[SA] Control Warrior
- Control Warrior
- Wild
- Ranked
With the arrival of a very good mid game weapon and many more good late game minions, I can see classic style control warrior viable again. The game plan is simple. Early mid game from turn 1-4 armor up and remove early threat. Then drop beefy minions on curve from turn 5. Decks have good draw power from a 1 mana discount cutclass, so Zephyrs is in as the ultimate tech card for late game. It can be another board clear, a silence, a Tirion or push dmg lethal.
Deck should do fine vs aggro due to the power of Barov, Reaper,AOE and taunt. Vs Control we have a lot of must remove threat, so Rattlegore can dodge a transform/silence thus win us the game. Also remember we can have 14 burst dmg aswell.
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1- 00
- 01
- 02
- 03
- 04
- 05
- 06
- 07+
- 1 Shield Slam x 1
- 1 Slam x 2
- 1 Sword and Board x 2
- 2 Bladestorm x 1
- 2 Shield Block x 1
- 3 Coerce x 2
- 3 EVIL Quartermaster x 2
- 3 Lord Barov x 1
- 4 Kargath Bladefist x 1
- 4 Reaper's Scythe x 2
- 5 Brawl x 2
- 5 Cutting Class x 2
- 5 Scrap Golem x 2
- 6 Armagedillo x 1
- 8 Deathwing, Mad Aspect x 1
- 8 Grommash Hellscream x 1
- 8 Tomb Warden x 1
- 8 Troublemaker x 1
- 9 Rattlegore x 1
- 2 Zephrys the Great x 1
- 5 Headmaster Kel'Thuzad x 1
- 7 Keymaster Alabaster x 1
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