Fatigue Warrior Deck Guide
Hello! My name is Sjoesie. I’m a semi-pro Hearthstone player for Sector One, and I’ve been active in the scene for quite a while. I’ve been searching for a deck that was compelling enough to write a guide for, and I think Fatigue Warrior is just the thing. This is an extensive guide, we’ve included some quick jump links below that will take you to each section.
Fatigue Warrior is an off-meta deck that challenges me with a lot of tough puzzles and difficult resource management. I’ve iterated over many different versions and ended up with a relatively stable one I dare to say is one of the most optimal for this specific archetype.
This is an intermediate guide. It requires that you have knowledge of the game, the different mechanics, and the game plan of the different meta decks. You have to be aware of the core cards of each deck, so that you know when, and on what, to use your removal. There will be limited explanations, because I’m assuming you know how the opposing deck works. If you don’t understand why there’s a specific play style against a deck, look up how that deck works and that should clarify my explanation.
I’m going to walk you through everything about Fatigue Warrior, including the deck list, which tech cards can be switched out, all stages of game play, and matchup analysis. I’ve also included a notes section which may answer some of your general questions.
As always, I’m happy to receive constructive feedback on my article! You can send me a message on Twitter if you have a question, feedback, or recommendation.
- 1Omega Assembly2
- 1Shield Slam2
- 2Cornered Sentry2
- 2Dead Man's Hand2
- 2Drywhisker Armorer2
- 2Weapons Project2
- 3Shield Block2
- 7Dr. Boom, Mad Genius1
- 3Acolyte of Pain2
- 5Harrison Jones1
- 6The Black Knight1
- Dead Man's Hand: Since fatigue is the key element of Fatigue Warrior, and long games aren’t uncommon, you need something to give you an advantage over your opponent in fatigue. Dead Man's Hand is the card that allows you to be ahead in fatigue. If you shuffle your second copy back into your deck, you won’t reach fatigue at all! Even when both copies are used separately (without the other in hand), you can shuffle up to 18 cards back into your deck. You can also use this card to shuffle copies of some key cards back into your deck, like cards that give armor, or value cards like Omega Assembly. Having extra copies of those cards will be important in some matchups and handy in others. The general usage of this card can be found in the late game explain in the Gameplay section.
- Dr. Boom, Mad Genius: This card can single-handedly win games. It gives you more removal, more value, and more armor, plus the ability to get rush with all your mechs. In some matchups, you’ll just keep this card in hand because of its power, despite it being a 7 mana card. While this is a fatigue deck, it’s not rare to claim board control near the later stages of the game. This card gives you an additional win condition besides fatigue AND helps you with your initial game plan by adding high clear potential to your disposal.
- Omega Assembly: Together with the passive of Dr. Boom, Mad Genius this card becomes busted, especially if you can wait until turn 10. If you reach that point, you get 3 mechs for the price of 1 mana, which is insane. You can use those mechs to create some board presence and reduce the minion damage you’ll take in the following turns. You can also shuffle this card back into your deck, giving you insane value in the long term. In some matchups, you can use this to counter the value they’re generating. A great example of this is against Deathstalker Rexxar.
- Dyn-o-matic, Zilliax: These are the only mech minions you play in this Fatigue Warrior deck, despite the synergy you can have with Dr. Boom, Mad Genius. Other mechs are simply not good enough to include in your deck, but you can still get them from Omega Assembly and the Boom hero power. Both Dyn-o-matic and Zilliax are great to include because they are valuable removal cards. Zilliax gives you some extra survivability and a small clear potential, while Dyn-o-matic is incredibly versatile as a removal card. A Dyn-o-matic can, for example, kill a The Lich King (or any other non-mech 8-health minion) on an otherwise empty board when you have played Boom. It’s also usable to deal with wider token boards.
