Mirrari’s Control Warrior Guide

The Control Warrior is a deck where there is room for tech cards and adjusting for your current needs. So don’t be afraid to make some small changes according to the current metagame.


Considered by many as one of the most expensive decks in Hearthstone, the Control Warrior was a long time solo option if you wanted to play the Warrior class. With the Blackrock Mountain release came Patrons which stole the spotlight as the best Warrior deck and they are still considered as one of most overpowered decks in Hearthstone. With the release of The Grand Tournament came out several new decks and also some interesting new cards which the Control Warrior could use. Bash helps to better sustain pressure from aggressive decks while keeping armor value up. Justicar Truehearth is excellent against control and she also helps you to climb out of potential combo ranges. She is awesome versus Patrons as she will allow you to get enough armor to survive potential Frothing combos.


Varian Wrynn is an interesting card. There are some opinions that he is complete trash while others praise him for value, which he can bring. For myself, he is not a card which you can just slam on board as you reach 10 mana. You need to know when you can play him and when he can benefit you. As your deck runs several battlecry effects you don’t want your Justicar or Taskmasters pulled by a Varian on board. There are some cards which also punish you for playing Varian by getting a lot of stuff on board and you don’t want to draw those 3 extra cards because of fatigue. As you can see there are quite a lot of things which you have to take into consideration before you play him. Although if you do play him correctly he will be that swing card which will take the game for you. Usually what you will have to do is slowly choke out your opponents and force them to play their hand and then just finish it with Varian. He also works really well as a comeback card as you can sometimes find yourself in a spot where you have a lot of armor but you are out of cards so he also solves this issue. The Control Warrior is a deck where there is room for tech cards and adjusting for your current needs. So don’t be afraid to make some small changes according to the current metagame. While that being said, there is still some sort of frame around which this deck is made. With all control decks it’s really important to know how you want to win your match. While playing cards on curve can work in some decks it’s not the case here. Yes it’s important to fill the curve properly and have as few dead turns as possible, but there will be moments where it’s just better to armor up and pass, while waiting for a better opportunity to get value out of your cards. Some of your games will be played to fatigue so it’s important to know how you want to use your resources and which removal to use in each situation. It’s really hard to judge when to use certain spells, if you choose the wrong order or targets for them it can cost you the game. To make it more complicated it differs in every matchup. One of the most important skills here is evaluating information which your opponent provides to you. Not just what sort of deck he plays but also his current situation as it will show you how many corners you can cut. For example, if your opponent is missing certain drops or if he is forced to play subpar cards. From those plays you can read if you have to be defensive or there is room for greedy play. Another important thing is your hero power which provides you armor. Use this as your resource as it allows you take damage and wait for the proper moment to pounce and reap the harvest. Since it does not matter if you win the game on 1 or 60 hp, the important thing is that you managed to win it. There are often situations when the Warrior player has an absurd amount of armor but still loses as he wasted all his resources too early on bad targets. Try to maximize the value your cards provide to you. With this small introduction, we can now focus on specific match ups as discussed below.  


Currently there are two types of popular warrior decks, Patrons and Control. Patron:


patron2 It depends how many brawls you run combined with how well you read the game. The only thing which can be done against a good Patron player is stall the game and gain more armor. Yes it sounds boring but it’s the difference between survival and death to huge Frothing Berserkers. In general you don’t really care about patrons that much, the scary cards which your opponent possesses are Frothing Berserkers. Usually the Patron player will try to assemble his combo by cycling his deck while you will be dealing with his board and trying to increase your armor value. Yes there are cases where you can race them if their hand is super bad, but that’s usually not the case. One of the key things is to prevent them from dropping Unstable Ghouls so they won’t get the whirlwind effect from it. Up to the point they play Emperor it’s all quite easy as you will be able to count their mana for stuff which can be thrown your way, but after that you need to be super cautious and don’t provide them room to kill you as the discount offers whole new combos . This is the time where Justicar Truehearth really shines as she allows you to gain a critical mass of armor. Usually you want to get your weapons for controlling the board and mulligan for Brawl and Harrison Jones is really important too. Try to remove their minions from the board so they won’t be able to cast a good Battle Rage. If you manage not to harm them it will devalue their Battle Rage even more. Control:


cwar2 Warrior it could be called a waiting game as both of you have tools towards stalling the game and dragging it into ultra-late game and fatigue wars. Usually the key to winning is to get as much value out of your cards as you can, and try to increase your armor value over time. Another thing is to know when to draw more cards, as often these matches will end up in fatigue. Yes it’s nice to draw cards, but you need to know when it’s the right time. If you are starved and need to draw more it’s fine, but just keep in mind how many cards you have left and how many your opponent has. Another key thing is to plan how you want to deal with your opponents threats as you can play the whole game without any big mistakes and then just lose to their Ysera as you already may have used all of your removals. When you use your removal spells on smaller minions such as Shieldmaiden, keep in mind that you still need to answer his finishers. As 2 Brawls are quite popular nowadays it’s really hard to flood the board. Try to set up some scary looking ones but with just two creatures, or possibly three if one of them is something like Armorsmith or Taskmaster. Dr. Boom is also perfect for this. All you need to do is stay calm and don’t be hasty as Treebeard would say. Cards which you want to keep and look for are weapons as they will allow you to deal with early Armorsmith/Acolyte plays. Then just go for card draw cards such as Acolyte and mid game cards around 5 mana. The common thing I see which is quite horrible is coining out t1 Armorsmith, just don’t do it. With this you are wasting coin, while Armorsmith isn’t doing anything for you until you can setup board with other minions and on his own he is a quite horrible card off the bat.  


With TGT came the resurgence of midrange, while the more aggressive mech based shaman faded into obscurity. Midrange:


midrangesha2 At this point it’s safe to assume you are facing a midrange variant so it’s easier to prepare your opening hand towards it. Shaman represents 2 significant threats which you have to deal with as soon as possible, because if they live they will out value your hand thanks to them. The cards I’m referring to are Flametoungue Totem and Thunder Bluff Valiant. The difference between them is that Flametoungue requires some kind of board presence while Valiant can be used pretty much at any point if there is mana for him and hero power. Usually it’s good to keep Brawl until they use one of those cards so you can kill two problems with one spell. If possible you should also be clearing their board as without it their deck does not do much. Try to keep track of their use of Rockbiters and Flametoungues as they could try to burst you down with Al’Akir so it’s nice to know how much they can deal to you. While it’s scary if they have a lot of stuff on board its usually just the totems which are annoying. However they won’t be killing you any time soon unless they have Valiant or Flametoungue so try not to overreact to it. With Justicar buff you can sustain it for some time until you set up a good clear. Mulligan here should be for weapons and early game minions as you want to get board control if possible or at least use minions to clear their Stoneclaw Totem so you can use your weapons. Removal spells are usually bad in early game unless they get some crazy start with Flametoungue. While I don’t like Shield Slam or Execute here, Bash on the other hand can be really good as it deals with pretty much everything apart from Totem Golem. Aggro/Mech:

shaman mech

shaman mech2 While not common nowadays it’s still good to know what to do against it. Their deck is based around setting up board with early threats and then finishing with burn spells. So that being said you need to get a grip on the board as soon as possible. Powermace is by far the most annoying card here as while you can pretty much kill anything with your weapons/removals it creates additional threats which need to be answered while it deals with your early game minions. If you can land a good Brawl it’s nice, but keep in mind that thanks to the high amount of burn which they use you need to be at least around 15 hp to be in a safer spot. This match is pretty much about your survival so you don’t need any of your big threats. You do need to set up your removals to deal with the right targets though, as some stuff can be dealt with weapons while there is no way you will tank a big Fireguard Destroyer with your face unless you are really far ahead. So try to keep in mind that while it’s nice to Execute Mechanical Yeti, there could be Fel Reaver waiting next turn. Weapons are once again priority here. Try to look for early game minions and spells, if you are slow you won’t live long enough to play your expensive stuff so keep that in mind. As Annoy-o-Tron is a huge issue you need something which can remove his shield so you can finish him off with your weapon.  


