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Control Warrior Deck

Last updated on Aug 11, 2017 at 03:59 by Pesty 34 comments

Table of Contents

This guide outlines how to play Control Warrior. Unlike many other recent variations of the deck, this version cuts out any pure win-condition in favour of being able to consistently defeat Aggro decks with more stability options and mid-game Taunt minions.

1. Card List

This deck costs 10,320 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

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2. Mana Curve

0
2
11
6
1
6
0
4

3. Strategy

3.1. General Playstyle

This version of Control Warrior is a return to a classic build of the deck that tries to simply outlast and exhuast the opponent. Without any pure win-conditions such as N'Zoth, the Corruptor or C'Thun, you will need play a pure Control strategy for the majority of the game. Due to the presence of other powerful Control decks in the meta however, you do need some late-game power to be able to compete with them, which is where cards like The Lich King come into play.

3.2. Key Skills

3.2.1. Resource Management

Playing Control Warrior is all about evaluating what the correct reaction to any given situation is. The key point that many newer players miss is that the correct reaction is often to do nothing. Instead of asking yourself what the best way to react to a board state is, ask yourself instead first and foremost whether you even need to react to the board at all. Only after the answer to that question is yes do you need to start considering which removal to use. Your life total is a resource in this deck as much as your cards are, and you can afford to do nothing if your opponent is only pushing 2-3 damage more than you can gain with your Hero Power.

Your premium removals, Shield Slam and Execute, should be mentally reserved for the biggest threats in your opponent's deck. So if you are familiar with the deck your opponent is playing and they play only 2-3 huge threats, you know that you have at least one premium removal to spare and can use it accordingly on a smaller threat.

3.2.2. Minion or Removal?

Although this is primarily a reactive deck, there are some games, or some matchups in general, where you will not be able to completely exhaust your opponent of resources. Because of this, you will need to look for an opening to start dropping your own late-game minions into play. You will often need to take risks with these minions as if you wait for the absolutely perfect opportunity to drop them, it will never come. When looking to drop a power minion like Grommash Hellscream or The Lich King onto the board, you should evaluate what the worst case scenario is in terms of damage from your opponent, or a loss of Tempo if they are able to deal with it too effectively.

There are also matchup concerns to the minions in your deck, as against heavy Control decks you will need these minions to function as a win-condition for you, particularly The Lich King. This will mean trying to bait out your opponent's key removal options with minions such as Alley Armorsmith.

3.2.3. Brawl

Timing a Brawl is one of the hardest skills in the deck, you want to try and bait out as much value as you can from a Brawl in this deck in most matchups but at the same time, to get additional value you need to convince your opponent you do not have it. If you simply Armour Up and pass on a turn where they already have significant power in play, any good player will be able to identify the situation and will simply attack your face and pass the next turn and you will be forced to Brawl anyway. To convince your opponent to extend into your Brawl you will need to at least make some cursory effort to control your board and bluff the fact that you do not have it.

4. Mulligans & Matchup Specific Strategies

In most matchups you should mulligan for Fiery War Axe, Slam, and Acolyte of Pain. Against aggressive decks that play early-game Pirate minions, Cruel Taskmaster and Armorsmith can also be kept in order to have consistent answers to them. With The Coin, you can keep Alley Armorsmith against aggressive decks as well if you already have at least one strong early-game answer in your hand.

Against Control decks, Acolyte of Pain is often a weak card in the early-game, and can also be a liability in terms of fatigue. Outside of Fiery War Axe and Blood Razor are your strongest cards.

5. Card Swaps

The Lich King, Harrison Jones, or Primordial Drake can be swapped for Deathwing or Soggoth the Slitherer.

6. 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.

7. ChangeLog

+ show all entries - show only 10 entries
  • 11 Aug. 2017: Deck updated for KotFT expansion. Removed 2x Direhorn Hatchling, 1x Ysera, 1x Whirlwind for 2x Dead Man's Hand, 1x Blood Razor, 1x The Lich King.
  • 01 Jun. 2017: Updated for the new archetype format. Removed 2x Bloodhoof Brave, 1x Tar Lord, 1x Stolen Goods for 2x Primordial Drake, 1x Harrison Jones, 1x Whirlwind.
  • 06 Apr. 2017: Deck updated for the Journey to Un'Goro expansion. Removed 2x Revenge, 2x Bash, 1x Justicar Trueheart, 1x Sylvanas Windrunner, 1x Ragnaros, the Firelord for 2x Armorsmith, 2x Direhorn Hatchling, 1x Tar Lord, 1x Stolen Goods, 1x Elise the Trailblazer.
  • 02 Jan. 2017: Deck added.
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