#4 Legend Egg Warrior Guide

4 Legend Egg Warrior Guide

Whats up CompHs my name is Ox (the ogre to legend guy) and I was the 4th person to climb from bronze 10 to legend on the NA server this month using egg warrior, completing the climb in just under 4 hours from reset. In my opinion egg warrior is the best deck in the game right now, with it's favourable matchups vs Rogue and Demon Hunter as well as it's multitude of versatile game plans and powerful combos. However, I also believe egg warrior to be one of the most difficult decks in the game to play and to master as it requires extensive forward thinking and experience. Hopefully after reading this guide you will have a greater understanding of how to get the best results out of this powerhouse of a deck.

proof https://twitter.com/LiquidOxHs/status/1256182585027375105?s=20

Here is the list i played:

Mulligan-Keeps

Corsair Cache - you pretty much always keep this it curves into a weapon really nicely on 3 with only Lances and Ancharr and having a weapon set up as much as possible is crucial. If you have ancharr and cache in the mulligan for example mull away the ancharr and keep the cache.

Ancharr- This is just a great way to draw the skipper (the best card in the deck) and is just solid to have a weapon down on 3 to help contest the board whilst also giving you value.

Warmaul Challenger - It has 11 stats for 3 mana. As a good ogre player would say, Good stats for cost, this card is nuts, don't feel afraid to slam it down on 3 as a 1/10 most classes except maybe priest with SW pain, would have a really hard time removing such a high health minion (people struggled removing miscreant back in the day when it was a 3 mana 1/5).

Serpent Egg - There are two main reasons for this keep, 1. You can inner rage and bloodsworn it for example and make a really scary turn 3 board, or even keep with just inner rage for a 2/2 deathrattle summon a 3/4 which has stats. Or if you have the nuts curve teron on 3 2. You can just play it on 2, your opponent then assumes you have all the stuff mentioned in point 1 and even if you don't they might clear the egg anyway giving you a 2 mana 3/4 and your opponent less resources theyve spent killing a harmless omelette.

Sometimes Keeps - cards you sometimes keep

Sky Raider - Keep in aggressive matchups such as demon hunter, throw in the mirror, vs priest and probably vs rogue as you'd rather have better stuff, a 1 drop on turn one and then a poor follow up hand isn't usually worth it.

Inner rage - I'd keep with warmaul challenger and egg probably but without synergy let it go.

Rampage - Same thing applies maybe keep it with a warmaul challenger but most of the time go for your better stuff

Livewire Lance - Sometimes a weapon on 3 is just solid tempo so with a poor mulligan with no other cards to keep I think keeping lance is fine just not every game and not over ancharr

Teron Gorefiend - Keep with egg on two probably not otherwise.

Never Keep - Common mistakes

Risky Skipper - This is not a 1 drop this is a combo card usually part of a combo on turns 5-7, if it cost 5-7 mana you wouldn't keep it so why keep it when it costs 1.

Bomb Wrangler - I mean it's okay I guess but loses to loads of removal and isn't nearly as strong as other stuff you can mull for, much more effective with skipper later in the game.

Armoursmith - You guys see the recurring theme here? combo with skipper later but not in the early game.

Battle Rage - Do i have to copy paste the same thing again? ^^^^^^^^^^^^^

Bloodsworn mercenary - Only keep if you have the absolute god hand, I see so many players overkeeping this and never getting it played, don't get greedy thinking of dream scenarios when you can just get a solid mulligan Instead of a 1/10 chance of a game winning one.

If any card isn't mentioned above don't keep

General Game Plan

Let's get one thing straight. This is a combo deck, not necessarily a tempo or control deck. You play for early tempo with weapons and challengers, you then dominate the midgame with skippers, bomb wranglers etc to clear the board vs aggro, whilst pushing damage whilst constantly refilling your hand with battle rage and weapon effects. You also have OTK potential with Korkron, inner rage, rampage, bloodsworn, for 18 dmg from hand, particualrly useful vs classes that freeze such as mage but don't get to greedy for this. Skipper holds this entire deck together and is your most valuable resource. I often see less experienced players go skipper and bomb wrangler on turn 4 for one bomb because they have nothing else to do. It is much more effective to use your best card later on to clear boards, gain armour, make numerous bombs and push damage face simultaneously. Skipper is the nuts.

Vs aggro

Don't keep armoursmith in mull unless the rest of your mulligan is nuts otherwise you will lose the early game and may not even reach your skipper armour smith swing turn that usually wins you the game, remove things early game with weapons and warmaul challengers then use skipper + armoursmith + second armoursmith or bloodsworn or other minions etc etc to clear the board whilst developing enough armour to stay safe (vs DH for example) try and weave in a cheap bloodboil brute to remove minions whilst also putting pressure on the opponent. A combo to keep in mind is skipper, armoursmith, bloodsworn which is always 10 armour on turn 6.

Vs Control

The only real kinda control deck right now is priest and that matchup is a bit trash for you but not unwinnable, work on getting as early a start as possible with warmaul challengers and weapons (not bomb wranglers because penance) and hitting face as much as possible. If you play teron, be wary of shadow madness and i try and pop it open ASAP. Try and land a big battlerage as soon as possible before your board is cleared and you run our of minions to damage.

THE MIRROR

When playing in high legend I see this matchup a lot and you've got to be super confident in it because, excluding dumb mercenary starts, skill and experience matter a lot. Look for corsair caches and warmaul challengers. After you play your warmaul inner rage it if possible so that it doesn't die to an opposing challenger from the other side. Be careful not to use all your skippers to early they are a valuable resource. Also think about your opponents skipper turns and if you are setting one up, try to put down a bomb wrangler or armoursmith so that if they try and clear your board you are at least gaining value.

Useful combos

Skipper + Minion + Bloodboil brute = 2 damage aoe and a very cheap 6/8

Skipper + Armoursmith + Bloodsworn = 2 dmg aoe + 10 armour

Skipper + bomb wrangler + Bloodsworn = 2 bombs alive + 1 bomb dead + 2 2/1s with more bombs

Skipper + titanic lackey = now you have a pseudo kronx for 5 dmg aoe

Bloodboil Brute + evolve lackey = value trade and 8 drops are good ( tirion, al akir etc etc )

warmaul challenger + inner + rampage + bloodsworn = two fat 6/12s on turn 4 (on coin)

korkron + inner + rampage + or - Bloodsworn = Thats a lot of damage.

Skipper + minion or two + battle rage = a lot of card draw for 2 mana + a board clear

Egg + teron = two 3/4s and one pops another egg out

warmaul challenger + Teron = a 3/4 that pops out a 2/11

These are all useful to keep in mind and theres literally hundreds more different combinations and difficult lethal scenarios that will come up in individual games for you guys to discover these are just the first ones, probably the most common, which spring to mind.

Anyway that's all from me guys I really enjoy writing these guides, if there's a deck you guys want me to write a guide for next or you have any specific questions just ask.

I also stream at high legend every day from 8am EST to 12pm EST on twitch over at

https://www.twitch.tv/liquidox__

Good luck on the climb!

/r/CompetitiveHS Thread