OTK Control Warrior – #6 Legend (Meati) – The Barrens
- 1Shield Slam2
- 1Stage Dive1
- 2Bladestorm2
- 2Corsair Cache1
- 2Minefield2
- 3Bulwark of Azzinoth1
- 3Coerce2
- 3Lord Barov1
- 4Kargath Bladefist1
- 4Outrider’s Axe2
- 4Rancor2
- 5Brawl2
- 5Shieldmaiden2
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I don’t get it. How the OTK win condition works here?
Assuming you have the armor…
Play Soulbound Ashtongue, flip to opponent with Silas Darkmoon, then OTK with Shield Slam
Yeah, I wonder how often this OTK actually works…
Does anyone have an idea what the Southsea Scoundrels are for?
1. 4 Mana 5/5 are really good stats.
2. You will reduce the size of your opponent’s deck and he will end up in fatique more quickly.
3. You might find a removal spell in his deck that you can use in certain situations.
I think these are the reasons for the Southsea Scoundrel. Perhaps there is another reason that I am not aware of at the moment.
OTK worked very consistently last year, when Skipper + Armorsmith combo was a thing. Right now it’s often not a full OTK, because you won’t get enough armor, but rather 20+ damage. You need to play against really passive builds to get full OTK, but it’s possible. However, keep in mind that you also run C’Thun to finish the job just in case. Both of those give you an edge against Priest and Warlock, which are normally bad matchups for Control Warrior (however, they obviously take away some WR from other matchups).
Scoundrels have two purposes. First, just being a minion you can drop on T4 – 5/5 are pretty good stats to put on the board, it lets you be more proactive. And second – overdrawing your opponent / getting them closer to fatigue. Another anti-Control tech. I think that Meati played it specifically for the Priest matchup, which is very, very common in high Legend. They do care about fatigue and often stay at 9 cards at the end of their turn, so it works wonders.
Ok, thanks for clarifying!