[LEGEND] The Patron Build Control Warriors don'...
- Last updated Jul 18, 2016 (Old Gods)
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Wild
- 15 Minions
- 14 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Patron Warrior
- Crafting Cost: 1620
- Dust Needed: Loading Collection
- Created: 6/25/2016 (Old Gods)
- CalibanHS
- Registered User
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- 5
- 17
- 44
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
116
INTRODUCTION
Hey what's up Hearthpwn, got back to playing Hearthstone right after the WotG release and boy did I have a lot of fun now that the meta is different...
...or so I thought. People are still playing mostly Aggro - Midrange decks because they are pretty basic and efficient. C'Thun warrior and Reno lock are still the only reliable control decks and the meta has pretty much stabilised. AND THIS IS WHERE I COME IN TO SHAKE IT UP BABY LETS GOOO!
So I'll give you a quick run down of the deck first and what's it good against - https://tempostorm.com/hearthstone/meta-snapshot/standard/2016-06-19
See this meta snapshot? That's what you are good against. You beat every deck there (Except for Reno Lock, but that depends on whether they get all 3-4 of their AoEs before you are able to make your 4 waves of Patrons).
DECK PROFILE
Now that the punchy match-up run down is out of the way, let's give you a description of this deck and an explanation for the title. This is the version that embodies Patron Warrior ideals to the core, everybody gets in there as fast as possible, as much as possible, without needing to fear what used to be the bane of all that is Patron - area of effect removal. That is made possible through the use of Blood Warriors, a card so undervalued by most pros and yet so powerful at turning the tides on the previous counter match-ups. To put it into perspective, this card to Patron Warriors is what Elise is to Control Warriors - it makes previously useless cards like the numerous Whirlwinds effect you run usable again, except instead of legendaries, you get numerous patrons in their place, which is far better once AoE is gone.
THE WOMBO COMBOS
The basic and most valuable combo that you'll be using in games that last till late game is Wild Pyromancer, Grim Patron, Inner Rage and Blood Warriors to not only get 2 Patrons back, but to also add another Wild Pyromancer to make your other spells into additional whirlwinds AS WELL AS the under-appreciated 2 damage AoE to your opponents board and 5 Patrons on yours, which is usually considered to be the "golden number" due to weird stuff like your opponent's Whirlwinds, Demon Wrath or Consecration.
There are numerous Pyro combos in this deck, ranging from Blood To Ichor and Battle Rage for drawing 3 cards and dealing 2 damage +1 to the board to Commanding Shout into a full-on board clear after you have used Emperor Thaurissan.
Finally, this is how you POP OFF with Patrons and establish dominance on the board at 7 mana crystals, which is crucial in a lot of minion based Tempo / Midrange match-ups like Hunter, Warrior, Druid and Shaman.
5-6 Patrons
Patron + Inner Rage + Tentacle / Whirlwind + Whirlwind
Patron + Pyro + Inner Rage + Inner Rage (targets may wary depending on the situation)
Patron + Inner Rage + Inner Rage / Blood to Ichor + Whirlwind
Patron + Tentacle + Tentacle + Inner Rage + Inner Rage (First Rage the Patron, then the Tentacle)
Pumping out4 patrons will usually require one less card and one less mana, but its only recommended if you clear the board in the process.
THE COMPARISON
At this moment you might be wondering, how does this deck compare to the "popular" version? Well first of all it's not a garbage rip-off Tempo Warrior with a few Patrons thrown in there. Secondly, adding combo cards (not to be confused with BURST) to midrange / tempo decks and good standalone cards to combo decks has proven to be ineffective. This dates back as far as to when the pre-nerf Warsong Patron Warrior was the top tier deck. At first it ran Dr. Boom, Shredders, Belchers, Grommash Hellscream, etc. but after a few months, the best of players realised that Patron, as it was, only won in 2 ways, by either Frothing Berserker burst or through spamming Patrons. Standalone cards were basically bodies that didn't do enough to win by themselves and didn't support the aforementioned win conditions. The build you see to your right uses that mentality, except now, there is only one win condition, but one that is so reinforced that almost never fails.
Is Patron your only win condition?
HELL YEAH. Which means that if both copies of Patron are in your last 5 cards, you are probably gonna lose. The good thing is that you can easily draw into it by that time with the amount of cards designed to do that. In some match-ups, it's all about getting it out early, in others, it's about drawing into the key combo. Let's get down to what you mulligan against certain Tier 1 decks.
