Weekly Legends: So…Tired…(Fatigue Warrior)
Now that Patron is (finally) gone from the ladder, Warrior has a chance to spread its wings. A chance to look at new decks, to find interesting interactions and create entire new archetypes…Ok, fine, there’s just gonna be more Control Warrior. Ruin all of my fun. However, as I always say, just because a class is good at one thing, doesn’t mean you have to follow the trend. Remember, variety is the spicy of life. This week, that variety comes in the form of a legend Fatigue Warrior deck by R0ch. This list operates very similarly to Control Warrior, but it is whole different beast. While Control Warrior attempts to wear its opponent down through huge minions, here you are going to win by making your opponent draw more than you. As Hearthstone has advanced, Warrior has found more and more ways to stay alive. Not only did Justicar Trueheart give Warrior one of the best ways to go long, but Bash and card choices like double Brawl also helped immensely. Take those tools, add in ways to make your opponent hit fatigue before you do, and you have a very powerful, very interesting take on the classic Control Warrior build.
While it may not be obvious, so many classes thin their decks these days. From playing Mad Scientist and Mysterious Challenger to the large amount of card draw, people love getting cards into their hands. Normally, this is bad for their opponent. However, in this deck that’s exactly what you want them to do. However, you don’t want them to do it all at once. Fatigue Warrior is all about the slow burn. This deck may be hard to grasp at first because, unlike most decks in Hearthstone, it is very reactive. Most Hearthstone decks are built around the idea of board control. How to get it, how to maintain it, and how to never let it go. This list plays quite the opposite. Instead of spending your resources to get a hold of the early game and then use that to snowball, you actually want your opponent to always make the first move, which will give you a chance to react. That may sound strange, but this deck is largely a exercise in resource management. You cannot simply afford to burn a removal spell just to burn one. You have many ways to get rid of minions, but you need to make sure you are removing them at the right time. Once you understand that, and once you start to learn what is a “high priotiry” removal target and what isn’t, the gears should begin to click.
Remember, all of these games are going to go to fatigue, which means you are going to see every card in your opponent’s deck. Have a plan for all of them.