Diamond Legendary Warlock
- Last updated Apr 15, 2014 (Live Patch 5170)
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Wild
- 24 Minions
- 6 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2560
- Dust Needed: Loading Collection
- Created: 4/9/2014 (Live Patch 4973)
- user-12943661
- Registered User
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- 17
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Battle Tag:
N/A
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Region:
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Total Deck Rating
35
Legendary rank: http://imgur.com/d6cEpGt,3pqqNrc,9w3p1z2#1
Achieving legendary rank: http://imgur.com/d6cEpGt,3pqqNrc,9w3p1z2#2
Picture of the deck: http://imgur.com/gwE6i19
Live gameplay of the deck on stream by Alchemisxt: http://www.twitch.tv/alchemisxt
Hello,
I would like to share with you my deck wich I got to legendary rank with in the first official season, so here it is!
TIPS:
Try to muligan for non-charge minions, for example a perfect start would be having either voidwalkers, flame imps, argent squires and even leper gnomes are a good start!
Constantly think about trading with the board and not hitting the face. Minions that stack up power, add armour ect. are sometimes better to kill. Silencing them with owl is also a good option if you have it.
Be careful with Soulfire! You dont want to burn good cards, so if your hand is empty and you have only soulfire just hit the face with it. In the long run it's worth it. That 4 damage might win you the game.
When playing against another warlock aggro muligan for hellfire it will win you most likely the game.
Dont mind people telling you rush sh** ect. You just want that Legendary rank it's their thing if they don't want to achieve it or achieve it after 100's of hours of gameplay. I personaly don't have time for that.
ENJOY
Hydroponixx's toughts and tips on the deck
This will be my third post on this deck simply because I find it just amazing. Thanks again Diamond. Also and please dont take this meanly or the wrong way but you people who are complaining and losing with the deck I think just are not understanding how to play it. I would say a good majority is first knowing and remebering EXACTLY EVERY card you have in this deck. Second would be to think ahead and be able to predict what kind of cards the enemy is going to play. For example would be going against a hunter. Knowing if you throw out tons of 1 or 2 hp minions really early than expect an explosive trap, so try to put enough pressure on him to try and bait it out before commiting your entire hand to getting blown up while in the mean time try to life tap a little and get a decent hand so that way you can dump alot of minions after you trigger the trap. Another example would be that it seems like druids have quiet a few taunts....so if going against a druid NEVER mulligan an Ironbeak Owl (I NEVER do anyways and try to always sit with an Ironbeak Owl in my hand, unless against a warlock because they dont seem to choose many taunts. Usually all warlocks carrytaunt wise are Voidwalker that you can take out fairly easily. Most Warlock decks seem to be rush decks and this deck is almost always superior to any other warlock rush decks including murloc decks, ive defeated tons of murloc decks with this one. The other option is a handlock and you can usually beat them down before they get to make their big plays). Silence is just so extremely valuable. Its one of if not THE most important cards you have. Silencing their big taunts helps you win games. Also you don't wanna run a bunch of your minions into a big scary creature to take him out. Thats not the point of the deck. The point is to go for the face and try to out deal his damage. If he decides to slowly pick off your little minions with his big scary guy one per turn then thats GREAT! if not and he just goes for your face then hopefully you have enough minions to kill his hero before he kills yours and most of the time you should be able to because his hero should be a lot lower than your heros hp by the time he plays the big scary creature. Honestly the people who are not winning and are complaining about this deck I think just lack experience which you only get from playing the game and watching good players. I honestly don't mean to offend anyone and am just trying to give honest helpful advice.
Update 12/4: The Curse of Naxxramas and the deck:
https://docs.google.com/document/d/1IYXFTeJCNCgFwjDpjnKw_nABoubuC8mRyL49LrkkPps/edit?usp=sharing
Enjoying this deck. Nice for when you just want to play a few short games.
I'd really like to find a way to work Amani Bezerker into this deck, but I figure he's too slow. I just love the Amani\Elven combo :P
EDIT: For Naxx I've swapped out the Argents for Nerubian Eggs and I'm experimenting with Void Terror in place of the Elven archer
I am losing so much with this deck.
I have no idea what I'm doing wrong here but I'm constantly fishing for cards. I've read all the advice in this thread with absolutely no luck. Every time someone clears the board, sticks a big ass minion out and I have one 2/1 minion in my hand. Suffice it to say, I lose.
This is not Zoo, this is more like Huntard/MurLock, smash face, ignore minions except ones that will wreck you (like Wild Pyromancer).
