Damien

Hearthstone Legendary Dragon Warrior TGT

55 posts in this topic

This thread is for comments about our Legendary Dragon Warrior Deck for TGT.

Share this post


Link to post
Share on other sites

Without the usual activators, would a card like Ragnaros or KT be better/worse than Grommash in the deck? I have him, was just wondering what you thought

Edited by cheeznuts

Share this post


Link to post
Share on other sites

About the same, Grom is definitely much weaker in this deck than most Warriors, but it's still a really good late game board control tool, and the DB activator is still there.

Share this post


Link to post
Share on other sites

great deck sottle! this dragon warrior version is definitely stronger than the last one with the addition of the twilight guardians and alexstraza's champions to fight early aggro aggression, chillmaw is also really good against aggro and patron warrior. do you think this deck is superior to the standard control warrior or weaker? and are you gonna post a tgt standard control warrior soon also?

Share this post


Link to post
Share on other sites

I think it might be better yeah, I will post a standard Control Warrior soon, but it's pretty much just regular Control Warrior with Varian in it, so the deck's not that exciting to me right now.

Share this post


Link to post
Share on other sites

Oh another silly question, why isn't sylvanas included in the deck and emperor is in her spot? Isn't she a staple in any control warrior deck including the dragon one?

Share this post


Link to post
Share on other sites

What about Justicar Trueheart in this deck? Against aggro this card played between turn 6-8 can straight up win u the game. Seeing as I dont have Grommash this should be ok, I think...

Share this post


Link to post
Share on other sites

Oh another silly question, why isn't sylvanas included in the deck and emperor is in her spot? Isn't she a staple in any control warrior deck including the dragon one?

 

Emperor is better imo, This deck can already fight for the board so well it doesn't need Sylvanas, and without Emperor you can get bogged down with the one card per turn thing in the late-game. Emperor can also make silly things happen with Varian, like pulling out the Execute or Shield Slam you need desperately.

Share this post


Link to post
Share on other sites

What about Justicar Trueheart in this deck? Against aggro this card played between turn 6-8 can straight up win u the game. Seeing as I dont have Grommash this should be ok, I think...

Shieldmaiden already nets 5 Armor immediately, to get more value out of Justicar than a Shieldmaiden, you need to Hero Power 3 times after you've used it. Let's call it 4, since you're already playing a weaker body as well. After turn 6, you're trying to bomb chain your opponent and just drop big guy after big guy, so you don't really have the spare Mana to be Hero Powering.

If you're missing one of the late-game cards though, it's probably a decent substitute.

Share this post


Link to post
Share on other sites

In this deck I've usually retained board control with the assortment of weapons and monsters that i replaced Grommash with Nefarian as i feel the card advantage he gives makes up for the lack of AoP and his activators. The winrate with it seems to of increased with that change by about 5% though i'm only playing between rank 9-10 at the moment with it.

 

Edit: And of course he is another Dragon Activator.

Edited by TwitchTA
  • Like 1

Share this post


Link to post
Share on other sites

Thnx for the reply Sottle! Besides Justicar I have other options to replace Grom. Which would u recommend, Nefarian, Icehowl, Kelt?

Share this post


Link to post
Share on other sites

This deck is terrible. No draw, no armor gain, no finisher. Most of the minions have battlecry so 10 drop is a joke. Seriously, how are you supposed to remove 4 giants for example? Or lets make it more realistic. 4 Giants and Malganis. You have one damn execute, 0 Whirlwind to activate it. Ok, most optimistically you can do Shield block, hero power -> 7 damage. 2 times. Ok, 2 giants gone, if you had board before. Lets assume you did. One more takes BGH. One more execute.What are you supposed to do with Mal ganis? Dr.Boom? Oh I can answer. this deck is not legend viable, it is shit.

Share this post


Link to post
Share on other sites

This deck is terrible. No draw, no armor gain, no finisher. Most of the minions have battlecry so 10 drop is a joke. Seriously, how are you supposed to remove 4 giants for example? Or lets make it more realistic. 4 Giants and Malganis. You have one damn execute, 0 Whirlwind to activate it. Ok, most optimistically you can do Shield block, hero power -> 7 damage. 2 times. Ok, 2 giants gone, if you had board before. Lets assume you did. One more takes BGH. One more execute.What are you supposed to do with Mal ganis? Dr.Boom? Oh I can answer. this deck is not legend viable, it is shit.

 

Draws: Shield Block, Varian Wrynn, Azure Drake and Ysera (sort of). You can draw total of 7 cards from your deck. It should be enough to keep you going.

