It's quite a funny experiment you ran there, seeing that Warriors and Hunters work in opposite ways. Warriors with their armor are all about stalling while Hunters with their Steady Shot are all about winning quickly. I see the similarities in the control decks obviously but due to the hero power differences, and the fact that control decks tend to use their hero powers a lot, Hunter control is still quite different from Warrior control
I will admit these are somewhat unexpected results. Their execution is similar in regards to maintaining control of the board. However weapons don't factor in the same way due to the lack of Armor. On the up side that frees them up for dealing damage, it also offers flexibility if there are no other removal alternative. I guess the most obvious difference is you don’t need four legendaries to run it. That said I’m not having any trouble winning with this.
(Granted it’s not ranked but winning every game probably translates to winning over 50% in ranked up to a certain level I'm sure. If you’re wondering why I’m not playing ranked, I’m living in Thailand and my network is suspect all the time. I've had game drops, freezing to unfreeze three turns later, lag in card execution to the point where plays late in the turn don't happen. All in all I think that might be a little frustrating in ranked, also no mater how you look at it I won't get an accurate representation of my deck)
While conceptually Alexstrasza comboing with King Krush sounds good, you’re hypothesis is correct. By the time turn nine rolls around there is very little to gain if anything by playing her. I guess it comes down to Ragnaros or Ysera. It is nice that Ragnaros doesn’t compete with King Krush for the mana slot, though I have to wonder about how much of an issue that is. Yeser’s dream cards can come in handy if poor draws landed me in trouble late in the game. I guess it’s too early to find whether or not clear boards or trouble are my late game realities yet. I’ll have to try both of them and see if either has an advantage in this deck.
Kill command I run with the full understanding that nine times out of ten I will only get three damage out of it. I know that economy wise it’s a horrible play without beasts. What I’m more concerned with is having the removal. I know Multishot is a better choice but I’ve had plenty of experiences where I needed to kill a minion with three health and it was the only one on the board. An example seared into my mind was a Mana Wyrm that got completely out of control in a mage deck back in beta.
Faerie Dragons are wonderful because they can’t be targeted. So long as I keep the board clear, my enemy either needs a weapon, heroic sacrifice, or vaporize to get rid of it. I suppose AoE’s can clear it but that’s hardly cost effective not to mention their waiting for UtH.
As far as the longbow is concerned, I’ve been told the same thing about running two copies of Gorehowl in my Warrior deck. And, what happens I ended up using both copies, in both decks, multiple times yesterday.
I don’t mean to sound so defensive, and I do appreciate your thoughts; I’m keeping them for when my weaknesses are exposed. In the mean time, I’m going to test the flexibility and adaptive capabilities of the deck as it is. I need a clear picture of what works well and what doesn't.