It takes some practice to figure out when to drop charge minions and when to drop regular minions, but this deck is quite powerful. :)
Just wanted to let you guys know that today I hit rank 2 with this deck.... And I even managed to score a win over Lifecoach today while he was ranked at 191 on the ladder... If you are unsure who Lifecoach is....well he might be the best Hearthstone player in the world...for sure one of
I think hes the best EU player, but probably not NU
great guide, im stuck on rank 10 right know, i hope i can reach legendary rank, i want that cardback desperate :)
i replaced Leeroy Jenkins with Doomguard at first, but after a ton of games i realized Reckless Rocketeer will suffice.
I did the same thing you did, when I couldn't afford Leeroy Jenkins, I subbed him for a Reckless Rocketeer. However just a word of advice. I found that Argent Commander works alot better than Reckless Rocketeer.
Thank you so much, Diamond, for your great deck! As soon as I saw her I was rank 25 and decided porobovat repeat your way to the legendary rank! And I saw the full force of this deck when I got to rank 7. Of course sometimes I happen problem with shamans and druids, as well as lack of Leeroy saddens me. But with your help, I'll try to get to the legendary rank and maybe someday be able to shake your hand at a major tournament! Thank you very much!
From Russia with Love, Fallen!
Hydroponixx's Guide/Strategy for playing DeDiamonds Legendary Warlock Deck
Ok first off lets explain the cards. We will first start off with the spell cards.
Soulfire is a great card because It does good amounts of damage, and can be used to clear a minion or it can be used against the enemy hero and it doesn't have any mana cost. Usually my strategy with that is to try and save them for when I have lethal and use them to blast my opponent. The times I will use Soulfire when I don't have lethal is when I have no other cards in my hand, that way I don't have to discard anything when I do use it, however I still usually aim it against the hero rather than a minion. The next spell is Hellfire. It does have a few drawbacks being that it costs mana where Soulfire doesn't. Also it will wipe your board as well. Hellfire has a spot in the deck because it can first off be able to get lethal. Second is that if you do for some reason start to lose board control in the beginning you can use it to clear the board and reestablish board control. Lastly we have Power Overwhelming. Do NOT underestimate this card. This card is how you win games with this deck. There are alot of combinations to use this card on. Firstly you can throw it on a charge minion and get lehal with it (especially if you double Power Overwhelming). Meaning that if put on a charge minion it can do 8 damage to the hero PLUS the minions normal attack usually resulting in almost half of the enemy heros hp. Another strategy that I particularly don't use (only on very special circumstances). You can Power Overwhelming a minion and use it to take out a big scary taunt or to smack the enemy hero hard in the face, then use the Ironbeak Owl silence ability to silence your minion so it doesn't die from it.
Next we move onto the minion cards.
Most of the minion cards are pretty much self explanitory. I try to never throw out an Abusive Sergeant on turn 1 because you lose out on its very important Battlycry. Second if going against a rogue, druid, or mage it just gets picked off on turn 2 with a hero ability resulting in a waste of a card. Flame Imp is great for a turn 1 play. Although it does 3 damage to your hero, as long as you get at least one hit to the enemy's face or a good trade it's worth it. Most of the time you can get both, and because of its 2 hp it doesnt instantly get picked off by a hero ability on turn 2. Arcane Golem is a nice charge because it has 4 damage and 2 hp for only 3 mana. It does give your opponent a mana crystle though. For that reason I try to hold onto it until later in the game when that extra mana crystal won't really screw up the tempo of the game. Leeroy Jenkins is great to have in this deck. However if you can't afford him yet, don't fret. You can sub him out for Argent Commander which is a 4 attack 2 hp charge with divine shield. The last minion card I want to discuss is the Ironbeak Owl. This card is probably one of, if not THE most important card you have. Its cheap to play and you really only use it for the silence. Most of the time I hold onto my Ironbeak Owl cards and never mulligan them. Sometimes if I get both at the start I will occasionally mulligan one of them (depending on what class I'm facing). Most of the time you want to hold them in your hand to get rid of any big scary taunt creature that stops you from being able to rush his hero down. Also people over value Knife Juggler. Do not get me wrong this is an excellent card. However just remember it is a bullet magnet. So most of the time the enemy is gonna focus on trying to take it down asap. Don't worry if he does. He is valuable in this deck but not by much. It's perfectly OK to lose them both, it doesn't mean your out of the game. Even if you just get a good trade out of them then they have done their job.
Ok now that we have talked about some of the cards lets discuss the strategy on how to play this deck.