 

Armor Gains: Bash, Shield Block, Shieldmaiden. Total of 23 armour gained, not counting your hero power. That is a lot of armour and should let you live multiple turns.

 

Big Removals: Execute, Shield Slam, Grommash, BGH. A total of 5 big removals, allowing you to sustain 4 Giants and Mal'Ganis. Execute can be used after Death's Bite, Bash, Blackwing Corruptor, Chillmaw and Boom Bots. It seems to me that there are enough activators.

 

This deck is, at the very least, good enough to get you to legend. However, to get to legend, not only you have to have a good deck, but more importantly, you have to be a skilled player. Try playing more to get some experience instead of whining and blaming the decks.

Share this post


Link to post
Share on other sites

I appreciate the feedback, but that was not about legend, that was about superiority of regular control warrior in this meta.

 

Also I can contradict most parts of your reply with detailed explanation.

Due to the fact that this deck has less armor gain, than regular control warrior (no Armorthsmith), we can almost always say that to use Shield Slam effectively we MUST use it with Shield Block.

So, if we need draw and we use shield block for draw, we have no activator for shield slam.

Varian is not a draw. It is 10 mana creature, and if we use it for draw, it means that we are super behind. And even if he puts 3 creatures on board, 15 out of 18 remainins creatures have essential battlecry effects.

Let's assume that Azure Drake is a draw, still only 1 card. Ysera? 1 more card. So a total of 3 card of draw, or 5 cards and we have no activator for Shield Slam.

 

Armor Gains: Total of 23, but It is not even close with 35+ if we use armorsmiths.

 

Big removals: Execute? Ok. Shield Slam? Ok. BGH? Ok.

Grommash? Really? Not finisher, but Big Removal? How are you supposed to win then? Is it fatigue deck?

You know what I will just stop explaining, because it is just math and if you can not get it yourself I doubt you will listen to some random guy on the internet.

 

And yeah go play this deck on ladder, will meet me at my rank 20, because you are so sure I am rank 20, don't you? smile.png

 

 

 

 

This deck is terrible. No draw, no armor gain, no finisher. Most of the minions have battlecry so 10 drop is a joke. Seriously, how are you supposed to remove 4 giants for example? Or lets make it more realistic. 4 Giants and Malganis. You have one damn execute, 0 Whirlwind to activate it. Ok, most optimistically you can do Shield block, hero power -> 7 damage. 2 times. Ok, 2 giants gone, if you had board before. Lets assume you did. One more takes BGH. One more execute.What are you supposed to do with Mal ganis? Dr.Boom? Oh I can answer. this deck is not legend viable, it is shit.

 

Draws: Shield Block, Varian Wrynn, Azure Drake and Ysera (sort of). You can draw total of 7 cards from your deck. It should be enough to keep you going.

 

Armor Gains: Bash, Shield Block, Shieldmaiden. Total of 23 armour gained, not counting your hero power. That is a lot of armour and should let you live multiple turns.

 

Big Removals: Execute, Shield Slam, Grommash, BGH. A total of 5 big removals, allowing you to sustain 4 Giants and Mal'Ganis. Execute can be used after Death's Bite, Bash, Blackwing Corruptor, Chillmaw and Boom Bots. It seems to me that there are enough activators.

 

This deck is, at the very least, good enough to get you to legend. However, to get to legend, not only you have to have a good deck, but more importantly, you have to be a skilled player. Try playing more to get some experience instead of whining and blaming the decks.

 

 

Share this post


Link to post
Share on other sites

You're thinking of this deck as Control Warrior, it's not Control Warrior. If you want to play Control Warrior, we have that too.

You know what also works pretty well as removal? Having minions on the board. You know what works as a win condition if you've used Grom for board control? Having minions on the board. You know what helps you to stack up armor? Having minions on the board your opponent has to deal with.

 

 

Due to the fact that this deck has less armor gain, than regular control warrior (no Armorthsmith), we can almost always say that to use Shield Slam effectively we MUST use it with Shield Block.

 

Incorrect. You're playing minions onto the board, this is the point you consistently miss throughout. This means you get to retain armor much more often, because less attacks are going through to your face, you have a board that needs dealing with much more often.

 

 

 

Armor Gains: Total of 23, but It is not even close with 35+ if we use armorsmiths.

 

I would love to live in your world where Armorsmiths consistently net 12+ armor every game, but unfortunately that is not reality.

 

 

 

Big removals: Execute? Ok. Shield Slam? Ok. BGH? Ok.

Grommash? Really? Not finisher, but Big Removal? How are you supposed to win then? Is it fatigue deck?

 

You win with minions.

To add to the list of removal options, and i'll do it in relation to Giants, since that's the example you're using.

