Explore Un'Goro Control Warrior
- Control Warrior
- Wild
- Fun
The idea is to Togwaggle and Explore Un'Goro on the same turn and then Skulking Geist the turn after they swap back with you (ideally when you have plenty of removal in hand, along with Dr. Boom to provide some extra value while you and your opponent are fatiguing).
Taking a Shudderwok Shaman to Memetown & burning away half of their combo!
Mulligan Guide:
For aggressive decks - Eternium Rover, Armorsmith, Blood Razor, Warpath, Acolyte of Pain, Shield Block
For slower decks - Shield Block, Acolyte of Pain, Witchwood Piper, Blood Razor
Tips for Specific Cards:
Acolyte of Pain: Try to get the most out of your card draw (at least 2 cards per acolyte) by comboing with Blood Razor or even Dyn-o-matic in the late game if you can avoid the overdraw. While hand size management can become an issue in some control match-ups you still want frequent cycling to burn through your deck quickly.
Scourgelord Garrosh: In control mirrors always go into Garrosh mode before going into Dr. Boom. You'll want to squeeze out the extra value/removal from Boom in the very end of the game during the fatigue turns and by playing Garrosh first you don't overwrite that Boom value. Plus, you keep your cleave weapon (Shadowmourne) from Garrosh when playing Boom.
King Togwaggle: Unless you may otherwise lose hold off on the combo until you've drawn into both of your DKs. You don't want to be giving extra value to your opponent in the end game if they happen to hold onto the remnants of your deck before swapping and get either DK. It's also disastrous when your opponent draws your Scourgelord Garrosh and proceeds to smash your face in for 12 damage over three turns, causing you to lose (Not speaking from personal experience of course ;P )
Deck Edits:
-1x Alley Armorsmith
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1- 00
- 01
- 02
- 03
- 04
- 05
- 06
- 07+
- 1 Eternium Rover x 2
- 2 Armorsmith x 1
- 2 Bladestorm x 2
- 2 Explore Un'Goro x 1
- 2 Shield Block x 2
- 2 Warpath x 2
- 4 Blood Razor x 2
- 5 Brawl x 2
- 5 Dyn-o-matic x 2
- 5 Plague of Wrath x 1
- 5 Scrap Golem x 2
- 7 Dr. Boom, Mad Genius x 1
- 8 Scourgelord Garrosh x 1
- 3 Acolyte of Pain x 2
- 4 Witchwood Piper x 1
- 5 Rotten Applebaum x 1
- 6 Hemet, Jungle Hunter x 1
- 6 Skulking Geist x 1
- 8 Archivist Elysiana x 1
- 8 Jepetto Joybuzz x 1
- 8 King Togwaggle x 1
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Comments
Since I had almost all of the cards, I played some games with only a few replacements. Currently about 6-1 around 18-20 and also quite fun to play and I think the first time that I actually use my Togwaggle in a deck that I like, so first of all thanks for the deck!
What I don't understand: Why would anyone switch back after seeing the combo Togwaggle/Explore Un'Goro? Is discovering situational cards potentially so much better as playing with the (supposedly) refined deck from another class? I wonder whether I would even play the swap back card, but then again there is probably a reason why I am only playing at the ranks that I am playing (at least in Wild).
I'm glad you're enjoying it so far! And good question!
Typically by the time you do execute your combo your deck (now your opponent's new deck) is usually a lot smaller than their deck (now your new deck, turned into the Choose Your Path spells). Many of my games have seen a 5+ card difference in fatigue so that is why my opponents usually switch back, otherwise they're guaranteed to lose the fatigue battle due to the fatigue damage.
Does that help answer your question?
Yes, that makes perfect sense, thanks!
Maybe try to fit in Hemet? After drawing Explore Ungoro you can use it.
Good idea. Can probably cut something like an armorsmith for him.