C'Thun Control Warrior Deck
Table of Contents
- 1. C'Thun Control Warrior Card List
- 2. C'Thun Control Warrior Mana Curve
- 3. C'Thun Control Warrior Strategy
- 4. C'Thun Control Warrior Synergies & Combinations
- 5. C'Thun Control Warrior Mulligans & Matchup Specific Strategies
- 6. C'Thun Control Warrior Card Swaps
- 7. About the Author
- 8. ChangeLog
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.
1. C'Thun Control Warrior Card List
This deck costs 6,620 and it is made up of the following cards.
|Warrior Cards||Neutral Cards|
Export string: AAEBAQcGqgaQB9isAouvAsmvAo7OAgxLkQOiBNQEkQb/B7II+wyCrQKTrQLPrwLxrwIA (copy to clipboard)
2. C'Thun Control Warrior Mana Curve
3. C'Thun Control Warrior 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.
4. C'Thun Control Warrior Synergies & Combinations
The deck is heavily based around C'Thun and most of the minion choices in the deck reflect that gameplan.
5. C'Thun Control Warrior Mulligans & Matchup Specific Strategies
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.
6. C'Thun Control Warrior 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.
A second copy of Dead Man's Hand can be added to the deck to prevent fatigue damage and greatly improve Control mirrors.
7. About the Author
This guide is presented to you by Kat, a professional Hearthstone player competing at the highest level since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.
- 13 Apr. 2018: Deck moved to the Wild format.
- 21 Sep. 2017: This deck has been reviewed and deemed appropriate following the balance patch on 18th Sep.
- 11 Aug. 2017: Deck updated for the Knights of the Frozen Throne expansion. Removed 1x Cruel Taskmaster, for 1x Dead Man's Hand.
- 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.
- Hearthstone Digital Comic - Dr. Boom: Lowering the Boom
- Hearthstone Midgame Moves Compilation
- Developer Insights: 12.0 Game Mechanics Update
- PC Gamer Reveals Three Treant-Themed Druid Cards
- Three Exciting Cards Revealed In Hearthside Chat With Peter Whalen
- This Week's Tavern Brawl: Ragnaros' Fire Festival!
- Annoy-o-Module Card Reveal
- The Boomsday Project Full Spoiler Schedule
- Discord Webhook or bot
- Paladin Dungeon Run
- Basic Rogue Deck
- Zoo Warlock
- Control Mage
- Boomsday Project Hub
- Time-Tinker Monster Hunter
- Is the game dying?