Currently there is just one popular version of Rogue and that is an Oil based deck.  


rogue2 Times have changed for Rogue player’s a lot. In the past with their old Miracle deck, defeating a Control Warrior was easy. Without insane value provided by Gadgetzan it’s not the same for them anymore. Now their deck is made around getting tempo with midrange minions combined with cheap removal spells and this just doesn’t work against Control Warrior. Your deck boasts more removal spells than the amount of minions which they play, while also providing you a lot of sustain which is just too much for them to deal with it. All you need to do here is just keep a firm grip on the flow of the game as the only thing which can go wrong is some crazy Violet Teacher which you won’t have answer for. Apart from that you are just using you weapons combined with removal to keep the board clear. Denying them value out of Oil, while keeping your armor count high will prevent them from bursting you down, as sometimes they can use Southsea Deckhand to enable them huge combos. It’s important to keep track of their use of Preparations since once they are gone, they cannot really do anything crazy. Weapons are super important here as they usually trade 2 for 1 and deal with most of the stuff which they can throw at you. For other early game stuff you can use Bash as it kills Shredder and their 3 drops. Armorsmiths and Taskmasters are bad here as they can deal with them without problems and it’s no problem to just armor up and pass time to time here.  


TGT showed a lot of promise for Uther. With the release of Tuskar Jouster, Murloc Knight and Mysterious Challenger came a spark of light for Paladin players. While Jouster and Knight support the midrange approach, Challengers power level is so high it actually makes secret cards decent. Currently there are two main types of Paladin. Aggro deck which relies on power of Challenger and Divine Favor and the more classic midrange. Aggro:


agrropa1 Aggro Paladin is abusing synergy between divine shield/deathrattle minions combined with secrets. While it wasn’t hard to guess which kind of secret it is if you are facing Hunter or Mage its a different story here. Sometimes showcasing up to six different secret cards in their deck, it’s nearly impossible to be sure which one it is when they play them. Yeah you can try to guess it given their board position, but there is still a chance that they are trying to bluff or just bait you into another one. So best thing is to proc the secrets when you are ready to deal with their consequences and if not just leave them be. Brawl is one of your most important cards here as it resets board and answers their secrets. What you want to do is proc their secrets and when they all resolve just Brawl their board. Your issue against this kind of deck is their comeback potential. You could be in fine shape most of the game and then they just play Challengers and things go wrong quickly, so try to keep Brawl for these moments. If you manage to force Challenger on an empty board it’s not that scary as you can proc their secrets and then just deal with their big Challenger. Your deck offers a lot of sustain so just try to drag it into late game. Also Repentance can sometimes screw you over, so take it into consideration before you all in into something. While weapons are the way to go here yet again, they cannot make it alone thanks to divine shield targets which you will encounter here. So try to look for any cheap minion that you have with a low card count and plays for each turn that benefits you here. Don’t keep anything expensive as it will just make you dead. Midrange:


midpala2 This archetype could be split into two variants. One of them uses secrets combined with Challenger, while the other one is an older approach which was popular for quite some time with Quartermasters and some new cards such as Knight and Jouster. Secret version is more aggressive and tries to pressure while curving into higher drops. While it’s not that explosive as its aggressive counterpart, it’s more stable and consistent so you need take into considerations cards as Dr. Boom and Tirion. Murloc Knight is the most annoying TGT addition in midrange decks against you by far. He provides immense value and could be compared to Thunder Bluff Valiant in the Shaman match up. Running double Brawl helps here as you are able to reset the board and contest it. It’s hard for you to out value them in the long run so you should focus on creating a timing window in which you can kill them. That means that after resetting the board you should try to play your big minions while keeping them at bay with weapons and just brute force them. Be warry of Quartermaster as he can swing the board for them and ruin your hopes if he remains unchallenged. If you can somehow kill Tirion and follow it with Harrison it’s also a huge blow for them as you cut one of their value cards to ashes. Acolyte of Pain is usually really good here if you can team him up with a weapon or Taskmaster as he can contest most of their early game while providing necessary resources to progress into the midgame. Armorsmiths are decent for dealing with divine shields and fighting their Muster. Important thing to know is that you need to back your minions here with weapons or things such as Knife Juggler that will easily deal with them.  