- Cornered Sentry, Drywhisker Armorer: I sincerely believe these are the core of the deck, because of the sheer amount of survivability they can give. Sentry synergizes very well with Brawl and allows the Sentry + Armorer + Brawl combo at 9 mana crystals. Note, however, that the cards have a lower power level when used separately; Armorer is still great if your opponent spams the board, but that usually doesn’t happen, and sentry can be combined with Brawl or early on to get a draw off Acolyte (which is often worth), but it’s a useless card on an empty board/without follow-up. Don’t be afraid to use them separately, but ideally keep them to play them together.
- Acolyte of Pain: Gives you a lot of draw potential, so it’s a must-include in this deck. I’ve tried different ways of drawing in the past, but after a lot of testing, this card simply turned out to be the best.
- The Black Knight: This card is a direct counter of The Lich King, therefore it’s added as a reaction to the popularity of the card. This card has some potential to shine, especially against Even Warlock, because their deck plays some high priority taunt targets. I’ve found this to be the most solid tech card overall. It feels great in the matchups you need it for, and not entirely useless in the matchups you don’t, since almost each deck runs taunt minions. In general, run this card if you face a lot of decks with high priority taunts like The Lich King and/or you don’t need any other tech cards.
- The Lich King: This is a great card to create some pressure while still getting value in the meantime. The cards you get out of it are mostly removal-based, which helps when dealing with minions or board states in the turns after. I feel it’s slightly too slow overall, but should be considered if you’re facing a lot of slower matchups or are missing a card.
- Ironbeak Owl: Great if you’re facing a lot of deathrattle decks or need a more budget-friendly approach. Can be combined with Faceless Manipulator if you’re missing a lot of cards from the deck that allow for some great combos, but I don’t feel either one is really necessary if you can build the complete deck.
- Azalina Soulthief: The one and only counter for Shudderwock Shaman, since you have a great chance to win the matchup with it. I will go over the specifics in the matchup section, but note that this card is only good vs Shudderwock Shaman. Versus other decks you don’t really want to mess up your Dead Man's Hand shuffles (or lose the Dead Man's Hand by playing Azalina Soulthief).
- Nerubian Unraveler: This card gives you a chance versus Mecha C’thun decks, because all archetypes (except for priest) rely on a spell to finish their combo. It’s also a great counter against Ultimate Infestation. A great card to consider if you’re running into some of these decks. Note that the matchups are still bad, but they’re at least not 0%.
- Supercollider: Mainly good versus more aggressive board-focused decks, like Zoo Warlock. It’s also a great card versus Deathrattle Hunter, because it enhances your ability to remove boards with big minions by letting them hit into each other. I’ve faced too many decks which ran Ooze and denied this card’s value, so I made the decision to cut it for more reliable options. This will always remain a solid choice, so feel free to test it out whenever you feel you’re having trouble dealing with board states or when you’re missing a card.
The general mulligan of Fatigue Warrior can, and will, vary according to the archetype you’re playing against. Because of that, I will cover the differences for each deck during the matchup section.
Optional keeps are:
- Shield Block if you’re already holding a Shield Slam
- Dyn-o-matic, Brawl, and Warpath versus aggro decks
- Weapons Project if you’re already holding a Shield Slam, against weapon classes, if you’re already holding Harrison Jones, or against aggro decks
Slam is a great early removal card, plus it has the potential to cycle through your deck. It finds use at all stages of the game, including early game, and against any class and archetype, which is why you want to keep it.
Shield Slam is your early removal. Early on, it’s more reliable than Execute because it’s easier to enable with your natural armor gain and armor cards. Execute is also a keep against decks that can put out big threats early on, like Mountain Giant in Even Warlock, because Shield Slam can’t always deal enough damage at that point.
Dr. Boom is one of the win conditions of your deck. Often you want to throw it down as soon as you get it, to enable the rush on your mech and get the extra removal/armor gain/value. Since this deck doesn’t really play any late game/dead cards except for -no pun intended- [Dead Man’s Hand], it’s perfectly fine to keep it without the risk to lowroll your mulligan.
Acolyte of Pain is your early draw engine. Very often you throw it down on turn 3 and let your opponent deal with it. This version of Fatigue Warrior runs plenty of draw, so even if it gets silenced or removed without drawing cards, it’s not a disaster. Best case scenario, you can trade into a low attack minion on turn 4 and get a couple of cards. For that reason, it’s perfectly fine to play Cornered Sentry and trade into one of the 1/1 tokens if the Acolyte is still alive.