 

- Blackwing Corruptor + Attack with Shieldmaiden

- Bash + Attack with Shieldmaiden

- Hit with 2nd swing Deaths Bite + Bash

- Hit with with 2nd swing Deaths Bite + Blackwing Corruptor

- (About a dozen other permutations)

 

And yeah go play this deck on ladder, will meet me at my rank 20, because you are so sure I am rank 20, don't you? smile.png

 

I did when I posted it, I went 8-1. One of my friends also used this deck to get top 4 in a big UK LAN.

 

Minions.

  • Like 4

Share this post


Link to post
Share on other sites

A joy playing this deck! In a clean and clear way this TGT Dragon Warrior does accomplish the task of winning the game. Thanks to Sottle!

Share this post


Link to post
Share on other sites

Okay, so...is Varian actually good? I've seen a LOT of people saying he is bad, and providing some pretty solid reasoning. 

Share this post


Link to post
Share on other sites

Okay, so...is Varian actually good? I've seen a LOT of people saying he is bad, and providing some pretty solid reasoning.

It's actually a game-winning card - as long, as one is having enough big minions sitting in the deck. At Varian's turn, the battlecries shouldn't be thaaat needed, anymore.

Share this post


Link to post
Share on other sites

Okay, so...is Varian actually good? I've seen a LOT of people saying he is bad, and providing some pretty solid reasoning. 

 

Yes. I'm not in the habit of putting cards in my deck that I don't think are good. I'm not putting the card up on a pedestal like some people are, at some point it may be cut from the deck, but right now, I think it's extremely good. If you have solid reasons why you think it's bad, then please do share, i'd love to have the discussion.

Share this post


Link to post
Share on other sites

Hello Sottle, i have really liked this deck so far and got up to rank 5 so far this month, but i have noticed that i REALLY STRUGGLE vs every paladin deck, especially secret paladin, they just flood the board with minions which takes everything i have and then turn 6 im stretched so thin they just take over with mysterious challenger.

 

do you have any advice for the matchup  or a suggested tech card to help that matchup?

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina

      The Paladin Spellstone has just been revealed, although we still don't have all the information about it.
      After the Mage Spellstone, it was time for the Paladin Spellstone to be revealed by Korean streamer sung0, who was joined by RenieHouR. The translated name of the card should be Lesser Pearl Spellstone, but it hasn't been officially confirmed.

      Image and nickname by Hearthpwn.
      Another translation of this card reads "Spirit" instead of "minion". It might be the case that the summoned token is an Elemental. This would be interesting since Paladin will get Benevolent Djinn in Kobolds & Catacombs, which is an Elemental that also has healing synergy. The "Restore 3 health" part is not clear, as well: it probably means to both your hero and your minions, but it should still be clarified.
      The streamers weren't provided with the upgrades of the Spellstone, so again this is a mystery. There are two cases: a) it's either get one, two, three minions or b) the stats of said minion get upgraded. The former seems more likely.
      There's still not enough information to properly review this card. Keep checking this thread for updates and we'll be sure to have the final details in our Kobolds and Catacombs hub as well.
    • By Zadina

      Dave Kosak is here with a new Hearthside Chat to talk about Dungeon Runs. He also showcased a legendary card from the new expansion!
      We've already talked about Dungeon Runs, one of the new features that Kobolds & Catacombs will bring. Lead Mission Designer Dave Kosak explains in this latest Hearthside Chat the design process behind Dungeon Runs.
      Dave presented some unique elements only present in Dungeon Runs. For example, there is a card you can pick called Cloak of Invisibility, which has a Passive effect of giving your minions permanent Stealth.
      He also gave some insight on the encounters. Some Dungeon Runs can have thematic encounters, like there's a band of Troggs or Trolls you will have to beat. As far as the Trolls are concerned, Battlecrier Jin'zo has a passive effect that is similar to Brann Bronzebeard, which you and him can both benefit from! Similarly, Spiritspeaker Azun's passive works like Baron Rivendare for both parties, while Voodoomaster Vex combines both of these passive effects!
      The narrator, that will be guiding you through your Dungeon Run, is King Togwaggle - the king of the Kobolds himself! He is also going to be an actual card available in the next expansion:

      Images from Hearthpwn
      Here's the official blog post with everything you need to know about Dungeon Runs:
      Blizzard Entertainment
      What’s a Dungeon Run?
      Dungeon Run is a new insanely fun, single-player “rogue-like” mode where you’ll face deadly encounters and collect incredible Treasures to build a deck worthy of a hero!
      When your Dungeon Run starts, you’ll choose a Hero and receive a starting deck consisting of 10 cards. You’ll use it to overcome eight encounters of increasing difficulty (chosen randomly from a huge pool of 48 possible encounters!) to clear the run.