While this class has a lot of cards for its control version, midrange and aggro didn’t get that much love. There is of course another trap and the new Elekk card looked nice too, but there is now the unusual problem of deciding what to cut from the already stacked lineup. Currently we can encounter either Face, Hybrid or a Midrange variant of the Hunter class. Face:


facehunta2 Out of the three decks, Face hunter is the best for you as they just try to rush you down with small minions supported by some burn spells and their hero power. Which is the exact opposite of what your deck tries to achieve, as you are aiming to gain a lot of armor through your cards and hero power. Unless you get some really clunky hands, games should go well for you. Math is your best friend here as you can easily count their maximum output for next turn given their mana count and hand size. As long you can do this, you can play well around their burst output. The trap which you will usually encounter here are Explosives. It was quite popular to play 1 Explosive and 1 Snake so they could trick you into attacking into their minions which created even more pressure in return. Keep in mind that since you usually play just 2 Belchers as taunts and they use 2 Owls it’s likely they will silence him, so slamming him on board doesn’t mean you are safe from minion or weapon based damage. Another play is Unleash the Hounds which is usually really bad against you, as you have 1 or 2 minions on board so that doesn’t help them. Last but not least is your Hero Power and how to use it. While it’s nice to gain more hp, you don’t wan’t do it in the early game as you are losing tempo by doing it. In the middle and later stages of the game try to plan your turns so you can do it every time to negate their power. Here you will need all your cheap cards apart from executes as they are really bad on their own. While Shield Slam isn’t great, you can at least kill some stuff with it but its more a midrange card so none of those 2 are keep. Cruel Taskmaster shines here as they can usually trade 2 for 1 and save you your valuable hp. Try to keep some minions on board so you can deal with their chargers as killing them with weapon is not usually what you want to do. Bash really shines here as well. It creates a 6 damage difference, if some of you played Magic and used Lightning Helix you will love this card. Fiery “Win” Axe is also must have here. Hybrid: I think this deck is the most annoying for you. While it tries to be aggressive as its Face counterpart, it backs this with big minions such as Loatheb and Highmane. Their trick is that they put you under pressure while locking your board with Freezing Traps so it’s really hard for you to attack into their minions. Your goal here should be to get at least something on board and contest Freezing with it, otherwise they will lock you down and take the game. If you survive the early stage of the game in good shape, the first step to achieve victory is to deal with the Highmane. It requires an immediate answer, because if you let it go the game can spiral quickly out of hand. Against this you can play a combo with Sylvanas and Brawl, but keep in mind other Deathrattle effects. One of the good things here is that you don’t usually need to worry about Houndmaster, that being said Shredders will still give you run for your money. So now that you know all the threats, let’s find a way to answer them. Their early game is the most scary thing as Animal Companion can spawn Misha, and it can be hard to answer unless you have a weapon. Try not to have empty turns during early stages of the game as its minimizing damage which they can do to you. You will be faced with tanking cards such as Shredders and Companions so you need to keep your life total to survive their second wave with Highmane and charge minions. Again same as you would face Face Hunter, go for cheap stuff and fight for board control. Cracking Freezing Trap is key as it will allow your midrange minions to swing the game for you. When the game comes closer to turn 6 prepare for Highmane, they don’t need to have it but if they do and you cannot answer it, you will just lose so better safe than sorry. After that point keep in mind they can still burst you down, so don’t overextend and just develop your board. Good trick is to have 1 big and 1 cheap minion so big can trade and cheap can crack possible Traps. Midrange:


midhunta2 While this one is not that aggressive as his counterparts it still packs some punch and can deal huge amount of damage in one turn. Usually they have slower starts as they don’t have that many things to do in turn 1, but around turn 3 and 4 comes first swing turns which they can do as they have access to Animal Companions, Shredders and Houndmasters. Be warry of Houndmaster as they win games on their own, so try to contest their beast. Haunted Creepers are usually your friend as you can abuse them for better Brawls. You should try to contest their board as you will need to be able to deal with Freezing Traps. Highmane is once again your greatest enemy as you are required to deal with it. If you can drag the match into the lategame their deck should start to fall off as they don’t have the same threats as you do and they don’t have simple answers for them. They also lack the burst capacity of the Hybrid so once you stabilize, you should be able to drag the game out for you to win. Early game minions combined with weapons are your priority as they allow you to sustain and stop their pressure, their deck will punish you for missing those drops so try not fall behind. You can answer both Houndmaster and Shredder with Bash, so try to set it up that you can get a nice turn 4 with Bash and a Shield Slam. Sylvanas is your best answer to Highmane combined with Brawl.


