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Fatigue Control Warrior Deck

Last updated on Apr 13, 2018 at 09:04 by Kat 41 comments

Table of Contents

The following deck is a variation of Control Warrior that omits many late-game threats in favour of more removal options. It is very consistent at shutting down aggressive decks and aims to beat other Control decks in long games of attrition.

The addition of Dead Man's Hand from the Knights of the Frozen Throne expansion provides a huge improvement, making it possible to never run out of cards.

1. Fatigue Control Warrior Card List

This deck costs 8,600 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

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2. Fatigue Control Warrior Mana Curve


3. Fatigue Control Warrior Strategy

This removal-based version of Control Warrior is built around the concept of constantly controlling the board until your opponent is out of resources to continue to pressure you. From this point Armor Up! can become a win condition on its own, as you will start to net total life on every turn as your opponent's initiative disappears.

Previously, even the slowest Control Warrior builds still played various high curve threats to help finish out the game and to compete against other heavy Control Decks. However, the addition of Dead Man's Hand removes the need for this strategy. By playing Dead Man's Hand with a second copy in your hand, you can continuously shuffle extra cards into your deck without ever reaching fatigue.

This opens up a lot of benefits to the consistency of your deck as previously drawing expensive cards like Ysera or Deathwing would get in the way of your early-game turns. Without those options in the deck, this build draws important removal with much higher consistency, and allows you to more efficiently answer the early threats of aggressive decks.

In the early-game turns, Bladed Gauntlet replaces the previously popular Fiery War Axe as a key removal weapon, the efficiency of this card can easily help you navigate the early-game turns and start to build yourself a platform for success. With this deck however, you still have multiple effective options to cover yourself if you do not find your weapon. Slam can be used to address must-kill minions such as Knife Juggler.

The important skill with this deck is to recognise when it is appropriate to use each of your cards. It is important to accept that not only your removal spells are resources, your life total is as well. If you are in a comfortable position, you can choose to hold on to a Slam, Shield Slam, or Execute for a more appropriate target, or hold back to try and set up a better Brawl. If you immediately use each of your removal spells at the first opportunity presented, you will quickly find yourself running out of resources.

Drywhisker Armorer and Bring It On! are the big Armor generators for the deck. You should consider the state of the game carefully when playing these cards. For example Bring It On! will often give your opponent a huge boost in tempo, which can easily negate any Armor gained if you cannot answer a huge flood of minions with Brawl. The value of Drywhisker Armorer can vary greatly, where possible you could save it for a wide board such as before using a Brawl to gain the maximum Armor. It can be a useful card to play after Bring It On! gives your opponent the ability to flood the board.

4. Fatigue Control Warrior Mulligans & Matchup Specific Strategies

Bladed Gauntlet is a must-keep card in almost every matchup, but outside of this, your Mulligan strategy will vary enormously on what kind of matchup you are expecting to face.

Against early minion focused decks like Zoo, Pirate Warrior, and Dude Paladin, alongside the essential Bladed Gauntlet, Slam and Blood Razor are also fantastic tools to help slow down the face in the early turns.

Against decks that need to keep Control of the board throughout the game to maintain pressure on you such as Zoo and Aggro Paladin, you can consider keeping a Brawl in your opening hand, since it is the best card in your deck for coming back against these matchups. Against more outright damage-based decks like Pirate Warrior and Aggro Shaman however, keeping Brawl will be too slow and can cause you to miss key removal options to limit damage in the early game.

Against more Midrange-focused matchups, Execute will be your key card, perhaps even more important than Bladed Gauntlet as in some matchups they will not have early threats very consistently and you will instead need to plan immediately for the mid-game turns with your mulligan.

5. Fatigue Control Warrior Card Swaps

As a reactive Control deck, you can choose to play tech cards to react to your specific meta such as Harrison Jones, Golakka Crawler, or The Black Knight.

6. 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.

7. ChangeLog

  • 13 Apr. 2018: Deck updated for the Witchwood expanion.
  • 21 Sep. 2017: This deck has been reviewed and deemed appropriate following the balance patch on 18th Sep.
  • 11 Aug. 2017: Deck updated or KotFT expansion. Removed 1x Prince Malchezaar, 1x Yogg-Saron, Hope's End, 1x I Know a Guy for 2x Dead Man's Hand, 1x Blood Razor.
  • 01 Jun. 2017: Adapted for new guide format.
  • 10 Apr. 2017: Deck has been updated for the Journey to Un'Goro expansion. Removed 1x Justicar Trueheart, 1x Sylvanas Windrunner, 1x Elise Starseeker, 2x Revenge, 2x Bash for 2x Sleep with the Fishes, 1x Alley Armorsmith, 1x Prince Malchezaar, 1x Elise the Trailblazer, 1x I Know A Guy.
  • 05 Oct. 2016: Deck has been reviewed and is deemed appropriate for the meta after the Oct. 3rd patch.
  • 04 Sep. 2016: Deck added.
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