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Dragon Warrior Wild Un'Goro Deck

Last updated on Apr 04, 2017 at 19:56 by Pesty 8 comments

Table of Contents

This deck is an aggressive board focused deck that stops short of the all-out aggression of a Pirate Warrior, but is better equipped to be able to compete in the late-game against slower decks that can halt your early onslaught.

The deck is built on a concept from former ESL UK Premiership Champion BoarControl.

1. About the Author

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

2. Dragon Warrior Wild Un'Goro Deck

Our deck costs 8,400 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

2.1. Mana Curve

0
6
6
5
5
4
2
2

3. Strategy

This deck is a call back to the Dragon Warrior deck that was dominant for a large period of the pre-Karazhan meta. It adds in the aggressive Pirate package from The Mean Streets of Gadgetzan, but is primarily a Tempo deck. This means you should focus on favourable trades where you can in the early game to build a dominant board as without a huge amount of direct damage in the deck you can fall flat if you do not maintain your board presence.

3.1. Key Skills

3.1.1. Aggro Mindset

The style of the deck is very aggressive and as such your first priority should be damage to the opponent's hero. Having said that, that does not give you complete freedom to simply attack directly on every turn. The right mentality to get into is to consider how your opponent punishes you for attacking them in the face. They might be able to pick up a more favourable trade, they may be able to sweep your board with an AoE spell and keep a minion in play themselves, they may be able to buff their existing minion, and so on. Once you have established these potential punishes in your mind, you need to evaluate how often you win the game in the scenario where they have the cards you considered and weigh that against how likely they are to have them. In the scenarios where you cannot think of a strong punish, or in the scenarios where you think you still win the game if they have it, then you are free to push damage as you see fit. This is a skill that will develop with time, and you will find yourself encountering punishes you had not thought of for the first few games, but over time you will gain a feel for how aggressive to be with this deck.

If you have a weapon equipped you should use this as your primary trading tool unless sending all the damage to face gives you a high chance of setting up lethal. There is also a great incentive to push damage in the later turns with this deck due to the inclusion of Drakonid Crusher which rewards you for making an aggressive push.

3.1.2. Mana Efficiency

With this deck, playing your curve efficiently is everything. Although most turns are a simple equation of playing out the most powerful card or combination of cards that you can, there are turns where you need to plan ahead and consider your curve for the next two or three turns. Floating a Mana, or playing a weaker minion on one turn might mean that you are able to have a much more efficient follow-up turn, and you should always be on the look out for these opportunities.

Also crucial to take into account in your Mana Curve is the potential for Dragon cards and Weapons to get in each others way. The most obvious curve for you to play out might end up leaving you with an unactivated Dragon card in hand, or mean that you waste precious weapon charges. This means that you will constantly need to evaluate the implications of taking a weaker turn to ensure full value out of your Dragons or Weapons. You can mitigate this to an extent by planning on which turn each new Weapon will come down and using up the durability of your equipped weapons accordingly.

3.2. Mulligans & Matchup Specific Strategies

Mulligan aggressively for a Pirate in your opening hand, as summoning Patches the Pirate on turn 1 is far more impactful than on any other turn. Other always keep cards include Alexstrasza's Champion and Faerie Dragon. Twilight Guardian is also a strong keep if you have The Coin or if you have an Alexstrasza's Champion in your hand that will need activating.

Against other aggressive decks, then N'Zoth's First Mate and Fiery War Axe have top priority, where as War Axe can be thrown away if you know you are up against a slow Control deck.

Against Pirate decks specifically, Ravaging Ghoul is also top priority, to stop any early Pirates in their tracks due to all 1 Mana Pirates having 1 Health.

Finally, keeping two 3-drop minions is a solid opening if you have The Coin.

3.3. Card Swaps

A second Ravaging Ghoul can be included in place of Kor'kron Elite or another 3-drop minion of your choosing if you are encountering a lot of early Aggro decks.

Grommash Hellscream can be exchanged for Deathwing or Ragnaros the Firelord.

4. ChangeLog

  • 04 Apr. 2017: Deck moved to Wild for the Journey to Un'Goro expansion. Removed 1x Slamm, 1x Kor'kron Elite, 1x Ragnaros the Firelord for 2x Death's Bite, 1x Grommash Hellscream.
  • 02 Mar. 2017: -2 Small-Time Buccaneer, +2 Southsea Deckhand.
  • 02 Jan. 2017: -2 Arathi Weaponsmith, +1 Ragnaros the Firelord, +1 Slam
  • 02 Dec. 2016: Deck added.
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