Aggro Warlock (Zoo)
When you see Warlock, you assume it is Zoo. Once that is established to hold true, you need to smile at your screen because that match-up is total FREELO. You should always keep the War Axe, but don't hard mulligan for it - it's a one-off for a reason. Keep good early game stuff like Armorsmith, Blood to Ichor, Pyromancer, Slam, Ghoul and if you have that already, you can keep Patron and Acolyte.
Once in-game, try to play efficiently if you have Pyromancer, but otherwise don't be greedy with good clears. Pyro with the coin is your best weapon in this match-up and one that will most likely clear your opponent's whole board, which is why you rarely need War Axe unlike other Warriors.
Final advice, beware of burst damage. If your opponent was tapping in the early game without playing good cards, it probably means that they have burst in their hand, so you gotta play around it, even if it means losing efficiency.
Tempo or Control Warrior
Simple match-up as they usually do not have enough fire power to heavily pressure you. For moments they do, you keep Execute in your starting hand to counter that. They'll most likely damage their own minions, making it an effective one-card removal. If you know its Tempo Warrior, keep the War Axe, but otherwise just mulligan it away along with other cards for Patron and card draw, like Battle Rage, Acolyte and Gnomish Inventor. Thaurissan is usually also a keep if you have the coin as long as you get the aforementioned cards that draw.
All the AoE that the current C'Thun warrior has is just 2 Brawls. Against the normal Patron, it'd be game-winning. Luckily you have Blood Warriors. Use the key combo to make 2 more waves of Patrons and even if they clear the first one, you will have the cards to make 2 more. Spam harder than you do in Forsen's chat and you will win.
Aggro Shaman / Midrange Shaman
Both are pretty much the same in terms of openings, but the midrange variety has Lightning Storm, so be vary. As for the mulligan, it's a lot like the Zoo match-up, except here it isn't worth keeping Blood to Ichor unless you have Axe with it when going first. Pyromancer is again, your best weapon at clearing the board, use it wisely.
Midrange Hunter
Much easier to deal with than Shaman in the early game, but does have more punch once it reaches 6 mana. Keep generic early game removal like Slam and Axe, if you have the coin, keep Pyromancer too. This match-up is decided by whether you get your Patrons out at 7 mana, a turn before your opponent is even able to use Call of the Wild (provided that they didn't save the coin for it) so keeping Patron is crucial.
CONCLUSION
Patron is still ridiculously busted as long as you make a deck around it. It has always baffled me why some people would consider making a deck around C'Thun or Reno Jackson by running bad cards solely for that one-four card power spike and not considering the possibility of making a deck comprised of good cards to make two copies of one card even more ridiculous than it already was. That might be due to complexity and intuition, or just pure stubbornness. Now I will not say you can get off the ground with this deck as immediately as you would with others due to the amount of complicated card combos and just the unusual playstyle of this deck (I have over a thousand Patron games alone, yet I still make mistakes when I'm not focused) but rest assured, if you can master this deck, it will be your greatest weapon in the current meta.
I love this proper patron deck (blood patron as it's being called) but the part where you have a bunch of equations, each one is a route to 5 patrons right? I got a bit confused and thought you wanted that combo of cards all dialed out which is probably impossible in one turn... haha.
You know like if you don't get the combos spot on, or say if you want to wait till you have more injured patrons to cast blood warrior so you get another 5 to your hand or something.. are these plays that would be worth my time, or should i just be sticking to the formula with little deviation?
There is usually no point in getting more than 2 patrons and an activator (Pyro or Ghoul) from Blood Warriors, the rest you'll just end up playing as 5 mana 3/3s. And obviously, if you don't have the exact combos, just work with what you are given.
thanks.. I'm still missing the blood warrior card, but as soon as I can craft it or get it in back I will make this deck for sure. It's old gods, right?
I play thijs version of patron warrior from thijs at the moment and i am very happy with the outcome. it a very fun deck to play and u absolutly crush a lot of decks in this meta. i even found myself constantly winning against tempo warrior and dragon warrior, which i played myself the last two sessions. my question is why do u think this version is better? i think its a bad idea to leave grommash out of the deck. instead of this i think there are interesting ideas in this deck which i will try out. Btw only one fiery axe is an interesting idea as well =) .