In the first 4 turns you’ll barely do anything. Often you’ll cycle some cards with Slam or Acolyte of Pain, and make sure the board doesn’t get out of hand when up against more aggressive decks. There are a few things you can do, however:
You can choose to drop down Acolyte of Pain to cycle.
You might play Cornered Sentry and Drywhisker Armorer. Even if it only hits 3 or 4 minions, it will gain you tempo which your opponent needs to deal with. This results in significant damage reduction over time. It’s a great stall for a board clear in the following turn, especially with Brawl or Warpath in your hand against board focused decks,. This combination is also a way to empty your hand if you managed to draw a lot earlier on. Note that there’s also arguments against using this (more flexibility/armor gain later on) so keeping them until there’s a large board or until the late game is very something to consider.
Use Omega Assembly, especially against decks which run Skulking Geist. Using it as a 1-mana spell is obligatory so it doesn’t get destroyed before you get value off it. You also want to use it against faster decks, because you rarely reach turn 10 (or if you reach it, you’re already way ahead anyways). Against slower decks that don’t run Skulking Geist you generally want to keep it until you have ten mana crystals.
Use Weapons Project to remove some early minions. Don’t be afraid to give your opponent a weapon since they won’t be able to use it effectively. You also get 6 armor in return, which will fully tank the damage of the weapon you give your opponent. Against more aggressive decks, you can see the card as a plain 2 mana 2/3 weapon to remove some threats with. You usually don’t want to play this card against slower decks. Instead, keep it to combine it with Harrison Jones, or to benefit from the armor gain. More about this last point in the late game section.
Turns 5 to 7 have roughly the same game plan as the early game (cycle and remove), but you will have more tools at your disposal, and your opponent will be able to summon more and larger minions. Using your tools effectively is key in playing Fatigue Warrior, and becomes more important in this phase. Most of this is situational and matchup specific, but here are some general tips:
Try to use minions over spells. If your opponent has 5 health on the board, and you can choose between using Shield Slam or Dyn-o-matic, you will always go for the latter. The reason is simple; in addition to removing the board, you will also develop a body on your side of the board, which will be able to deal with future threats your opponent plays. Also, minions are replaceable (with your Boom hero powers or Omega Assembly), while spells aren’t, not until you play Dead Man's Hand.
Try to combine Weapons Project with Harrison Jones, but don’t neglect your opponent’s weapons or threats. Using Weapons Project to enable a Shield Slam or remove a weapon is completely fine, even if you don’t have Harrison Jones in hand. It’s way too important to remove that Vinecleaver or Skull of the Man'ari. If you have both Weapons Project and Harrison Jones in hand, and you’re able to play both without taking a ton of damage or overdrawing, then you should always go for it. Generally, it’s too greedy to wait for the late game so you can shuffle both back into your deck, unless you are sure you will use Dead Man's Hand in one of the following turns.
Always calculate if you can wait a turn before using your removal, or use less resources. Using a Warpath on a board with four 1/1 paladins is only correct if you are low on HP and have no other way of stalling. Let your opponent waste resources to put more pressure, so you can clear everything in one go. Knowing which key threats your opponent plays is very important. Holding back on removal is one of the hardest things to do, because if you do it too much, you might lose the game by getting out-pressured. On the other hand, if you don’t do it at all, you’ll quickly find yourself out of resources. Finding the happy medium requires some experience and matchup knowledge.
Play Dr. Boom, Mad Genius as soon as you have time for it. This means you will get it down in between turn 6 and 9 during most games, if you have it in your hand. As long as the board isn’t too threatening, you can just slam it down, even if you take a bit of damage in return. The pay-off is just too large.
