with Death's Bite and Whirlwind, 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 Cruel Taskmaster to deal with opposing Leper Gnomes and Clockwork Gnomes, as well as Whirlwind for much the same reason.

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

If you are facing a lot of Weapon based classes, Harrison Jones can be included in the deck in place of Loatheb.

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. Ysera, Foe Reaper 4000, and Sneed's Old Shredder are all valid choices here amongst others.

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