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16-1 Weird Control Warrior [GUIDE]

  • Last updated Nov 7, 2016 (Yogg Nerf)
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Wild

  • 14 Minions
  • 13 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Warrior
  • Crafting Cost: 14000
  • Dust Needed: Loading Collection
  • Created: 11/6/2016 (Yogg Nerf)
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  • Battle Tag:

    Pandafarian#2194

  • Region:

    EU

  • Total Deck Rating

    16

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Hi guys, i went 16-1 with this deck on EU ladder, thought some of you might give it a shot.

So the main reason why you might want to try this deck is, it pretty much counters every other deck on the internet. As you can see the frames of this deck built on classic control warrior with some interesting adjustments.

Before we get started i have to point out a few things: First of all, this is not a greedy Control Warrior deck. It is really passive during the whole game, nearly all of my games went to fatigue with this deck. There is no direct threats to the opponent in any ways to make them feel uncomfortable, we are just defending ourselves. During that 17 games, i won against Midrange Hunter, Midrange Shaman, N'Zoth Paladin, Zoolock, Dragon-C'Thun-Control Warriors individually and Tempo Mage. Just lost a game against Anyfin Paladin. I think i could pull that out but, lost my temper and conceded. I am not using any winrate recorder so i'm sorry for those who requires that.

 Now i want to talk about Lorewalker Cho and Tinkmaster Overspark a bit.

Lorewalker Cho

It's a great component for a Control Warrior that not many others included in their deck. Since half of your removals relies on weapons or aoe battlecries or effects (Ravaging Ghoul, Baron Geddon), it does not hurt you at all, even if you use your Shield Slam, majority of the opponents doesn't have armor to get value out of it. Also its a good card for filling your opponents hand with useless spells and making them overdraw and destroy their precious cards. Mostly whenever i gave my usefull spells to the opponent, i got them back again, because they feel that is okay to give my card back and they think they dont lose value doing it so, but the thing is, you are keeping them idle while you have Lorewalker Cho in the board. For instance around 8 mana, play Lorewalker Cho with Sylvanas Windrunner preferably in an empty board, see how the opponent crumbles in the void of no optionland.

For example when you face against a spell heavy deck like Mages or Druids, you can turn 2 Lorewalker Cho easily in most cases, it will buy you in general 4 turns, if you can drop a Bloodhoof Brave next to it, it will provide you at least a spell from your opponent.

Tinkmaster Overspark

And we have the other surprising card that is Tinkmaster Overspark. You can turn 3 tinkmaster if you want to try to get a 5-5 out of your Lorewalker Cho or try to get rid of it at some point. But not only that, you can break the combo of C'Thun decks by transforming their C'Thun into a 1-1 or a 5-5 which doesn't matter at all for a warrior. For Nzoth matchups, you can use it on powerfull deathrattle minions such as Tirion Fordring, Cairne Bloodhoof and even Savannah Highmane. I am not even saying that you can transform every other minion that you just dont like! A polymorph in a Warrior deck is really broken. This card might need a bit nerf actually :D (jk)

GAMEPLAY: 

Mulligan: Keep Fiery War Axe always, if possible try to get Slam, Bash, Ravaging Ghoul. KeepLorewalker Cho against spell heavy classes. Keep Justicar Trueheart against Warriors and Priests.

Surviving: Against aggro, tempo and midrange remove enemy threats in most efficent way possible. Dont hesitate to use your Slam on Flame Imp or Sorcerer's Apprentice if you don't have any near removals ahead. 4 or more HP early cards such as Imp Gang Boss, Flamewaker, are annoying since you don't have direct 4 damage. Try to combo Ravaging Ghoul with Fiery War Axe or Bash even if you need to wait one more turn. Clearing enemy threats as fast as you can will leave enemy with no cards in hand (Such as Shaman and Hunter) but since you dont have any threats, don't use your resources right away, wait for them to fill their hand and clear it off all over again. This deck capable of doing it. Consider every card you have as a removal tool. You have really good draw components, use them wisely. Against Control matchups, try to draw less if possible and if it wont hurt you, try not to draw.

Endgame interactions:

-Save Tinkmaster Overspark for C'Thun decks, you can always do Sylvanas Windrunner + Shield Slam also. 

-Save a Shield Slam and Doomsayer for N'Zoth decks, when they play N'Zoth, the Corruptor, play Doomsayer and use Shield Slam on opponents Sylvanas Windrunner which spawned by N'Zoth. You should be fine. Also this leaves you free with the two Brawls against a N'Zoth deck.

Replacements: To be honest its an expensive deck. 

Harrison Jones: Acidic Swamp Ooze simple weapon removal, lower manacost.

Baron Geddon: Corrupted Seer not the same power level but can be used effectively. Since Abomination is a deathrattle, it can be Hexed but if you want to try it with Charge be my guest and leave your opinion about it below. Also for a change you can try Kor'kron Elite to remove 4 HP minions like Flamewaker and Imp Gang Boss easily. Up to you.

Why no Grommash Hellscream? Mostly because its high mana and we dont need it as a game finisher since we dont hit the enemy face that much. And for removal its a highcost Kor'kron Elite in most cases. Yes it leaves a huge body when you kill an Azure Drake but the opponent probably use a removal on it because we dont run any other big threats that worth getting heavily destroyed.

I will try to update this guide further if anything comes into my mind, feel free to ask anything below.