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Fatigue Control Warrior Deck

Last updated on Sep 21, 2017 at 09:04 by Pesty 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.

Disclaimer: The success of this deck predates the balance patch that was applied on 18th September 2017 which may have an impact on the effectiveness of the deck.

1. Card List

This deck costs 7,480 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

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2. Mana Curve


3. 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, Fiery War Axe is key as it always is with Warrior decks, 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 hit a War Axe. Slam can be used to address must-kill minions such as Knife Juggler.

On top of this additional early-game control cards like Blood To Ichor and Ravaging Ghoul are also featured in the deck. Blood To Ichor is the perfect card on turn 1 to answer an Argent Squire or 1/3 minion as it contests them both perfectly on curve. It also ties in fantastically with Fiery War Axe as the Axe can take care of a 2-drop minion and then combine with the Blood To Ichor to remove a 4 Health 3-drop while gaining some Tempo. Ravaging Ghoul on the other hand is one of the most flexible and powerful cards in the deck as it can single-handedly counter Token decks but also be used in similar ways as Blood To Ichor and to activate Execute.

The important skill with this deck is to recognise when it is appropraite 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.

Ironforge Portal is an inclusion in the deck that goes some way to replace the departed Shieldmaiden in the deck. Although it is not quite as powerful as Shieldmaiden, it serves the same effect and the reintroduction of additional armour gain to the deck makes running your opponent out of threats completely a viable strategy again. Although the stats of an average 4-drop are fairly weak, only around 3.2/4.2, the ability to gain life and place a body in play to occupy your opponent is exactly what the deck wants to do. It also serves as an immediate activator for Shield Slam to answer any key threats played by opponents.

Finally, Grommash Hellscream is another card that is often used somewhat counter-intuitively in this deck. Classicly Grommash will be used as finishing burst damage to end the game in combination with Slam. Although that usage still comes up in this version, Grommash is also very commonly used as a board control tool to remove a minion from play and stick a large intimidating body to the board.

3.1. Mulligans & Matchup Specific Strategies

Fiery War Axe 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 Aggro Shaman, alongside the essential Fiery War Axe, Blood To Ichor and Ravaging Ghoul are also fantastic tools to help slow down the face in the early turns. Slam is also a strong tool to keep in your opening hand.

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 that Fiery War Axe 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.

3.2. 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.

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
  • 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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