I explained why this version is better in the description, so I'll just end up repeating myself if I tell you again. However, I'll touch on Grom a bit more: the card is sometimes good to close games out against Revenge Warriors and in other times, a turn before the opponent kills you. However, it is just one big minion in a deck with no other threats or simply well-statted minions like Bloodhoof. Because of that, all the hard removal your opponent has kept over the game's duration will usually be used on this, so you won't be getting the full value out of it as a minion. That's the expected result and it isn't good enough to warrant a deck spot already. But there is more - it ends up clogging your hand a lot of the time. This is a combo deck, you want as many usable cards as possible and as many choices as possible. Grom with his weighty 8 mana cost ruins that synergy from time to time and in a place where you could have a card below 4 mana to use, you are gonna have a useless one.
Can't make it work. From rank 9 to rank 17... I've really have no idea how you can win with that deck. You can't wait Blood Warriors every game, people just killing you with strong minions. And i have no idea how can you win against freeze mage. Than constant freeze and you can do nothing. Shamans and hunters has to much pressure and you need amazing drop to do something against them. Paladints, priests? Aot on 3-2 hp everywhere. I really like idea, but sadly can't do nothing with that deck :(
I'll tell you how to beat Freeze mage since I haven't touched on it in the guide. You've got 2x Armorsmiths, play them both out with like a patron, whirlwind a bunch of times. You won. But remember to keep executes for Alex and Antonidas and not draw too much.
Every other match up comes with experience. Best advice I can give you is to play decks with a lot of options (decks with Pyromancers give extra points) and use that experience when piloting this deck.
Tried this deck at rank 5 and got absolutely crushed twice in a row by a renolock and tempo warrior.
I'm playing this deck right now and I must say, it is fun to play. However, zoolocks are still kicking my teeth in, and hunters too sometimes. What do you recommend to deal with the hoards of face decks out there? It does do very well against C'Thun decks.
It's all in there already, just make use of your whirlwinds and other removal.
I just can say this is a freaking killing machine!!! I got unluky in 2 matches (got disconnected) and I made mistakes in other 2, after all, 13-4 in ranked (I do not count the matches played in casual to practise with the deck) in my first two ours playing it in ranked. Just need to be focus and dont miss any chance of damage and/or patron activation. Be carefoul with control priest and renolock, those matches are almost a sure lost game, anything else is completely defeatable. Thanks you for this deck CalibanHS :D
The clickbait title is funny because control warriors will always, ALWAYS wait for the perfect moment to play their 2 brawls, which they will almost certainly get since the patron combos come late in the game because they are mana-expensive, assuming of course you have the correct cards and have not spent them elsewhere. Plus, they will do all this while still staying high in shield points. Same case with other players from other classes with AoE, and attack-neutering minions/spells (Aldor etc).
Using Blood Warriors is a good idea that I have repeatedly tried myself in Patron decks (invested 400 dust just for it), but it doesn't really help significantly or change the fact that patrons at the moment are too slow to be of any particular threat (especially versus aggro) and too weak to AoE. Weak to Shamans, all other warriors and control paladins and (sort of) good against zoo and tempo mage. That's it. Believe me, I've tried making this work with all kinds of different ideas (Blood Warriors, Darkspeakers, with Hogger, Doom of Elwynn, Rampage, behind the usual warrior taunts, you name it), but unfortunately the deck is a ghost of its former self, at least in Standard. Not saying it's useless, but just very mediocre, inconsistent and with low win rates versus all the other decks that are ranked higher. Yes, you might - might - get a third wave of patrons with Blood Warriors, but even if you are able to pull it off, the third wave can usually also be handled or comes too late.
Another question: what does the other usual [LEGEND] clickbait in the title mean? Did you reach legend with it? Playing only with it, or switching with other decks (in which case it's not really "legend")? In which ranks? Starting from which? How long did it take you? Data of your wins/losses versus the other decks?
PS. "Tempo / control warrior: Simple match-up as they usually do not have enough fire power to heavily pressure you. For moments they do, you keep Execute in your starting hand to counter that." Are you serious? Control doesn't need to pressure you - I hope you have realised they are trying to sit back & do the EXACT opposite, and as long as you give them breathing space it's game over. As for dragon tempo - the version that almost everyone is playing at the moment instead of the regular Varian one - it is so overwhelmingly fast tempo-wise and aggressive that it's honestly a joke to say "they don't have enough fire power to heavily pressure you". Not to mention even faster decks like pirate warrior... No offense but your claims about the deck really do lose a lot of credibility with comments like these - among others.
