For some background on how I organize my faction primers, check out the following
Core Cards[]
Archetype: Control[]
Lead Heroics[]
Key Cards[]
Description[]
All the NT decks can look pretty similar, but what ultimately differentiates the control version from the aggro version is how you plan on winning the game. If you have a lot of high quality removal (Death Current, Frostshatter Strike, Bitterfrost Totem) and a bunch of Graveborn Gluttons, you can basically trade your way to victory. You don't have to worry about open laning threats, but instead block a lot and use removal to prevent your opponent from setting up big synergy plays. A Glutton's job is not to be an offensive threat but rather to die, deal damage, and take another creature with it in the process. It also helps to level up a couple finishers like Necroslime or Cloudcleaver Titan to apply pressure in the late game.
I'll include the defender strategy in this archetype as well because the way you play your games is basically the same, but you're using Steam Sentinels and Cinder Collosuses as inevitibility instead of Necroslimes and Gluttons. The neat thing about defender control is that it has a natural resistance to Death Current. Steam Sentinels are good at winning trades so you often have these partially damaged walls sitting on the board for long stretches at a time. Potentially trading a Death Current for a 8/1 Steam Sentinel is a pretty good disincentive.
The deck matches up well against most other strategies including aggro and late game leveling, but it doesn't tend to dominate or snowball an early advantage into an easy win. Games are close throughout, as you are constantly trying to control the board and make plays to set up your long term game plan. It rewards careful play.
Archetype: Mobility Aggro[]
Lead Heroics[]
Key Cards[]
Description[]
Unlike the control deck, aggro NT will be using mobility and removal early and often to push damage and create threats. Winborn Hellion, Ashurian Brawler and Razortooth Stalker are great early threats that force your opponent to have an answer or fall behind. They benefit greatly from Tempys mobility tricks (Blizzard Shaman, Windcaller Shaman, Zephyr Mage), removal (Frostshatter Strike, Death Current) and Infernal Visage to become seriously problematic. This version is more reliant on drawing the right cards at the right time than the control deck, but it has a higher ceiling on power level. The right draws early on can quickly put a game out of reach. Its other weakness is getting out aggro'd by decks from other factions, Umbruk in particular. The best way to beat an aggro deck is simply to be bigger and faster, which UT has no problem doing.