This phase is mostly determined by using your removal, Dr. Boom, Mad Genius hero powers and Dead Man's Hand effectively. Since you only have 10 mana each turn, you will have to plan a few turns in advance when using your hero power to pick mechs, or when you’re able to choose between three different removals. Don’t just think about what’s most effective in this turn, but what’s most effective in the turns to come. It’s not a disaster to leave some mana hanging; you can perfectly hold onto that Dyn-o-matic even if you have enough mana to use it.
I will focus a bit more on Dead Man's Hand, because it’s one of the harder elements to use when playing Fatigue Warrior. There are a couple of different scenarios in which to use it, and a lot of them are matchup/draw specific. Definitely refer to the matchup guide, because there’s a lot of information about the usage of this card written in there. Here’s some general tips:
Don’t use one Dead Man's Hand before you have the second in your hand. You play a lot of draw in your deck and even with double Dead Man's Hand you might reach fatigue faster then your opponent. There’s a few exceptions to this rule, but against any deck that doesn’t get included in this guide, keep the card in your hand. Often the issue is not that you will lose in fatigue, but that it will take longer to get specific cards that were still sitting in your deck at that point. Exceptions include:
- With strong removal and draw cards in hand when having 2 mana floating versus more aggressive decks
- Versus Odd Warrior (see matchup)
- If you are/will be way ahead in fatigue, and you’ve drawn all the removals/key cards you need
- To shuffle key cards (for example Brawl and single target removal versus Priest or armor cards versus Malygos Druid) back into your deck.
If you use these cards separately, make sure to adapt your play style and calculate the amount of draws you can afford, so you will still win if the game goes to fatigue.
Don’t use the card early or mid game if you have both of them in hand. You give yourself an additional bad draw (the Dead Man's Hand you just shuffled), and as mentioned a moment ago, you will draw your other key cards slower. Instead, use your mana to develop, remove, and gain armor with your hero power. Very often, I use the card when I have only a few or no cards left in my deck.
Keep track of what you want to shuffle. Think about what cards you would like to draw again in that specific matchup. Usually you want to shuffle at least one armor card, some removal cards and potentially a value card like Omega Assembly in certain matchups.
Odd Paladin – Slightly Favored/Favored
This matchup should be doable, as long as you get your draw and board clears. Wait to remove the board until there’s enough power present to sweep it, but be careful not to get pressured down. This matchup is resource management at its best. Dr. Boom, Mad Genius helps a lot if you can get it down early.
Even Paladin – Slightly Unfavored
The main issue in this matchup is Val'anyr. This weapon single-handedly makes their board much harder to remove and pushes a lot of damage. The key to victory is to cycle a lot, then shuffle at least one (preferably two) Weapons Project back into your deck, together with some armor gain and removal. As soon as you’re able to do that, you can remove the buffed minion and play Weapons Project to remove the Val'anyr instantly. This way you don’t take damage, and you force them to keep their minions in hand at all times. Take care of buffed charge minions combined with buff spells like Blessing of Kings; they can deal a lot of burst damage. Sooner or later he will run out of minions and the Val'anyr won’t be able to hit a minion.
Also, don’t be afraid to use Harrison Jones early on. The reason why I prefer to keep Weapons Project over Harrison in the late game is because of the extra armor gain. It’s great if you draw Harrison late in the game, but don’t refrain yourself from removing a Truesilver Champion with it.
Shudderwock Shaman – Heavily Unfavored
I’m positive that if the Shaman plays this matchup perfectly, they should almost never lose. As a Fatigue Warrior, we can only hope they makes mistakes. Luckily they often do, partly because they don’t know our deck. And it’s our job to punish those mistakes.
When I say “punish”, I’m very optimistic, because our plan is to hope that their Shudderwock whiffs. There are a few special cases where you can pressure them down (often with Dr. Boom, Mad Genius played on turn 7), but usually they have enough removal and stall to answer this. Remove their combo pieces, let them draw as little as possible (unless they overdraw or when they have very few cards left), and try to pressure them with your mechs. I usually use Omega Assembly on 10 mana crystals so that I get the three mechs out of it, since they will be able to remove them fairly easy if they’re on their own.