Druids are just scary, it’s as simple as that. With insane power from Innervate and ridiculous finish in form of 2 card combo, it’s hard to challenge them. As it already wasn’t enough with Emperor, TGT brought a second set of Wild Growths, this time in the form of a minion. There is also Mulch, and while it’s not used a lot at the moment I think we will see it rise to popularity soon. Druid can be played in many forms but the basic pattern usually remains the same. They ramp up and then use best combination of creature’s available for current meta. Midrange:


druid2 As I already pointed out playing against Druid is not easy. Their style of play is made around ramping in early turns by using Wild Growth or Darnassus Aspirant, then filling their curve with high value minions. Filling their curve is the most important thing for them so if you can disrupt it, it will help you out a lot. Since Darnassus Aspirant, 2/3 Fiery War Axe became really important here as it allows you to deny their ramp and early game minions. This matchup is really tempo based so you shouldn’t get too much behind otherwise they will just steamroll you with big fatties. There is always the looming threat of Force of Nature combined with Savage Roar as well, or just Roar alone if they have a strong board. This threat is what will cost you most of these games as you will always need to take it into consideration and it will prevent you from playing your big minions unless you go all in. Shieldmaiden is really strong here as it provides body which can be traded for most of the Druid’s minions. It also adds you additional armor and setups Shield Slam. The way to beat them is to get a good swing turn where you retain at least some part of your board and then clear their’s as Druids are in general bad in regaining board control once they have lose it. If you manage to clear while you don’t have anything in play, you are just surviving as they will play another minion next turn and you are once again in trouble. It’s also good to have some hard removal in earlier stages of the game as there is a chance they will Innervate something big and you cannot leave minions such as Emperor on board. Another thing is to know when to play around combo and when not. As I stated above, usually playing around it prevents you to play your late game minions. You need to consider if you are actually able to win game if you don’t play that big minion, or if you can afford to stall it until better opportunity comes. Since there is the threat of Aspirant, it’s important to have some sort of quick answer to him so try to search for either War Axe or Bash as you want to answer him immediately and prevent your opponent from getting that one extra mana crystal. Don’t keep Armorsmith as she isn’t effective enough against their minions. Acolyte is decent if you can trigger his ability with Deaths Bite or Taskmaster, as with the Taskmaster buff he is able to trade well. Weapons in general are good here as always. If you are on coin you could keep a safety Execute against their Innervate play, but then you hinder yourself by keeping a situational card so it depends how much you want to risk.  


Warlock boasts the best hero power in the game and thanks to it, this class has one of the most diverse choice of play styles. It can be aggro, combo, midrange, control, you never know. TGT also added other options for Warlock, either to form a hyper aggressive deck with Wrathguards, Fists of Jarraxus and Soulfire or try the dragon approach once again. Due to the nature of their hero power they have the advantage over you from the start thanks to it, no matter which version they play. Zoo / Demon Zoo:


zoo2   These are the aggressive flavors of Warlock. Their deck is made around cheap and efficient creatures which can (in combination with their hero power) out value you all game. While the more aggressive version with Wrathguards is focused less on trading and more on inflicting face damage as they have huge burst capabilities, the other one is focused more on securing board control from which it snowballs into victory. Board control is most important thing for them as it allows to secure efficient trades. Your goal should be to pick out their value minions and set up a good Brawl. You need to drag the game as your early game minions are just bad against theirs. Chapter for itself are Voidcallers as they are the most annoying minion they use. You should kill them only if you have an answer for Doomguard/Mal’Ganis, as those are the cards which will kill you if left unanswered. Another threat is the combination of Nerubian Egg with Void Terror as it creates 2 big minions which are (thanks to their high toughness) hard to deal with. If you run BGH don’t play him without a target on board as they have enough targets for him. Weapons are your most important cards here as they allow you to contest the board, setup Brawls and even their hero power so they should be your solo priority in mulligan phase. Apart from that Acolyte/Taskmaster combo is useful as it saves you some hp and trades. Taskmaster can also set up Execute. Don’t coin out Acolyte as while it could look great on current board as they could have just 1 power minions they can easily swing that with Abusive Sergeant or another buff card and then leave you without a good t3 play. Handlock/Demon Handlock:


hand;pck2 For you it’s not such a big difference between these two as both of them provide a turn 4 Giant/Drake/Caller check. These aren’t easy for you as they exploit their hero power to its full potential. You have the early game to search for answers for their turn 4 play and if you don’t, things go downhill quite quickly for you as being slammed for 8 into face by Giant is no joke. The key here is to get decent Brawls as it’s your best way to fight their card advantage, but that really depends on your opponent. If he plays that flawlessly you will be just sad. Keep in mind that if you bring them low too early they have Moltens at their disposal. Your best chance here is to set up a kill with Grom or get some great shots from Ragnaros. Demon Handlock should be tougher for you as they run more threats. One way to is to just slam threat after threat until you run out of resource. Another difference is Jaraxxus, as you want to keep Harrison in hand against Demon version. While against Handlock, it’s not necessary as it’s not usually there nowadays. A good habit in this matchup is to have a plan when it comes to your removal spells, for example Twilight Drake can usually be dealt with Deaths Bite alone. Be conservative about your board and don’t overextend as there is risk of Shadowflame. Hellfire is fine for you as you don’t play many targets for it and as overpriced Dark Bomb is, it kills their own stuff so it’s not a great spell for them. If you know you are facing Handlock, you can be greedy with your mulligan as cards such as Fiery War Axe or Bash aren’t great against them. Try to search for Acolyte, Deaths Bite and Execute as Shield Slam isn’t too reliable and if you use a weapon on Drake you won’t have proper armor value to deal with the Giant anyway. In general, you want to cycle cards as you dig for answers and your early game cards are bad against them anyway. Malylock:


malylock2 This variant isn’t as bad for you as Handlock because they don’t have such an amount of threats and they aim to finish the game with huge burst damage. Instead of raw power in the form of Giants, they try to use value minions with abilities such as Imp Gang Boss or Blackwing Corruptor. The good thing for you is that those minions can be answered with weapons and your own minions scale quite well against their own. This deck used to run 2 Big Game Hunters so keep that in mind when you want to play something with 7 power. As you are gaining armor and by that widening the gap for their combo they need to somehow contest it and they aren’t really good at that as they need a lot of minions which opens them to Brawl. In this matchup you don’t need to be that conservative with your removal as the only huge minions are Twilight Drakes and Malygos himself. Deaths Bite is one of your best cards here as it kills pretty much everything from their deck. Threshold for their combo is usually 25 damage with Soulfire and 2 Darkbombs after Emperor, but they will usually be forced to use some of their burn spells on your minions. For that 25 they need discount on all 4 of those cards. Try to control the board and your keep your armor value high towards the late game, but take into consideration how many burn spells they used as you can properly set up your safe spot. Mulligan here is similar as if you would play against Handlock with the only difference being that all of your weapons will be useful here. Don’t keep Armorsmith and go for weapons and card cycle.  


Same as with Warlock, Mage boasts a large variety of archetypes and all of them require a different approach. Currently there is Mech and Tempo as an aggressive variant, combo is represented by Freeze and then there are some variants with Giants or Dragons which try to out value you as the game goes on. Mech:


mechmage2 Mech variant came with a bang when GvG came out and quickly took position as one of the most hated decks. Utilizing mech synergy with powerful burn spells and the stupid combo of Finicky Cloakfield and Archmage Antonidas with other spare parts, it’s capable of beating anything. While in general you shouldn’t have a problem dealing with early game minions with your removal spells and weapons, they use Annoy-o-Tron and Snowchugger which nullifies your weapons. You need to be ready for those. Against Annoy-o-Tron you just need a minion on board who can trigger his divine shield so you can finish him. Snowchugger can be either Bashed, or you can kill him with a weapon if you can afford to be frozen for the next turn. Dealing with Mechwarper is tricky as in general you are required to deal with him immediately, but you can also use him against them. As their deck relies on flooding the

