[LEGEND] The Patron Build Control Warriors don'...
- Last updated Jul 18, 2016 (Old Gods)
- Edit
- |
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
-
- 5
- 17
- 44
-
Battle Tag:
N/A
-
Region:
N/A
-
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.
Haha, I've tried with the exact same cards and Hogger. Was really thinking the Tentacles were a bit overkill.
Interesting deck, I'm glad to see Patron have a chance at being viable once again! Taking it for a spin now at Rank 19 (yeah, yeah, I know...), will report back with progress!
Five games in and I've only won one, but I attribute that largely to my not being used to the deck, and making multiple misplays. This deck definitely has potential for extremely explosive turns, but you can't afford to let your opponent stabilize. One of the strengths of the deck (its insane draw mechanics) can become a weakness if the game drags on too long, as you are likely to hit fatigue far earlier than your opponent. Proper skill is required to capitalize on the momentum provided by an explosive Patron turn, to seal the game. I'm having fun with the deck, just hoping to improve my ability to pilot it!
And here I was thinking of disenchanting Blood Warriors, poor stupid me. Thanks! Is there any room for second Fiery War Axe? Looks like I'd often need it.
Also Commanding Shout is awesome, Maybe two of these would also be great?
I used to run 2 and 2 with an OTK combo with Pyro, Shout, Frothing and Charge before WotoG, it was good and I didn't have too many problems. However now, I'd say you don't need 2 of either. The cards they have been cut for make the first wave of patrons quicker.
Yes, patience is something this deck definitely requires a ton of. You should always be aiming for one comeback turn in tempo match ups such as zoo, shaman and hunter. Think a couple of turns ahead and set up a situation which you can come back from.
That's not to say that you should be greedy with removal though - you have a lot of whirlwind effects and activators in the deck, use them to stay alive rather than keep hold of them to have an even larger board of patrons, tons of armor because of the smiths and dominate your opponent if they don't kill you before that. Remember that it is better to win with nothing in hand safely than lose with a hand which you cannot utilise because your health reached 0. To win safely, you need to establish which cards are in the "removal" variety and which are your patron activators. They will vary depending on the situation.
Finally, try and balance the removal you use with Battle Rage and Acolyte, especially in hands where you don't have patron. You will need to draw it to win, the sooner you do it the better. Sometimes you may instead need to combo off an armorsmith to stay alive against doomhammer, or what not. Basically, use your card draw to get to the cards that matter. The way the deck is set up makes it easy to get to the combos and if you dont have cards that get you there, you'll be more likely to have the combo cards already. Unless you get really unlucky and all your draw and patrons are at the bottom of the deck, you'll have no problem popping off at least once.
I understand that a video would be better, but that is all I can do atm as my PC broke down. Currently I'm using my phone to play and dare I say, the app is absolute garbage and has random disconnects which shorten the time per turn REGARDLESS of my internet connection (it's very good btw).
Would be fun If I could play it better. I read the description but there are still too many unexplained scenarios and missing information, At least for a casual player. Im sure its no problem for someone who plays a lot. I hope the author puts out a video. Regardless, thanks for taking the time to post the deck! I will enjoy getting better with it.
6-2 Rank1 to Legend. Easy Leg GG
What do you guys think about replacing gnomish inventor with any of the following, and why? Thanks!:
Coldlight Oracle
Cult Master
Azure Drake
1) Thought about Coldlight myself, but in a lot of match ups, it ends up helping my opponents more than me. They draw their threats, AoE, removal, etc. much quicker if you use coldlight and that's no good.
2) Cult Master is useless. as soon as you get patrons out and they survive, all you need is a whirlwind effect to make use of them. Apart from that, its stats are worse than inventor's and you need to draw card TO pop off with patrons, rather than after.
3) Azure Drake is fine, but you can play gnomish out a turn before, its the quicker card
Giving this a go but I can't seem to get the hang of it. I think I'm too impatient. Any chance you have a video?
Found a video of a similar deck. Not exactly the same but gives some idea of gameplay.
https://www.youtube.com/watch?v=OTpNeqjgSfA
Yea. this deck really needs a video or more explanation.
Is there a place for finley in this deck?
There is. You can replace Gnomish Inventor with it but I think the inventor is better as it cycles through your deck towards your win condition. Basically, it's the safer card.
This deck just destroys Hunters, they don't know what to do once you have 5+ patrons out. Ok my experience is only ranks 15-10 with it but am having a blast.
Anybody try this yet? I need Blood Warriors, but I'm very hesitant to craft it.
I've been playing it for some hours now. It's a fun deck to play, but really difficult (as all warrior combo decks are). You have to practice quite a bit and I still have not fully got the hang of it.
I enjoy it very much, but it depends a lot on card draw. I just had three games in a row where both patrons and both Pyromancers where within the last 10 cards. There is absolutely no chance to win if that happens.
You can play this without Blood Warriors, the deck's playstyle doesn't change at all against Hunter, Druid, Aggro Shaman, Rogue or Zoolock. I'll be blunt, the card is only good against decks with 2 or more copies of powerful AoE and if people don't run those you have no need for Blood warriors. You will be losing 80% of the time against decks that can clear them twice though, like C'thun Warrior.
I crafted it for this deck too.. it is useful about 1/4 the time. I will say it does make this deck a LOT more fun even if its overkill most of the time.. and at the end of the day, isn't that the point of playing?