Grim Patron Warrior Wild Un'Goro Deck
Table of Contents
- 1. About the Author
- +2. Grim Patron Warrior Wild Un'Goro Deck
- +3. Strategy
- 4. ChangeLog
Grim Patron Warrior is a Warrior archetype that has gone through significant changes due to the nerf to Warsong Commander. What used to be a very combo-intensive deck that aimed to draw huge amounts of cards and activate game-ending burst or board clear combos has now evolved into a more Midrange-focused board control deck. It still packs the explosive power of the Grim Patron replication which can still be enough to defeat many decks single-handedly.
This particular build of the deck brings in Sir Finley Mrrgglton to the deck and was pioneered by London Conspiracy's Crane, who took the deck to Rank 1 Legend.
1. 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.
2. Grim Patron Warrior Wild Un'Goro Deck
Our deck costs 6,000 and it is made up of the following cards.
|Warrior Cards||Neutral Cards|
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2.1. Mana Curve
Grim Patron Warrior is a deck, as the name suggests, built around the incredible combo potential of the card Grim Patron, and the synergies it has with various Warrior cards. Since the nerf to Warsong Commander, it has been forced away from a combo strategy and plays out more like a classic Midrange or Tempo deck that is trying to build powerful board states and push damage aggressively to the opponent.
As mentioned, your early turns will function much the same as standard Control Warrior. You will look to kill your opponent's early minions using Fiery War Axe and Death's Bite, and stall out the game into the later turns. You also have multiple removal cards and early game minions at your disposal to help you to navigate your way through these early turns. Although your cards like Whirlwind and Inner Rage are fantastic tools to use with your Grim Patron or Frothing Berserker later in the game, you should not be afraid to use them to control the board early. Since you play such a huge number of Whirlwind and 1 Damage effects, you will usually have at least 1 or 2 in your hand by the time you wish to activate a combo.
Sir Finley Mrrgglton has been added to this deck since often the Warrior Hero Power does very little to synergise with the deck. The Warlock Hero Power is often the one you are looking for as this is a Combo deck, but Mage can also be fantastic for damaging your own minions. It should be noted that when playing against Aggro decks, you should not keep Sir Finley in your opening hand and are often hoping not to draw it, since your armour gain is one of the things that makes you more favoured in the matchup.
Going into the mid-game, you start to create more proactive turns with cards like Piloted Shredder and Dread Corsair that can be played extremely cheaply alongside a Death's Bite or Fiery War Axe. While previously in the more combo focused deck, drawing cards was often a greater priority than developing your board, this deck is much more focused on building a board state. Your best play is usually simply developing the board into the best position that you can with your available resources. Cards like Battle Rage can help you to refill your hand on options, but it is less often correct to take the low-tempo play of drawing cards when you have a strong board development play available.
It is important at this point to recognise what your win condition is against the deck you are facing. This differs wildly from matchup to matchup, and can dramatically affect the plays you make in the mid-game turns.
Against decks such as Druid, slower Midrange Hunters, and other Patron Warriors, your win condition is simply Patron generation. If you are able to engineer a situation where you get 3 or more Grim Patrons onto an empty, or near-empty board, these decks are not properly equipped to deal with them. This means you can easily begin to push damage through to your opponent while continuing to replicate your Patrons on following turns to maintain board dominance. One of the most common ways to achieve this is the second swing of Death's Bite on turn 5, alongside a Grim Patron and an Inner Rage, to create 4 Patrons. In these matchups it is perfectly acceptable to play out a Frothing Berserker as a body at any point in the game, as it is not required to win the game.
Against heavy Control decks such as Handlock, Control Warrior, and various builds of Priest, the Grim Patron strategy alone is rarely enough to win the game. These decks play powerful AoE effects that are able to neutralise even the biggest of Grim Patron boards. Because of this it is important not to invest too many of your resources into a Grim Patron turn, or better still, wait until you can activate a Battle Rage on your Grim Patron turn in order to replace all the cards you have used with other options. The strategy in these matchups is simply to put on as much pressure as you can with a strong curve of minions. If you are able to create enough pressure early, you may be able to force your opponent to use their AoE before they would like to, allowing you to push with a Grim Patron board on a later turn. These matchups are the hardest since the Warsong Commander nerf, since huge Frothing Berserker combos were previously your win condition against these resilient decks.
