WalterEgo’s Self Harm Whirlwind Warrior

Class: Warrior - Format: raven - Type: combo - Season: season-49 - Style: ladder

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Deck Import

Mulligans

General Mulligans

Animated + Armor + Acolyte is perfect start in my opinion. 

Honorable Mentions go to Execute, Shield Block, and Battle Rage

The idea is staying alive until you can get Grommash Hellscream or the Blackhowl Gunspire on the board, then Sudden Genesis, whirlwind, warpath, or Scourgelord hero power to trigger.

If Gromm can stick and you’ve got at least 2 copy cards you can have 4 of them the next turn for 40 damage on the board.

Still messing around with the Animated Berserker, Frothing Berserker, and Rampage. Will probably pick up Rotface and replace one of those 3.

UPDATE: I’ve been playing around with this, really trying to fine-tune the balance. Took out the Gorehowl and the Forge of Souls and replaced them with a second Faceless and Rotface. Also took out one of the Battle Rage and the Rampage for Inner Rage. I’ve found the 0 cost proc to the heavy hitters can be really helpful for triggering them on the curve, but I do find myself holding onto the cards for longer than I probably should.

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  1. Zyren
    April 24, 2018 at 7:25 am

    Hello again.

    Yes, I’m interested in fine tuning this deck. I’ve been playing through ladder over the last week. It does superbly well against Paladin, which is partly why I love it so much I guess. But it’s very control/combo, which is my preference. So, onto the problems with this deck.

    First problem. With Brian’s deck in particular (http://www.hearthstonetopdecks.com/decks/brian-kiblers-witchwood-blackhowl-gunspire-rotface-warrior-april-2018/), there is hardly an early game at all. You would be lucky to throw out an Acolyte early instead of just hero powering until turn 4. It didn’t work. That strategy just can’t hold up to tempo loss, not without Brawl included anyway. So that’s problem number one, which is do we include some type of early game or do we just rely on Brawl? Relying on Brawl is problematic, since its only one card. So how do we include an early game that possibly compliments our combo potential? We need dual purpose creatures. Probably 4 of them in total. I like where your head is at with the Animateds. You’ve clearly played the deck enough to understand the biggest issue. However, in my playtesting, they just don’t do enough work to have a place in the deck. I am currently testing the build with 2 Cruel Taskmasters and 2 Frothing Berzerkers instead of the Inner Rages and Animated Berzerkers that you have. The idea behind this is that they can be thrown down early to keep up with tempo, they interact well with the deck, and they can be used for later combo pieces if necessary. IE Faceless + Frothing, Cruel Taskmaster + Grommash, etc.

    Second Problem. Full hand. I found myself with a full hand more often than not. And more importantly, hating the times when I had 2 Sudden Genesis or 2 Faceless or ALL 4 of them. It was too much. In my playtesting, I came to a similar conclusion as you did in your post on Brian’s deck, which is that the problem is NOT what happens after a Sudden Genesis or Faceless….but before. Our Finishers can be killed in the turn between playing them and executing the combo. I liked your solution with Woecleaver, it’s a good idea. However, I’m hesitant to test it because A) I would have to craft the card and B) I don’t like the Randomness of the Recruit mechanic. I could pull a Faceless, or Zola, or any other non-Finisher creature instead. Also, it is subject to the same problem as our Finishers, which is that it can also be destroyed between playing it and executing the combo. So whats the solution? In my opinion, the solution is to be less reliant on the combo. Or at a minimum, to be more adaptable with the combo. I wound up crafting Zola to achieve that end. She actually is doing a great job, combing off with everything else, giving second chances to things; particularly Gunspire, Frothing, and Armorsmith; but also Rotface and Grommash too if you’ve diligently saved your coin. She is also popping up in quite many decklists, so I figured wth and just crafted it. I’ve been surprised at how useful she is. Also, I dropped a Sudden Genesis and a Faceless from the deck, since the problem isn’t actually executing the combo. The problem is having a target to execute the combo on. You’ve already crafted Rotface, which I’ve found to be pretty awesome in this deck; so that helps with the targeting problem too.

