This deck is a mix of removal, AOE, and taunts. It pilots a lot like traditional Control Warrior, expect your win condition is Fire Plume's Heart rather than a slew of big threats.
Take these games slow and spend each turn moving towards your quest. Run out taunts each turn and use AOE if your opponent ever makes a big push. You should be able to take any deck down once you start getting eight damage a turn.
For the latest Quest Warrior deck lists from top players and streamers, visit the decklists section here.
- Type: Control
- Class: Warrior
- Updated: Witchwood Expansion
Note: This guide is updated regularly. It will continue to expand and iterate as the season goes on.
Latest Deck Lists
For the latest deck lists from top players and streamers, visit the Quest Warrior decklists section here.
|Fire Plume's Heart
Acolyte of Pain
Saronite Chain Gang
Note: There may be variations between decklists but the mulligan concept remains the same.
Strategy and Tips
- Unless you're facing lethal, it is always correct to prioritize taunts over other plays.
- Try to draw with Acolyte of Pain as much as possible. You need taunts and one of the ways you lose is by running out of gas.
- Saving a Brawl for after your complete the quest can be a good way to counter your opponent spamming small threats on the board.
- You can mulligan away Fire Plume's Heart if you're up against a hyper aggressive list. In that case, take the role of pure control and just use your taunts to stay alive.
- Holding off a turn or two with your AOE is a great way to force your opponent to use extra resources or overextend.
- If possible, always play out your taunts before using removal or AOE.
- Be aware of silences and keep track of when your opponent uses them to make sure you don't get blown out.
- Race to your quest. Throw out all the taunts you can, regardless of ability or stats.
- Grab on-curve threats with Stonehill Defender rather than with big bodies. Your hero power wins this game, not your board.
- Do not be afraid to Brawl two big threats if your opponent won't overextend.
Key Card Choices
- Fire Plume's Heart: The core of the deck and its main finisher.
- Warpath: A more versatile Whirlwind that is fantastic against all archetypes at all parts of the curve.
- Phantom Militia: One of the best ways to trigger the quest during the later turns of the game. Can also help shut down aggro early on.
- Stonehill Defender: Easily the strongest card in the deck because of the options it gives you. Also serves as two taunts for quest purposes.
- Acolyte of Pain: Solid body against aggro and a way to keep your hand full of gas as you move towards your finishing combo.
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