Hey glad you appreciate my title, I really did think it was ingenious the moment a friend of mine came up with it. I'll keep it crispy here.
1) What does Legend mean? This is my go-to deck when I want to win consistently, that's what I use at legend rank. This is NOT the only deck or class I play, it would be too boring. What win-rate does it have? I don't know, like many people I can't be bothered to track it, all I know is that it's easy to climb the ladder for me with the deck.
2) On the warrior match-up: Yeah, Dragon warrior is favoured against this deck, they have the power of the curve with high health minions, which is tough to deal with. Try popping off with patrons asap in that match up. Now as for control variants, it is exactly as I said - it's simple. All you gotta do get the most out of your draw cards, you won't have to worry about countering their curve whilst doing so. The Bloodwarriors combo does come only in the later turns, but you are forgetting one thing. Your deck is filled with draw, your opponent will still be on like their 15th card whilst you'll be at like 10 less, so that alone makes it harder for Warriors to have perfect answers to your board. But assuming they ALWAYS have double brawl, turn 6 Justicar and you are NEVER lucky and patron and blood warriors are always in the bottom 5 cards of your deck, you are not gonna win. Now compare that chance with not ever drawing the said Brawls. You'll find the numbers staggering.
3) Your other questions really make me wanna make a video, which I can't anyway. I'd really love to explain how you can counter the growing threat from Paladins and their peacekeeping effects from Aldor which absolutely destroy Acolytes and Inventors or how you should draw your anti-aggro cards instead of double patron and thaurissan against aggressive decks with small minions like zoo, shaman and now aggro-hunter or maybe explain how you can come back in the mid game with shield-point-smith and if I could I would.
Here's what you do now: you build the deck, you play it, then tell me how it goes. I'm saying this because I know you skipped the first 2 steps and decided to post your past experiences instead. This deck isn't slow, it's powerful against aggro and you need to try it yourself.
1. I am afraid "Can't be bothered to track it" doesn't really cut it here at all. A proper deck description, especially with the usual clickbait [LEGEND] in the title, has the proof for it along with detailed match stats from the HS tracker. Furthermore, a true [LEGEND] title means that the player has used it to climb to legend, not in an on/off fashion but consistently. It also doesn't mean at all that "it performs well there". That's very vague and doesn't mean anything in particular. Legend is a place where slower, quirky imaginative decks can do well if played with skill (just watch any streamer there who's bored out of his mind and plays Astral Communion, Patrons, Yogg Stone Mages etc).
2. As I wrote, the compulsory in control warrior double Brawls will inevitably be drawn by the time you play your Patron combos, which is turn 6-7 with the absolute best of luck. And even if they don't, in the overwhelming majority of cases due to their high shield points and efficient removals they can afford to wait a bit until they get one. As for dragon tempo, as I said they are very fast and don't bother waiting for any patron combos to appear.
3. I respect your lack of time to make a video, and completely understand it.
I have tried this deck and a good number of variations with the cards I described (and more!). I even tried Patrons in other classes with weird ideas (like Spreading Madness and other Warlock pings etc). The results, in summary, were described in what I wrote.
For me:
- 1 Commanding Shout
+1 Grommash Hellscream
The OTK of Grom gives more burst to the deck.
Great Deck, I had a gold Blood Warriors so I decided to give it a try. Played a Zoolock and C'thun Druid and went 2-0. Against Zoolock, I was able to just keep removing all their threats until they conceded. Oh and having 17 armor from Armorsmith helped that. Against the Druid I dropped a turn 7 Patron/Tentacle/Whirlwind/Inner Rage/Inner Rage and then I was off to the races. He couldn't keep up and I kept replacing my Patrons with things as I went.
Do we need a Commanding Shout??
I like it for Pyromancer clears and trading with your patrons, it's also a cycle. SeemsGood . It's not a key card, but I'd still play it over a lot of cards.
I created a similar deck when OG was released and I gave up after 12 games of being destroyed even tho I've already played the old Patron deck a lot.
It was too slow against aggro and control just never let me use Blood Warriors, in fact in 12 games I used it once for an Acolyte and a Patron.
Maybe the meta has changed enough for it to work now. Might give it another shot.
My past variations didn't do well either, I used to run Frothings, Bloodhoofs and no Tentacles. But now it just clicks and feels very clean. Try it again.