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board they are quite vulnerable to Brawl so if you are holding it you can just set up your weapon and then Brawl to clear the board. Also, you can ignore later played Mechwarpers and focus on other minions if they don’t have a hand full of cards. If you are not going for a t5 Brawl you should try to kill all their mech minions as it denies them value from their other cards which require a mech minion on board. If you are facing a version which plays secrets, try to save Armorsmith/Taskmaster or Acolyte for it. Keep in mind that they are capable to burst you down so if they keep the same cards in hand, you can identify how many burn spell they are holding and play according to that information. Go for weapons, cheap minions and removal here. Brawl is also really good as it wipes their board. Try to save coin for Deaths Bite so you will be able to answer their 3 drops. Don’t keep any expensive cards as you will need your early game stuff to stop their pressure. Once you manage to stabilize it should be fine from that point. Tempo:


tempo2 While this version is also aggressive, it works in a different way then mech. Tempo focuses on keeping pressure on you while harassing your board with efficient removal spells. Your goal here should be to disrupt their synergy cards such as Sorcerer’s Apprentice and Flamewaker as both of them create value for them as they cast their spells. While weapons are great against this deck in general, they also play Mirror Image which renders your weapon useless so try to keep that in mind. But as it can be your bane it can be your blessing as you can abuse it for Brawl. This deck is also equipped with some late game threats such as Ragnaros or Rhonin, which are great here as they draw out your removal spells early so you don’t have proper answers later on. As the most common secret is 1 Mirror Image, then the other could be either Counterspell or Effigy. Effigy can be especially painful as it punishes you for killing their expensive minion. Weapons are the way to go here paired with some sort of early game minions or removal spells. You don’t want to fall behind as their deck snowballs really well thanks to cards as Mana Wyrm, Sorcerer’s Apprentice and Flamewaker. Freeze:


freeze2 It could be said that this one is in the bag. Although the release of Emperor helped Freeze mage here it’s still not enough. Their main issue is that they don’t produce any sort of pressure on you pretty much the whole game so you can armor up all day long. The addition of Truehearth in your deck didn’t help them either. So let’s do some math first, their spells provide 26 points of damage on their own if they don’t use Pyroblast. They can always get some additional Fireballs let’s say 3 or 4, so that’s another 24 points of damage and Alexstrasza will set you on 15 on her own. So it’s around 50 points of damage plus some boost from Bloodmage. That’s what they can make from their spells. You from 4 cards alone produce 20 points of Armor and your hero power is in this way superior to theirs. Still, there are some critical things in this matchup which should be dealt with in a proper way. Those are Emperor and Antonidas, so if you botch that you can really lose it as there is nothing worse than giving them another full discount on their spells or giving them several extra Fireballs. Keep in mind that they can freeze you and your board so your most reliable removal here is Shield Slam as you should have armor and it doesn’t require anything else. You have 4 hard removal spells in form of Executes and Shield Slams and they provide 3 targets for them. Those are Emperor, Antonidas and Alexstrasza. Weapons are useful here as they can deal with or without their cycle minions and deny value out of Acolyte of Pain. Apart from that you can try to look for Justicar, as she can make them concede on her own. Don’t play Armorsmith early on as you won’t get any value out of her as they can deal with her without problems so wait for some Deaths Bite setup.  


With the TGT release the Priest rose in popularity. It also shifted their playstyle from the control deck and moved towards a more tempo based deck. Nowadays the most common Priest variant is Dragon Priest. Dragon Priest:


priest2 This deck relies on synergy provided from dragon cards as Priest is the only class with access to low cost dragons. Their playstyle revolves around filling their curve with minions in early game while buffing them later on and keeping them alive with their hero power. Thankfully you are matched really well against them as your weapons combat this playstyle really well. Also, you are able to punish their Velens Chosen targets in the form of Execute and since they try to fill the board, Brawl is excellent against them. You should keep the Cabal Shadow Priest in mind as they are able to steal your Acolyte, so try to play them only during early turns or if you can ping them with Taskmaster so they get out of range. As the Cabal goes they can combo her with Shrinkmeister to steal your Belcher and while it’s annoying, they fill the board this way so you can Brawl it. The dragon synergy is represented by Wyrmrest Agents, Twilight Guardians and Blackwing Corruptors. There is also Dragonkin Sorcerer which can get quickly out of hand if buffed. Weapons are a must have here as they can kill most of their minions. Keeping 1 Execute is also good as you are able to deal with their buffed minions. Don’t keep your early game minions here as they can easily deal with them and you would just give them another way to use their Northshire Cleric.   twitterlogo Follow Mirrari on Twitter!   TwitchlogoWatch Mirrari on Twitch!

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