Note: If you have added Azalina Soulthief into your deck, this matchup becomes winnable. The plan in this case is the following:
You must play at least one Drywhisker Armorer and one Cornered Sentry for the combo to work. You don’t have to get value from them, just make sure their battlecries go off (and don’t get summoned by [Alarm-o-bot] for example). The more you play, the better your combo will work later on. Also, try to refrain from using Dyn-o-matic, since it will mess up your combo.
Let them play all their combo pieces. Try to make sure you do the above in the meantime and remove everything to reduce the amount of damage you take early on. Then, as soon as they play Shudderwock, you play Azalina (unless they have whiffed the combo). If they have a one mana Shudderwock in their hand because of the Grumble effect, you steal that and play it for one mana as well. Then, each Shudderwock you play will summon some tokens and you will get tons of armor for each Drywhisker Armorer battlecry that goes off. Additionally, you will be able to use that same one mana Shudderwock again because of the Azalina Soulthief battlecry. Overall, you’ll gain more armor than they will deal damage with the Lifedrinker effect, and you’ll win when they’re deep in fatigue.
Deathrattle Hunter – Heavily Unfavored
This matchup is a literal hell. Deathrattles are really hard to deal with and this deck plays plenty of them. Kathrena Winterwisp is basically unbeatable unless you had a really good start, because as long as one of those minions stick around and gets Cubed, you will instantly lose the game. Deathstalker Rexxar is also an issue, especially when it comes out early. The only way to beat Deathstalker Rexxar is by playing Dr. Boom, Mad Genius, and even then, it’s hard to keep up with the Zombeasts and the ever-present threat of Carnivorous Cube. Boom is a must have in this matchup. Without it you won’t even get close to beating them! Pray that Kathrena Winterwisp and Deathstalker Rexxar are near the bottom, and keep removing the board as efficiently as possible. I like to keep Omega Assembly until I have 10 mana crystals, so I get the full value from the card.
Secret/Spell Hunter – Slightly Favored
Despite the fact that these decks play Deathstalker Rexxar, the matchup against these Hunter archetypes turn out to be favored for the Warrior. The difference between these and Deathrattle Hunter is the other 29 cards of the deck. Thoese cards aren’t nearly as threatening as their deathrattle counterpart, which means that you will be able to use your removal more efficiently. Keep Warpath and/or Brawl for the Lesser Emerald Spellstone, keep your Omega Assembly until you have 10 mana crystals, unless you get pressured down, and try to find Boom as soon as possible. You should be able to beat Deathstalker Rexxar with Boom, your mechs, and your removal.
Even Warlock – Even/Slightly Favored
When I began playing this archetype (with a different version of my deck), I lost this matchup quite a lot. However, the more I played the matchup with this deck, the more doable I found it. I’m going to be very careful here, and say it’s an even matchup, because there are a ton of threats you will have trouble dealing with (although I personally have a great winrate versus them). In this matchup, the mulligan is very important.
Keep Execute and Shield Slam in your mulligan! If you don’t get either of them, and a Mountain Giant comes down on turn 3 or 4, you can get pressured down even before you have the chance to do anything. If you have Shield Slam, keep Shield Block or Weapons Project as well, because that will allow you to gain enough armor to use it early on. Keep in mind that unlike Odd Warrior, we can only gain two armor per turn!
Try to use all your one-mana spells before turn 6 (or 5 if they have the coin). Skulking Geist is a threat for these cards and you’d rather have one mech instead of zero. Because of this, always use Shield Slam over Execute if possible.
You need to shuffle armor cards back into your deck with Dead Man's Hand, or the Gul’dan Hero power might prove troublesome. Often you keep at least one Armorer and one Sentry for this, but a combination of Weapons Project, Shield Block and/or Zilliax is also fine.
Cube Warlock – Even
Your biggest advantage against Cube Warlock is the ability to remove their weapon. With three weapon removals, it’s almost impossible for them to summon even one demon from the effect. Cubelock has some trouble developing strong minions without it, which is why this matchup is completely fine. Don’t leave Doomguard or Voidlord on the board, because they run Cubes and you can’t deal with those. Also try to pop their Possessed Lackey as soon as it gets on the board and instantly kill what gets recruited.
