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C'Thun Control Warrior Deck

Last updated on Jun 01, 2017 at 17:45 by Pesty 16 comments

Table of Contents

The following guide outlines how to play C'Thun Control Warrior. It uses the baseline of the popular Control Warrior variant and substitutes in a few powerful mid-game Cultist minions that can help to reasonable mid-game Control. The deck builds towards the ultimate win condition of a huge C'Thun and plays numerous options to delay the game in order to get you there.

With the Standard rotation upon the release of the Journey to Un'Goro expansion, C'Thun Warrior lost access to many powerful tools such as Brann Bronzebeard and Justicar Trueheart. However the same can be said for most opposing decks, resulting in a decrease in power level of decks overall.

1. Card List

This deck costs 6,260 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

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2. Mana Curve

0
2
9
8
2
3
0
6

3. Strategy

C'Thun Warrior is a popular variant of Control Warrior. Since Control Warriors already have all the tools necessary to help them reach the late-game turns, it seems like a natural fit for C'Thun. The key with this deck, and with most C'Thun decks is not to overload on Cultist minions. You simply need to play enough Cultists in order to be able to activate your Ancient Shieldbearers and Twin Emperor Vek'lor and this will be enough. Overloading your deck with Cultist minions makes it play out too much like a strong Arena deck, playing minions on curve and trying to trade for value, which does not function well in Constructed.

The deck plays the standard Warrior early game cards in the form of Fiery War Axe, Slam, and Ravaging Ghoul in order to control the board early. These are the primary targets for your mulligan in most matchups and are necessary to help you stall the game out for the early turns. The addition to the deck that C'Thun allows is the excellent Disciple of C'Thun which serves an additional early removal option while moving you towards your C'Thun gameplan.

The mid-game turns are where most of the minions in the deck are played. Due to lacking a solid mid-game weapon Control Warrior decks must fight for the board honestly, aiming to play out minions on Turns 4-6 in order to not fall behind on the board. If you do miss a curve minion during this period you do have access to the excellent Shield Slam and Execute that can allow you to directly answer threats from your opponent if need be. Evaluating your usage of these key cards is very important in the Standard meta as many decks will be playing heavy threats at the top of their Mana Curve. Make sure you evaluate the situation correctly, and remember that your life is a resource that can be used to hold on to important removal cards for later in the game.

Holding back on removal is also usually a good idea if you have Brawl in hand. Since strong Deathrattle minions are rare in the Standard format, Brawl is a very effect board clear tool. However, since this deck plays a lot more minions than a standard Control Warrior, the need for 2 copies of Brawl is lessened. Despite this, Brawl is an excellent answer to board flooding decks, or to Midrange or Control decks that over commit to the board against you.

Moving into the late-game the deck starts to take over with big power plays. It is heavily reliant on being able to raise the attack of your C'Thun in order to activate the immensely powerful Ancient Shieldbearer and Twin Emperor Vek'lor, but you can get there relatively easily since you only need to play 2 or 3 Cultist minions beforehand in order to achieve it. Once you have your C'Thun at the required size, you can gain a lot of stability in the game. Ancient Shieldbearer can give you plenty of health in order to use Gorehowl to pick up a lot of value in the late-game, where as Twin Emperor Vek'lor is simply an incredible board presence for 7 Mana.

C'Thun is of course your final late-game threat. It is able to reverse the state of the board if you are behind, or function as your final burst damage if you are ahead. You will need to pay attention to the state of the game however. If you feel you will need the board presence of C'Thun after its Battlecry then you will need to test your opponent for hard removal before committing C'Thun to the board. Thankfully, this deck plays numerous cards to be able to do that and your opponent should be pushed to use their removal to deal with some of your threats earlier in the game.

3.1. Synergies & Combinations

The deck is heavily based around C'Thun and most of the minion choices in the deck reflect that gameplan.

Ancient Shieldbearer and Shield Block can be used to activate Shield Slam.

3.2. Mulligans & Matchup Specific Strategies

In most matchups you will be looking to mulligan for Fiery War Axe, Slam, and Disciple of C'Thun.

Against Aggro you can keep Armorsmith as it can trade efficiently with Aggro minions. However, Fiery War Axe is still your number one priority and you should aggressively mulligan for it if you think you are up against Aggro.

Against Control your Mulligan is less game defining. You should generally be looking for a strong curve of minions to start empowering your C'Thun while also preventing your opponent from getting too comfortable. However, you should still be looking for efficient cards like Fiery War Axe since many Control decks will also be minion based. In these matchups it is important to keep your Executes and Shield Slams for their biggest threats in order to not get bullied in the late-game.

Your goal against Control decks is to take advantage of Doomcaller to benefit from the powerful Battlecry of C'Thun multiple times.

3.3. Card Swaps

Gorehowl can be cut from the deck in order to fit in another Cultist minions such as Beckoner of Evil or Crazed Worshipper in order to increase your consistency with getting your C'Thun to the all-important 10 attack.

4. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

5. ChangeLog

+ show all entries - show only 10 entries
  • 01 Jun. 2017: Updated for the new archetype format.
  • 06 Apr. 2017: Deck updated for the Journey to Un'Goro expansion. Removed 1x Brann Bronzebeard, 1x Emperor Thaurissan, 1x Sylvanas Windrunner, 1x Justicar Trueheart for 2x Armorsmith, 1x Harrison Jones, 1x Cruel Taskmaster.
  • 05 Oct. 2016: Deck has been reviewed and is deemed appropriate for the meta after the Oct. 3rd patch.
  • 06 Jul. 2016: Removed 2 x Bash, 1 x Crazed Worshipper, 1 x Blood to Ichor for 1 x Emperor Thaurissan, 1 x Doomcaller, 1 x Execute, 1 x Slam
  • 18 May 2016: Significant update reflecting more current builds.
  • 26 Apr. 2016: Deck added.
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