Against outright aggressive decks such as Face Hunter and Aggro Paladin, your win condition is simply survival. You should use your defensive tools like Armorsmith and Dread Corsair to live for as long as possible, and trust that if you can run the opponent out of steam, you will eventually gain access to the one turn you need to swing the game back in your favour. This does have some crossover with the Patron generation win condition, since these decks are also ill-equipped to cope with a large board. The difference is that survival is key first and foremost, and you will simply be hunting for a turn later in the game, where you have the chance to seize the board back. Curiously, Armorsmith can be more useful as a late-game tool than it is in the early-game. Later in proceedings you can play it on a board with multiple minions and then activate several Whirlwinds, gaining huge amounts of armor.
Replacing the Warsong Commanders in this deck are the more standard Midrange power cards like Dr. Boom and Loatheb. Since the explosive power of the huge burst combos has been stripped from the deck, the deck must focus on building a powerful board state in order to seal the game. Both Dr. Boom and Loatheb are fantastic for this strategy as they can generate big boards out of nowhere and protect your existing board from removal, respectively. These extra power cards are vital for the matchups in which simply flooding the board with Patrons are not enough, and gave you alternate win conditions as well as additional threats than go unchecked if your opponent has been forced to blow all their removal on your Patron board.
Finally Grommash Hellscream is reintroduced to the deck in order to create some much needed burst damage. Although it does not fully make up for the lack of the incredible damage that Frothing Berserker can do, it does create the necessary punch to follow up your early board aggression and finish the game before your opponent is able to stabilise. Due to the extreme amount of activators in the deck, you will almost always have a way to Charge Grommash for at least 10 damage, creating an excellent final push for the deck.
3.1. Synergies & Combinations
This is a very heavily combo and synergy focused deck, and as such listing every interaction between cards would take up a guide to itself. However, there are various interactions that are important to know.
- Grim Patron — to generate additional minions;
- Frothing Berserker — to create huge amounts of damage;
- Acolyte of Pain — to draw multiple cards;
- Battle Rage — to damage multiple minions, creating large amounts of card draw;
- Execute — to create the damage necessary to activate the card.
- Grommash Hellscream — to activate the Enrage effect for 10 or 12 damage.
3.2. Mulligans & Matchup Specific Strategies
In most matchups, keeping Fiery War Axe, Armorsmith, Death's Bite, Frothing Berserker, or Acolyte of Pain is usually fine. You should avoid getting overly greedy with keeping expensive combo pieces in your hand, and instead trust in the amount of card draw in the deck to get you to them in a timely manner. If you do not have a Fiery War Axe in your opening hand, you can keep a Slam to help deal with a key early minion from your opponent, such as Knife Juggler.
Sir Finley Mrrgglton should also be kept in most matchups, however there is a concern when playing against extremely aggressive decks that you will need your armour to survive against. However, the 1/3 body itself is already good against Aggro, you can consider keeping it if you do not yet have an Armorsmith or Unstable Ghoul.
Against aggressive board flood decks like Hunter, Mech Mage, and Zoo, you should mulligan your whole hand for a Fiery War Axe or Death's Bite if you do not have one. Keeping additional cards like Armorsmith, Whirlwind and Inner Rage as early board control tools is also strong if you have the Weapon already.
Against slower Control or Midrange decks, you can keep 1 Execute in your hand in order to stall the game long enough to get to your powerful turns. Death's Bite is another strong keep in these matchups and may even be preferred to a Fiery War Axe against classes like Warrior and Druid. Piloted Shredder can also be an excellent keep in these matchups, especially if you have The Coin.
Against matchups where your win condition is simply generating Grim Patrons as early as possible, such as Midrange Hunter, Druids, and other Patron Warriors, you should keep any part of the Death's Bite, Inner Rage, Grim Patron combo in order to maximise the chance of activating it on turn 5. This is especially true if you are on The Coin.
Against Paladin, Acolyte of Pain is a great keep as most of their early minions have low power, which increases the potential for you to draw multiple cards. Whirlwind is also strong, to deal with the early threat of Muster for Battle before they are able to buff the tokens with a Quartermaster or Blessing of Kings.
3.3. Card Swaps
Slam and Loot Hoarder are fairly interchangeable and serve different purposes. Loot Hoarder is able to be more proactive early, while Slam can provide immediate card draw and an answer to opposing minions.
4. ChangeLog+ show all entries - show only 10 entries
- 02 Apr. 2017: The deck has been reviewed and deemed appropriate for the Journey to Un'Goro expansion.
- 23 Dec. 2016: Deck has been reviewed and updated for Means Streets of Gadgetzan meta.
- 16 Mar. 2016: Removed 2 x Kor'kron Elite for 2 x Piloted Shredder.
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