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Season 31 Warrior Raging Worgen OTK (One Turn Kill) Naxx Wild Deck

Last updated on Feb 19, 2015 at 14:38 by Sottle 47 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Disclaimer: this deck has been archived.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.

In this guide you will find an outline for playing Raging Worgen Warrior. This deck plays out in a similar fashion to Control Warrior, but aims to draw more cards, cycling through their deck to find Raging Worgen combo pieces. Once your combo is assembled, you are easily capable of unleashing 20+ damage combos to your opponent, hence the name of the deck.

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. S31 Warrior Raging Worgen OTK (One Turn Kill) Naxx Wild Deck

Our deck costs 1,760 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Raging Worgen Warrior is a deck that borrows heavily from the gameplan of Control Warrior. Namely to control the board early with cheap removal, and the game's most efficient set of weapons, before coming into their own in the late-game with impactful win condition cards. However, instead of the usual suite of high value legendary cards, this deck instead plays Raging Worgen and various cards like Charge and Inner Rage to combo your opponent down from a high health total in a single turn.

You goal in the early game will be to control the early minions of your opponent with the excellent Fiery War Axe, while beginning to cycle through your deck with your initial card draw minions, such as Loot Hoarder. Although it may be tempting to play out Acolyte of Pain on turn 3, this deck is highly focused on drawing cards, so it is important to save your Acolyte for a turn you can guarantee drawing cards from it using Cruel Taskmaster, Whirlwind, or the Deathrattle effect from a Death's Bite.

During the midgame, your most important card is Death's Bite. If you do not draw into this card, you find yourself forced to use key removal spells like Execute too quickly, and leave yourself vulnerable in the late-game to your opponent's largest minions. During the mid-game period it is also important to maintain the card draw using cards like Slam, Gnomish Inventor and starting to use your Acolyte of Pains for more than 1 draw.

Once you reach the point in the game where your opponent is starting to drop minions that you cannot deal with through minion combat, or your weapons, your efficient removal spells, in the form of Execute and Shield Slam come into play. Shield Slam can be used to kill a 5 health minion, even with no stored armour, if you also have Shield Block in hand. Shield Block should usually be saved for this sort of situation, even though it has the added benefit of drawing you a card. Execute is a fantastic all purpose removal spell, but it does usually need an additional card to activate it. Do not be too hesitant to use a card like Inner Rage to activate Execute if you need it, the deck plays more combo pieces than you actually need, exactly for situations like this where you will need to use one to control the board.

Should the game get out of your control, the deck also plays a copy of Brawl in order to regain some sense of board control. You should try to be as patient as possible with casting your Brawl, as most competent players will play with Brawl in mind until they see you cast it. Meaning that by holding back your Brawl as long as possible, you are often forcing your opponent to play slower than they would like to, preventing them from flooding the board.

Once you have drawn enough combo pieces and your Raging Worgen, you are capable of doing enormous amounts of damage. There are various combinations of cards that do hugely varying amounts of damage, but the three crucial pieces are the Raging Worgen itself, Charge in order to enable it to attack immediately, and some way of damaging the Worgen in the form of Cruel Taskmaster, Inner Rage, or Whirlwind. As mentioned, there are too many different combinations of card combos to list the game of all of them, but there is a possible OTK combo using Raging Worgen + Charge + Inner Rage x 2 + Rampage + Cruel Taskmaster, which is 30 damage for 10 Mana.

When trying to navigate your way to lethal, it is not always correct to wait until you can do all of the necessary damage in a single turn. Since the deck plays two copies of Raging Worgen, it may be more benficial to use them on two consecutive turns, splitting the damage up. This has the benefit of being able to bank some of the damage on your opponent before any problematic taunts come into play. Should said Taunts be in the way, the deck also plays a copy of Ironbeak Owl which is preferred to Spellbreaker or The Black Knight due to its low cost being easier to weave into your Mana curve.

3.1. Synergies & Combinations

Raging Worgen Combos are your win condition in this deck. As mentioned in the strategy section, there are too many combinations of cards that deal different amounts of damage to list them all, so learning how much they all do will simply come with time. However, always keep in mind when counting that the Worgen naturally gets 1 extra power once it is damaged, this 1 extra power is easy to overlook when you are counting lethal, and can make all the difference.

Various cards such as Inner Rage, Cruel Taskmaster, and Whirlwind can be used to either draw multiple cards from your Acolyte of Pain, or to activate Execute.

3.2. Mulligans & Matchup Specific Strategies

The Mulligan strategy is fairly linear with this deck. You will always look for Fiery War Axe and Loot Hoarder, while also looking to keep Death's Bite and one copy of a removal spell like Execute or Shield Slam against slower decks.

Cruel Taskmaster is also a fine keep against most decks, since against Aggro, it will be able to remove an early minion like a Leper Gnome, and at worst, it is useful to keep around to enable an Execute, or combine with your Acolyte of Pain.

Even though the deck is so focused around Raging Worgen, you should resist the urge to keep the card in your opening hand. This deck is focused on survival, since if the game goes long enough for you to draw the required cards, you will win the game. Keeping a card in your opening hand that you will not play until turn 10+ is more often than not going to leave you short of options for controlling the game until that point.

3.3. Card Swaps

A second copy of Rampage can be included in the deck in place of a Whirlwind. This ups your maximum damage to 32, which can be relevant against classes that are able to gain armour.

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