    And I think that’s pretty much it. My last problems have been fighting against Mid-Range. It gets a little tricky when you have multiple middle sized minions on the board against you. Scourgelord really pulls through there, but I’m still testing between Reckless Flurry and Brawl for a maximum board clear. I like Reckless because it can be a total clear if you have enough armor; however, if you don’t…it’s useless. Brawl is good, but it always leaves one on the board.

    • Walterego - Author
      April 26, 2018 at 5:58 am

      I really appreciate the in-depth reply! I’ll start by crafting Zola (I agree on it not being worth it to craft Woecleaver) and play around with it a bit. I’ll let you know the results and some tweaks I’ve made.

      I do like the idea of not having all 4 Genesis/Faceless, but I think the swing potential from having a turn 10 Faceless/Sudden Genesis into *another* Sudden Genesis is normally enough to end the game, as it gives you 4 copies of whatever you “manipulated,” so I may want to hold onto 3 of the 4 to increase the chances of that.

      I’ve had some great synergy with the animated, especially in the games where I can drop animated –> armorsmith –> acolyte, but for some reason the animated becomes a quick target. Right now I don’t think I have any copies of reckless flurry or brawl, so I’ll to craft one or both to test them out as well.

      Thanks!

      • Zyren
        April 26, 2018 at 8:07 am

        Actually the Animateds worked better than I thought they would! Just wanted to say thanks for bringing their utility to my attention. I actually made a different deck that works off using them to hit Amani Berserkers and Redband Wasps to come out super strong on turn 2. It’s a pretty good rush warrior aggro deck, and I attribute that idea to your highlight on the Animateds. So thank you for that.

        However, after trying out both styles of decks, the rush deck being more aggro and this deck being more control…I found that the Animateds have a more natural fit in the aggro deck. They are unfortunately very one-dimensional. Great at what they do, but one-dimensional in that they give you less options than other cards that may cost more. In my experience with playing control, the cards that give the most utility are generally the cards that will work best overall. For example, compare the Animated Berserker with a Cruel Taskmaster. The Animated is cheaper on mana and has a better “sticky” or defensive stat line at 1/3, but it can only damage your minions with its ability…albeit repeatedly. Cruel Taskmaster is slightly more expensive, but it is a 2/2 body (which is decent in terms of tempo for a deck that easily finishes 1 health creatures). It also inherently brings an Inner Rage, which you already use; and the adaptability of Inner Rage is such that it can be used to buff your minions or finish off an enemy. So It can act like an Animated in that it can hit a friendly creature to trigger its effect, it can act like an Elven Archer to finish off an enemy, it can act like an Inner Rage to buff a friendly unit’s attack, AND it leaves a 2/2 body on the board. More importantly, since it essentially IS an Inner Rage…the spots in your deck that were inhabited by both the Animateds and Inner Rages can be tuned from 4 total cards to 2…leaving you space for other useful cards. That is the sort of adaptability and utility that a control deck seeks to achieve with every single card in the deck.

        So, I’ve actually made some tweaks and saw a significant improvement. First definitive answer is the Brawl vs Reckless Flurry question. I’ve finally settled on Brawl. It is the better of the two, and mostly because Reckless requires other investment…investment in armor, which you must spend. And that’s the difference, Brawl lets you keep the armor…and that face alone pulled a higher win rate.

        Second change. And I know you’re not gonna like it even before I start lol. I actually got rid of Sudden Genesis entirely. BUT, it was for a good cause! I am instead using two Faceless. I know the “Combo” in its most awesome and kick ass form was 4 hurty charging Groms…but it was such a slog to get there. Sudden Genesis is a card that you can ONLY play from a position of strength; or namely, when you’ve really already won. However, Faceless Manipulator…that is an adaptable card; and boy do I love adaptability. So here was the clinch….and honestly, the opening up of really cruising down the ladder….dropping Sudden Genesis, opening myself up to using Faceless as a defensive maneuver (such as copying the enemy finisher or giant creature), using Zola to copy things based on those plays. It took my game to a whole new level, just letting go of that upper end combo potential to make the deck significantly more adaptable.

        I’ve made my own page to keep up with my own changes as well:
        http://www.hearthstonetopdecks.com/decks/zyrens-whirlwind-combo-deck/