Keep one weapon removal in your mulligan so you don’t risk not having it when they play their weapon early on.
Post-Gul’dan, the plan is the same as against Even Warlock. Try to shuffle armor gain back into your deck so you can survive their continuous hero power damage.
Zoo Warlock – Even/Slightly Favored
Zoo can be very explosive at the start, and this deck might have some trouble dealing with it. Therefore, if you know it’s zoo, try to mulligan for cards like Brawl and Weapons Project in addition to the standard mulligan. Like any other token deck, you have to use your removal wisely and ask yourself how much damage you can take versus how much removal you can use. Be aware of Doomguards or Leeroy Jenkins in combination with Soulfire which deals quite some burst damage.
Odd Warrior – Heavily Favored
This matchup is insanely favored as long as you know one key tactic: use your Dead Man's Hand as soon as you have enough cards in hand and after you’ve drawn Dr. Boom, Mad Genius. This means that you can and will use it without having a second Dead Man's Hand. If you have the second Dead Man's Hand when you play it, it’s even better. Just use them both and use the third as soon as you draw it.
The reason for this is Azalina Soulthief. If Odd Warrior manages to play this while you have a Dead Man's Hand in your hand, they might be able to survive until the turn limit, which is 89 turns, or 45/44 for each player. You can probably imagine what happens if they can copy both [Dead Man’s Hand]…
Boom is a key in this matchup and you should try to find it as soon as possible. Shuffling your hand before you’ve drawn Boom will only put it deeper into your deck, so you only want to shuffle after you’ve drawn him. Just pray it’s not the last card in your deck. Therefore it’s completely fine to use your draw cards, as opposed to the normal control Warrior mirrors. You will be more than 15 cards ahead in fatigue, so drawing a few won’t influence your win condition. After you’ve played Boom, it’s not necessary to draw unless you need to find a specific removal, so refrain from playing Acolyte of Pain.
Clone Priest – (Slightly)Unfavored/Even
While I personally have a good winrate versus this deck, I believe it is unfavored. A full combo with Zerek's Cloning Gallery can instantly kill you and there’s no counterplay versus this. The big minions and revives are also really annoying to deal with. Prophet Velen, Malygos, Lyra the Sunshard, and The Lich King are high priority removal targets. You can mostly ignore the rest unless they start dealing a ton of damage. For example: don’t use a Shield Slam on an Obsidian Statue.
Keep your brawls for huge Spellstone revives. This is the only reliable way you can deal with 3 or 4 big threats. It’s possible to use your Dead Man's Hand separately to shuffle removal cards back into your deck. Wait until you’ve played Dr. Boom, Mad Genius, however, because the rush on your mechs will be very handy to deal with those big minions.
Malygos Druid – Favored
There’s a couple of key elements you must remember to win this matchup consistently. Firstly, it’s all about your armor. Their maximum burst is 36 (Malygos, Flobbidinous Floop, Swipe, and double Moonfire), and another 3 from a potential Malfurion death knight hero power, coming to 39 in total. You can’t play around or negate this damage, so the only way is to have enough health to survive this. This is entirely possible, even when big damage dealers like Alexstrasza have shredded away your health.
In order to do this, you need to use your armor cards optimally. Press that hero power button as much as possible. Remove all of their minions as soon as possible. Ideally you use cards like Dyn-o-matic to kill off their Arcane Tyrants and keep Shield Slam for bigger threats. Always keep some kind of removal for Malygos! Preferably this is an Execute because they will often shred through most of your armor, so Shield Slam won’t deal enough damage.
Use your weapon removal as soon as the weapon comes down, unless they don’t have 10 mana crystals yet. You don’t want to give them free mana to work with, so wait until they ramp a bit and remove it as soon as they hit the maximum amount of crystals. If the weapon has one charge left, you always remove it regardless of their crystal count.
You can use Dead Man's Hand (separately) to shuffle some armor cards back into your deck, often with a draw engine in hand, like Acolyte of Pain or Shield Block, to get them into your hand as soon as possible. Use them just before the moment you think he will play Malygos (which is basically after he played Dreampetal Florist) if your health total is too low.
