[S35] C'Thun Warrior - Make your opponents cry
- Last updated Feb 14, 2017 (Gadgetzan)
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Wild
- 18 Minions
- 9 Spells
- 3 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: C'Thun Warrior
- Crafting Cost: 10780
- Dust Needed: Loading Collection
- Created: 2/13/2017 (Gadgetzan)
- user-19236899
- Registered User
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- 4
- 15
- 29
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Battle Tag:
#2103
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Region:
EU
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Total Deck Rating
40
Introduction
Hello everyone, I am Sounder and today I want to present to you my version of C'Thun Warrior.
So I was playing my favorite Renolock on the ladder, when I ran into a Warrior using C'Thun. I didn't expect to ever get outsustained with my Reno Deck, but in the end I lost because of Fatigue damage. His endless amounts of armour coming from Ancient Shieldbearer + Brann Bronzebeard or Justicar Trueheart saved him and he won. I was quite impressed and started experimenting on my own C'Thun Warrior.
"Death is close..."
Deck Breakdown
The decks goal is to make your hero survive whilst growing your C'Thun. Dropping it is your winning condition.
Core
The core cards of this deck are those used to grow your C'Thun and those synergising with it.
- Beckoner of Evil: Simple early game card used to grow your C'Thun and put some presence on the board early on.
- Disciple of C'Thun: Small removal (it is SO useful though!) and growing C'Thun.
- C'Thun's Chosen: Decent 4-drop, divine shield is a pain to deal with. Also charges C'Thun.
- Crazed Worshipper: Taunt, that defends your hero while growing C'Thun when damaged. Perfect! Careful when playing against Priest though... Shadow Word: Pain and Book Wyrm will make you wanna punch something...
- Twin Emperor Vek'lor: Haven't seen it in many variations of this deck, for me it is indispensible. With the cards above, your C'Thun will almost always be at 10/10 when the game is at turn 7. This card not only provides a surprising board presence for your opponent to deal with, it also slows down aggro decks by a lot. Combined with Brann Bronzebeard you suddenly have 3 4/6 Taunts on the board.
- Ancient Shieldbearer: Gives you a ton of armour for sustain and Shield Slam, while also being a decent body.
- Doomcaller: Included, so that you don't run out of threats when in complicated control matchups. May be a dead card sometimes, so when laddering I suggest swapping in the second Fiery War Axe instead due to current meta.
- C'Thun: Your winning condition that makes your opponents cry for their mommys by the time you drop it.
Survivability & Removal
These cards help you keeping the board clean and preventing damage to your heros face.
- Shield Slam: The amount of armour you can stack with this deck is pretty high and there are many methods to gain armour. This card is your most flexible romval option as you can use it early in the game to remove small threats from aggro decks just like big minions in the late game.
- Whirlwind: Can be used in many ways, so be careful when you use it. While being a small board clear, it can help you draw cards with Acolyte of Pain, charge your C'Thun with Crazed Worshipper and damage bigger minions so that they can be Executed.
- Execute: Big removal.
- Fiery War Axe: Early game removal. Normally 2 are included, but I swapped one out for Doomcaller. If you find yourself facing more aggro decks, definitley consider putting the second one back in.
- Ravaging Ghoul: Same mechanic as Whirlwind and Revenge, but also adding some board presence.
- Shield Block: Source of armour and card draw.
- Alley Armorsmith: Found it to be very useful against aggro decks. If you don't agree, maybe consider including the second Crazed Worshipper.
- Brawl: Your only reasonable board clear, use it wisely.
- Gorehowl: Another removal option, can eventually be used as a finisher. With all the armour, most of the time you can afford taking some damage to the face.
Supporters and Tech Cards
Useful deck consolidation for the round up.
- Acolyte of Pain: Card draw.
- Brann Bronzebeard: With all the battlecry minions, a logical addition for fancy plays.
- Justicar Trueheart: Make your heropower produce more armour. Adds survivability.
- Alexstrasza: Found it to be very useful in preparing for a lethal C'Thun and also baiting out some large removal.
Mulligan
Mulligan for early removal, armour sources or C'Thun minions.
Always keep:
Beckoner of Evil, Fiery War Axe, Disciple of C'Thun, Acolyte of Pain, Shield Block
Situational keep:
Shield Slam, Whirlwind or Revenge, Ravaging Ghoul, Alley Armorsmith, Crazed Worshipper, C'Thun's Chosen
Card discussion
include the second axe if you find yourself facing more aggro than control
Ravaging Ghoul --> Blood To Ichor
played a a long time with Blood to Ichor, didn't find it too useful though. Ravaging Ghoul adds another Whirlwind mechanic and trust me, you will need it.
Winrates & Replays
https://hsreplay.net/replay/TqqoguKS46sHfhtxKpnYG4
Winrates coming soon...
Closing
I had a whole lot of fun playing the deck, it feels very consistent and is able to beat most current meta decks. However, it needs some getting used to. You need to get a feeling for Warrior and its class cards.
Thanks to http://www.hearthpwn.com/members/Sparkaz who's guide layout I used for my guide.
If you have any suggestions or questions please leave a comment below.
Don't forget to leave a thumbs up if you like the deck and my guide! =)
Why not make the deck more consistent? Maybe replace revenge with whirlwind, or whirlwind with a second ravaging ghoul. Also why have one Alley Armorsmith and one Crazed Worshipper instead of two of either. It's just plain bad deckbuilding imo ignoring the current meta.
Among the changes I listed above I also swapped out alex for a second brawl since I found myself often losing board early.
Your oppinion, I like it better this way. The cards you mentioned, give the deck more flexibilty if they are included once... for example, Alley Armorsmith is good against aggro and Crazed Worshipper is good for getting some extra growth on C'Thun... However both cards can still be seen pretty similar when looking at the bodies and weaknesses...
Deck is useless in current meta. Kankerspel
I'd love to fit one in, but as every card serves its purpose here, I can't figure out a way to do so.
Practically any meta deck (Reno Mage, Dragon Priest, Jade Druid, Jade Shaman, Pirate Warrior) annihilates this one.
I rly love Cthun warrior dude but this is just not working in this meta.
I faced this deck at rank 6 or 5 or something yesterday (maybe it was you?) played pirate warrior (shame but I don't have so much time to play this season, need fast wins to legend atm) - turn 5 he had to brawl my board - turn 6 he was dead.
You can't win against those kind of aggro decks but let's hope that this will finally change with the nerfs by the end of this month..
I agree, it is not the most favorable match up. However, I already won against several Pirate Warriors already. It all depends on the draw...
Yeah, well I really love Control decks as Aggro ist just too simple...
Why Whirlwind instead of Revenge and just one Fiery War Axe? It doesn't make sense for me.
Whirlwind because it is cheaper and against aggro every mana crystal matters.
The choice of only one Fiery War Axe is explained in the guide. If you are facing a lot of Aggro, don't hesitate to put the second one back in instead of Doomcaller. Domcaller is a change I made because sometimes dropping your C'Thun early, when it's not that big, can be good in specific matchups. But then you lose your winning condition. Doomcaller can sometimes save your *** in those situations.
Every mana crystal matters, but also every damage. 3 damage on board instead of 1 can be the difference between to be alive or to die when your life is really low. And I think Fiery Was Axe is a core card in every Warrior Deck, at least good, sometimes great against all archetypes of deck.
Glad you enjoy it! The deck has surprisingly strong survivability, one of the reasons why I love it.
Thanks for the support!