Warrior/Shaman/Paladin board control

Below I've posted three variants of the same deck based on board control in Hearthstone. All three decks operate under the same principles, altho' each deck uses class specific cards to suppliment their strategy.

The first deck is Warrior board control,

Characters

2xKnife Juggler

2xWild Pyromancer

2xFlesheating Ghoul

2xFrothing Berserker

2xAcolyte of Pain 

2xArathi Weaponsmith

2xSpellbreaker

2xAbomination

2xPriestess of Elune

1xBarron Geddon

Spells

2xWhirlwind

2xExecute

2xCommanding Shout

2xBattle Rage

Equipment

2xFiery War Axe

1xGorehowl

The engine to take note of is Wild Pyromancer, Abomination and Barron Geddon combined with Acolyte of Pain in order to sweep the board while generating card advantage, all 7 of these cards are neutral and therefore can be included in any deck, and when Wild Pyromancer can use class specific cards like Whirlwind, Execute, Commanding Shout and Battle Rage in addition to the Coin, the deck is capable of producing ABSURD plays.

1) Wild Pyromancer can turn Whirlwind into a "Pyroclasm" 

2) A Wild Pyromancer activation that damages another minion can turn Execute into a "Swords to Plowshares"

3) Commanding Shout can active a Wild Pyromancer for a one sided "Wrath of God" 

4) Battle Rage can activate a Wild Pyromancer for an "Ancestral Recall"

and with each activation of Wild Pyromancer you draw a card off of Acolyte of Pain, a Whirlwind, Wild Pyromancer activation and Acolyte of Pain is virtually a "Pyroclasm" followed by an "Ancestral Recall"

With each Wild Pyromancer activation, cards like Frothing Berserker and Flesheating Ghoul gain an inordinate amount of Attack as minions take damage and die respectively, resembling a "GAT, or Grow A Tog" strategy where under costed characters quickly become larger than characters who cost several mana more.

Abomination and Barron Geddon are sweepers capable of clearing the board while "growing" Frothing Berserker and Flesheating Ghoul, simultaneously drawing a card off of Acolyte of Pain and provide mid-game stabilization while turning into a one sided "Wrath of God" with Commanding Shout.

Knife Juggler is an under costed, aggressive two drop that generates value by pinging the opponent at random and enabling Execute. The damage is accumalitive when combined with Wild Pyromancer and will likely contribute to killing drops anywhere in the range of 1 to 4 mana.

Spellbreaker is pivotal for removing Taunt and allowing your Frothing Berserker and Fleasheating Ghoul to attack the other player for ridiculous amounts of damage, you'll also find a lot of situations where Silence adds value by blanking the opponent's utility characters so they can't execute their game plan.

Priestess of Elune is a reasonably costed drop that adds life back to your character in the event a Warlock, Shaman or Druid beat down deck puts you into the red zone. Combined with the Warrior's ability to gain Armor, you'll be able to hold off aggressive decks, I dare say, quite easily.

Fiery War Axe, Arathi Weaponsmith and Gorehowl all contribute to the board control strategy by either aggressively removing characters with your Warrior or add a burn strategy by attacking for a combined total of 27 damage against the opponent directly.

The deck curves out aggressively, and therefore it's my favorite version of the deck. The low casting cost spells allows for rapid activations of Wild Pyromancer vs aggro, the six 3 drops allows for consistent Knife Juggler activations and the 2 casting cost Fiery War Axe and 4 casting cost Arathi Weaponsmith allow you to either clear the board in order to establish your Wild Pyromancer and Knife Juggler or Frothing Berserker and Flesheating Ghoul on an occupied board or vice versa the Wild Pyromancer and Knife Juggler clear the board and allow you to go into a beat down mode.

Note some people have preffered Ironbeak Owl to Spellbreaker because the hero ability is rather lack luster on turn 2 and the deck doesn't have an auto activate Knife Juggler mechanic so it needs a lower curve of creature drops to get value. I could easily see them being right, but my main concern is that an ass of 1 has poor synergy with Wild Pyromancer and Battle Rage.

The second deck is Shaman board control,

Characters 

2xBlade Juggler

2xWild Pyromancer

2xFlesheating Ghoul

2xAcolyte of Pain

2xSpellbreaker

2xCult Master

2xAbomination

2xPriestess of Elune

1xBarron Geddon

Spells

2xRockbiter Weapon

2xFrost Shock

2xEarth Shock

2xFeral Spirit

2xHex

Equipment

2xStormforged Axe

1xDoomhammer

I consider this the "pure" version of the deck, because it uses all neutral characters and introduces Cult Master, the second character based draw engine of the deck. For obvious reasons, Cult Master is disregarded in the Warrior version of this deck because the Warrior has his own second draw engine, Battle Rage and unlike the Shaman and Paladin doesn't generate free characters with his hero ability.