After you’ve survived that, you only have to endure the continuous hero power damage from the Malfurion death knight. This scenario plays out the same as against the Gul'dan hero power; shuffle some armor cards and survive their hero power long enough. You don’t have to shuffle your second Dead Man's Hand back, just use it when you have a good hand to do so. This matchup will never get to (your) fatigue anyways.
Togwaggle Druid – Even
While this deck plays almost the same cards as Malygos Druid, the difference in win condition makes this way harder to play correctly. Armor isn’t important in this matchup. The only thing that really matters is how you react after they have played their King Togwaggle and Azalina Soulthief combo.
If both players know this matchup perfectly, I’m positive this should very often finish in a draw, because of the turn limit!
Key cards in this matchup are Boom and Dead Man's Hand. It’s fine to wait with Omega Assembly until after they’ve played their combo, in order to play around Naturalize. Play your death knight before they shuffle, and have at least one Dead Man's Hand in your hand. You need Boom, because it’s stronger than their death knight and might win you the game in the long run. Without it, you’ll have a harder time keeping up with their consistent damage and the cards they stole from your deck.
Your opponent will play Dreampetal Florist at some point, followed up by the Azalina Soulthief and King Togwaggle combo one of the turns after. You both get the 5 mana shuffle card, so they successfully stole your deck… Or so they think. Try to empty your hand as much as possible, then play your Dead Man's Hand and shuffle your shuffle card into your deck. Then wait until you’ve drawn that card to shuffle your deck with theirs. You will then both have one shuffle card left, meaning that you successfully claimed back your original deck.
If you only have one Dead Man's Hand, there’s some draw RNG that can happen. If they draw your second Dead Man's Hand and are smart enough to keep them until you have shuffled back, they can go infinite with their cards and you won’t have any way to shuffle cards back into your deck. This way, you will always lose in fatigue. Similarly, if they decide to shuffle their hand back into their deck at the same moment you do, and they draw their shuffle card before you, you will be unable to reclaim your deck. That’s why it’s important to shuffle as few cards as possible, so you can draw the shuffle card quicker.
If you had two Dead Man's Hand, your opponent will be able to go infinite as well, even when you reclaim your deck. However, your Boom hero power should out-value theirs, so you will have a chance to win purely on board pressure.
This is a very hard matchup to play, and there’s so many different scenarios that it’s hard to type every single one of them out. You will be able to win consistently against people who don’t know this matchup (which are most), but this can get very complex against people who know what they’re doing.
Taunt Druid – Favored
Play your Cornered Sentry as early as possible so you mess up their Hadronox revives. Keep at least one Brawl for the post-Hadronox board, since your other removal is too weak to deal with the high health minions. Be careful to leave more than one minion alive because the The Lich King buff card can punish you greatly. Also pray they don’t win the dice roll and revive Hadronox instead of a raptor, because you don’t have a way of dealing with the Carnivorous Cube or with an onslaught of huge taunt boards.
Token Druid – Heavily Favored
This matchup almost plays itself. Search for Warpath since it counters their token boards. Try to remove Violet Teacher early on with single target removal like Shield Slam and Execute, and wait for them to draw through their entire deck. Try to keep your own side of the board as empty as possible to play around Spreading Plague.
Quest Rogue – Heavily Unfavored
This matchup is unwinnable unless your opponent miraculously decided to cut their death knight for something like a Stonetusk Boar.
Odd Rogue – Favored
You have to keep two key turns in mind against this deck: turn 3 and turn 5. Turn 3 is very often an extremely powerful turn with snowball cards like Vicious Fledgling and Hench-Clan Thug, which are both high priority targets. For that reason, you really want to have Shield Slams or alternatively Executes in your hand. The other minions before that are less of a threat, unless they get buffed with a Cold Blood. In that case, you can also use your removal on them. With an early Weapons Project you can often clear off their early minions before they get buffed, so keep it if you have it in your mulligan.