      That initial deck might be enough to help you squeak by your first opponent, but you’ll need to get stronger if you hope to clear the whole run. Each time you defeat a Dungeon Run encounter, you’ll be given an opportunity to “level up” your Dungeon Run deck with themed sets of three cards appropriate to your class. Occasionally, you’ll also be able to pick from a selection of three incredibly powerful Treasure cards—non-collectible cards and abilities made just for this mode that are too blatantly overpowered to see normal play.
      You’ll need all that power—as well as your wits—because these encounters can be fiendishly difficult. Victory is not assured, and each encounter has its own unique perils. If one of them gets the better of you, defeat is permanent, so you’ll have to start a different run with a whole new deck!
      If you manage to complete a full Dungeon Run with each of the nine Classes—no mean feat!—you’ll add the Candle King card back to your collection.

      (source)
    • By Aleco

      Mage's Spellstone card for hints at a potential Elemental theme for the class in the upcoming set.
      Mage's Spellstone was revealed today by Chinese Hearthstone streamer LvGe, hinting at a potential Elemental theme for the Mage class in K&C:

      Card image courtesy of Hearthpwn.com
      The upgraded versions of Ruby Spellstone will provide an additional random Mage Spell for every two Elementals you can play while this card is in your hand, meaning that this card is capable of becoming a two mana Cabalist's Tome! The lesser version of this spell isn't very enticing, but both of the upgraded versions of Ruby Spellstone seem like quite the deal. Unfortunately, the requirement to upgrade Ruby Spellstone is quite prohibitive and will likely hold this card back from seeing widespread play on the ladder.
      Let us know what you think about Ruby Spellstone in the comment section, and be sure to check out our Kobolds and Catacombs hub for more information on the upcoming set.
    • By Zadina

      In this article, we are covering two new cards: Temporus, a Priest legendary minion, and Benevolent Djinn, a Paladin common minion.
      Benevolent Djinn was revealed earlier today by Thai player Anothersayoran1. The name of the card was officially confirmed by Puffin.

      Image by Hearthpwn.
      It is difficult to judge this card without seeing it in action. It’s comparable to Friendly Bartender: while the Djinn heals for more, its 2 attack value is a bit mediocre for a 3-mana minion. Shaman’s Hot Spring Guardian is slightly better, since it has Taunt and a targeted heal effect. Then again, Djinn also acts like a Taunt, in the sense that your opponent probably has to spend early resources to remove its powerful effect. Both cards, though, are beaten by Tar Creeper.
      This make the Djinn a great anti-aggro tool. Additionally, it synergises well with Blackguard and its Elemental tribe means that maybe we’ll get to see an Elemental Paladin. This is definitely a powerful Arena card. But can it secure a spot in constructed mode? It looks difficult, since Paladin already has some great 3-mana minions.

      This intriguing minion was revealed by Eurogamer. Its sister site, Metabomb, sat down with Peter Whalen and Ben Thompson to talk about this card. Both developers think that Temporus can be run in either the classic OTK Priest (Divine Spirit + Inner Fire) or in two new versions of Dragon Priest: a more midrange one and an OTK one with Malygos. 
      It would be interesting to see what it's interaction is going to be with Brann Bronzebeard. Temporus is a "high risk, high reward" card and, even if you don't like it or it turns out to be bad, you'd still have to commend its design.
      Don't forget to check out our Kobolds & Catacombs hub for everything you need to know about the upcoming expansion!
    • By Zadina

      The 2016 Hearthstone World Champion revealed this rare Druid card.
      Grizzled Guardian was unveiled on Pavel's YouTube channel. It's a rare Druid Beast, that costs 8 mana and has 3 attack and 5 health. It has Taunt and Deathrattle: "Recruit 2 minions that cost (4) or less". Pavel's video is in Russian, but you can enable accurate English subtitles to see what the World Champion has to say about that card.
      After watching Pavel's video, I am convinced that Grizzled Guardian isn't as bad as it looks at first sight. Sure, its stats are garbage, but you should also factor in the stats of the minions it pulls from your deck when it dies. Still, it's hard to see it fit into the current meta. Perhaps, it can see play when the Year of the Kraken sets rotate out of Standard. It also weakens the 8-mana slot for Evolve and similar effect.
      What's your opinion on Grizzled Veteran? As always, all the cards of the new expansion can be found in our Kobolds & Catacombs hub.
      PS: Turns out it's not Hogger 3.0 :(