The deck uses a lot of low casting cost spells that are less situational than Whirlwind and Execute, 4 pingers that can either kill aggressive 1 drops or provide some board control by Freezing or Silencing larger characters while simultaneously activating Wild Pyromancer. The real selling point for this version of the deck is 4xSilence effects, because vs other board control decks this version can aggressively shut down opposing Wild Pyromancer, Knife Jugglers, Acolytes of Pain, Cult Masters, Abominations or a Barron Geddon and gain the upper hand.  Feral Spirit allows you to simultaneously active Wild Pyromancer and Knife Juggler 2x and establish a Taunt shield to keep other, more important characters on the board longer. Stormforged Axe and Doomhammer serve the same purpose as Fiery War Axe and Gorehowl, except they provide greater value by having 3 durability or Windfury to clear more of the board.

The best argument for the deck tho' is the hero ability activating in order to trigger Knife Juggler, similar to Paladins, so less emphasis has to be put on Wild Pyromancer in order to control the board and Knife Juggler activations can team up with the Shocks in order to take down larger drops. especially if you summon a spell power totem, and as the deck produces free creatures or multiple creatures with Taunt Flesheating Ghoul grows much larger in this deck than the Warrior deck.

The deck runs less three drops without Frothing Berserker, but given the increased amount of point removal between the Shocks, Rockbiter Weapon and the ability to summon a creature on demand, you'll be able to clear the board of one drops more often, activate Wild Pyromancer faster and you'll generally have more Taunt than any other deck. What you lose in Armor, you make up for with having a player ability that has more synergy with the deck as a whole.

It doesn't have the mind bending combo plays of Commanding Shout and Battle Rage or monsterous Frothing Berserkers, but it manages to get more incremental value out of Blade Juggler, Cult Master and more control out of the Shocks, Rockbiter Weapon and Hex as a sort of a trade off. 

Note: Some versions of the deck prefer Ironbeak Owl over Hex, in a fast aggro metagame Hex can often be a liability and with Overload on Stormforged Axe you'll often have to wait until turn 4 as opposed to turn 3 to play it.

The third deck is Paladin based board control.

Characters

2xKnife Juggler

2xWild Pyromancer

2xAldor Peacekeeper

2xAcolyte of Pain

2xSpellbreaker

2xAbomination

1xThe Black Knight

2xGuardian of Kings

1xBarron Geddon

Spells

2xBlessing of Wisdom

2xEquality

2xHammer of Wrath

2xConsecrate

2xAvenging Wrath

Equipment

2xSword of Justice

The Paladin version of this deck is the most differentiated version, unlike the Warrior and Shaman version of the deck it has a much, much higher curve and eschews the Flesheating Ghoul for Aldor Peacekeeper, upgrades Priestess of Elune to Guardian of Kings, gains The Black Knight and has individually more powerful spells. The reason you can sacrifice the aggro of Flesheating Ghoul is that the Paladin has a stream lined summon ability of 1/1 dorks which the Black Knight can remove Taunt for and push thru or Sword of Justice can turn them into 2/2 dorks and thus real threats. You tend to "token up" in the early turns as opposed to equipping a weapon to control the board and then rely on having more traditional, one sided sweepers to make up the difference, so the deck has a really different play style.

I wont write much about this version because Day9 played it, albeit a slightly different version, on his stream without critical cards like Knife Juggler, Barron Geddon and Sword of Justice in my opinion. I think the better players online understand the necessity of having those cards. Its important to have enough good, low casting cost spells like Blessing of Wisdom in order to activate Wild Pyromancer aggressively and between the Equality combo, Consecrate and Avenging Wrath this deck definitely packs the most board clearing potential. I think the archetype is maleable tho', if I remeber right he used Hammer of Wrath, Truesilver Champions and Wolf Riders in order to maintain card parody until he could cast a Lay on Hands. and disregarding Truesilver Champions which conflict with Sword of Justice, it might be possible to drop Spellbreaker for Wolf Rider as its just another way of clearing the opponent's board and Blessing of Wisdom for Lay on Hands and play for the UBER end game. I think Silence is absolute necessary tho' because you must have answers to opposing Abominations that don't wipe your board. Personally I think the value you get out of Blessing of Wisdom and the added Wild Pyromancer actions is what gets you to your Guardian of Kings while still alive vs Warlock fast aggro beat down or Dryad Murlocs etc. in the first place, but having 3 eight drops in your deck including Tyrion Fording is the stuff of mulligan night mares. I also remember him playing Fearie Dragons, and that card is just really bad if it costs you the Knife Juggler slot.

You don't play Cult Master in this version because you wont have random Taunt Totems or Taunt Wolves before you reach your 4 drop.

Anyway, I write all of this because I'm just absolutely at a loss for how any other archetypes in the metagame manage to consistently beat these kinds of decks. I think Wild Pyromancer, especially with the Coin and Knife Juggler, especially with the summoning heroes, just have way too much board control and Blizzard may want to look into partially nerfing them by not allowing them to gain so much synergy thru' natural coin flips and hero mechanics. I have had some difficult problems with Dryad ramp and Mage combo in the past just because it's an absolutely unique archetype to that hero, but I've played so many board control mirrors at this point that I think everybody is in on it and something should probably be done to make the neutral vanilla two drops more competitive.