Turn 5 is also a power turn, with minion buffing cards like Cobalt Scalebane and Fungalmancer present. Therefore, you want to try to clear their board on turn 4 so that their turn 5 will get much weaker. They have a power spike on turn 5, but so do you, with removals like Zilliax, Dyn-o-matic and Brawl being available from that point on.
As with all aggressive matchups, you want to survive as long as possible. Use your removals wisely, keep your health as high as possible, and make sure to not get burst down with Leeroy Jenkins and buffs like Cold Blood.
Control Mage – Heavily Favored
You have more than enough removal to deal with all their threats, so this matchup should be more than fine. Dr. Boom, Mad Genius is key in this matchup. Search for him as fast as possible. Try to shuffle as many removal cards as possible back into your deck. This deck likely runs Skulking Geist, which means you can use your Shield Slam and Omega Assembly cards early on. Post-Jaina Proudmoore you want to refrain from playing any minions unless they’re used as removal (combined with the rush passive), so that you don’t give them free Water Elementals. Keep at least one Brawl or Warpath for Dragoncaller Alanna. Also try to keep one or two low mana spells like Weapons Project or Shield Block to counter a possible Counterspell from Arcane Keysmith.
What are the weaknesses of this deck?
A: Apart from the matchups I’ve summed up, Fatigue Warrior has a lot of weaknesses against a lot of less popular decks. Mecha C’thun matchups are unwinnable. Decks with huge OTK’s like Malygos Rogue are nearly unwinnable. Kingsbane Rogue is nearly unwinnable. In short, decks that are great against control decks simply destroy this one. Keep this in mind, especially when queueing near the danger zones (rank 5, 10 and 15 with 0 stars), since the frequency of these decks is much higher around these ranks.
What do you mean by Shuffling?
A: Whenever I speak about shuffling, it means you shuffle your hand with Dead Man's Hand while holding a second copy of it. If you can also do it without holding the second copy, I will specify it in the text. Also see the late game part of the Gameplay section.
Is this deck a good ladder deck?
A: This deck is not ideal for laddering quickly. It has very long games, quite a few weaknesses (including the popular Deathrattle Hunter), and a high learning curve. This deck is more fit to counter a specific meta with mostly control and aggro decks. However, they always say that you rank up faster with a deck you enjoy, so there’s no reason to not try it out! You can get some really sweet winstreaks with this deck, especially below rank 5.
Is this deck a good tournament deck?
A: Yes! In general it has very few lineups that it gets destroyed by, so it’s a well-rounded deck in both Conquest and Last Hero Standing. Personally, it’s my best tournament deck by far. It’s doing great in any format and any kind of tournament. It also fits with quite a few different lineups, except for full aggro ones, so it’s really versatile. Swapping around tech cards according to your lineup is very important, so make sure you tech towards whatever you want to beat. I recently made a lineup which soft-countered Shudderwock Shaman and fit this deck into it by adding Azalina. If you don’t have a clear view of what you want to target, play The Black Knight.
Are these matchup lists based on Hsreplay stats?
A: No. There’s not enough stats for this version of Fatigue Warrior, and even if there were, the entire chart would look way off because of the learning curve of this deck. These matchups are purely based on my personal experiences and thoughts. I tried to give an image of what I believe are good or bad matchups, and not which ones are objectively good or bad, because it’s just not possible with the small sample pool I’ve made alone. Also, the win rates versus these decks might be lower when you just start playing this archetype. Some matchups require you to have a good grasp on the key elements to make them favored.
Is there a replacement for card X?
A: Take a look in the Cards section, there’s a few tech cards listed over there which can be used as replacements.
Do you have a deck code?
7. Update Log
1/11/2018: Creation of the guide, wrote Introduction and Cards sections
2/11/2018: Gameplay – Mulligan, Early game and Mid game
4/11/2018: Gameplay – Late Game, overview Matchups
5/11/2018: Paladin, Hunter, Warlock, Warrior, Priest, Shaman Matchups
6/11/2018: Shaman matchup edit, Mage, Rogue and Druid Matchups
10/11/2018: Formatting + Notes