First thing I would like to stress is DO NOT mulligan an Ironbeak Owl if you get one in your opening hand. Hold onto it and save it for later to use to get by a big taunt. The next thing is to remember to try to not waste your Ironbeak Owl cards on other minions like Young Priestess or something,it's just not worth it. You only have 2 silence cards in the deck so use them wisely. Next is you want to try to go for the face as much as possible while maintaining board control. This can be kind of hard to explain because it's different for every circumstance. If you can get a really good trade out of it, then it's worth it to take out a minion. If you can't that damage is better aimed at the face. The reason being if you can get the opponent down to around 14 to 17 hp by turn 4 or so then you can pretty much assure a victory. The way you can do that is by throwing down a charge with double power overwhelming for at least 8 damage + whatever the minions regular attack is (the least amount being 2 which is a Bluegill Warrior). So that is a gaurenteed 10 damage right there. If you use it on an Arcane Golem or Argent Commander than that's 12 damage. combine that with a 0 cost Soulfire and you win the game. In some cases you can even hellfire first for another 3. So later on in that game that means you can do up to 23 damage in a single turn if you have double Soulfire. And if he trys to throw down a big taunt to stop you from finishing him off then you can just use that handy Ironbeak Owl to silence it, then throw down your charge with double Power Overwhelming and Soulfire to finish them off. All in all this deck gets better and better the more you play and practice with it and see what kind of combo's you can do.
Lastly we will talk about going up against the different classes.
Mages: They don't really have any healing except for cards with Battlecrys so as I stated before getting them to around 14 to 17 hp by turn 4 almost garuntees a win. Also you never want to throw down a 1 hp minion on turn 1 because it is just a waste and will be picked off on turn 2 about 90% of the time.
Rogues: They can be a little tricky with this deck but really are not too bad. They have alot of single minion removal, but since you have alot of low cost minions out on the board they usually can't take them all out. One thing to keep in mind is they really dont have much AoE. Some have the ability to destory their weapon and do its damage to all your minions but that doesnt seem to come up too often. Their only other AoE is Fan of Knives, which only does 1 damage to your minions. Their hero ability can be troublesome for picking off your minions, but remember every time he does that, he takes more damage to his hero unlike the mage. They also don't have any healing (except for battlecrys) so it's not too difficult to get them low enough for lethal.
Druids: For me personally they are the biggest problem. They have heals as well as alot of AoE and Taunt. Most of the time they can't really get a taunt creature out till later in the game around turn 4 or 5. Sure they have alot of big scary taunts but that is why you hold onto your Ironbeak Owl cards. You don't want to try and beat a big scary creature down. Instead you want to go for the face because if he decides to try and rush your hero down with the big scary creature you can most of the time beat him to it because you should have put out alot of damage early game and his hero should be a decent amount lower on hp than yours is. If he decides to pick off your minions with his big scary creature then thats GREAT! because remember he can only hit one of your creatures per turn with it and since you have so many low cost minions you can throw out more minions than he can kill.
Shaman, Paladin, Priest, and Warrior: Most of these you can just follow the strategy I listed earlier and shouldn't have too much of a problem with them. Control Warrior's can be a little troublesome but all you can really do is to try your best to deal with the situation.
Warlock: Almost all warlock decks are one of two types of decks. Either they are aggro rush decks like zoo or murloc or they are Handlock decks. This deck I have found to be superior to just about any other zoo deck or murloc decks. Also it's a good idea to keep your Hellfire if you get it in the opening hand because 9 times out of 10 it is going to be an aggro rush deck. Hellfire helps you gain back board control if for some reason you lost it or helps clear out the enemy's murloc's before they can get the buffed up properly. Just be careful when using Hellfire because if you have more minions then him or already have board control it will hurt you more than help you and if you do decide to use it, make sure you attack his face with all your minions before using it since they are all going to die anyways. The other type of warlock deck is a Handlock. This deck just blows it out of the water because most of the time you can get him down extremely low before he plays anything. If you happen to go against a Handlock deck with this one you are almost sure to win. Lastly since those are mostly the only two decks you will face against a warlock they really dont use a whole lot of Taunt. Meaning you can safely use ONE your Ironbeak Owl cards on something other than a taunt. Most of the time the only taunt creatures they carry are Voidwalker cards that can be easily dealt with. Always save one of your Ironbeak Owl cards just in case they do have a big taunt, but it's pretty unlikely. Never use an Ironbeak Owl on a Voidwalker because like I stated before, this deck only has 2 silences and it's a waste to use one on something little like that (unless of course it stops you from getting lethal).
Lastly is Hunter: They can sometimes be a little difficult but personally I don't really seem to have much problem with them, just be weary of a couple cards. Those two cards being Explosive Trap and Unleash the Hounds. First is explosive trap. Knowing if you throw out tons of 1 or 2 hp minions really early than expect an Explosive Trap, so try to put enough pressure on him to try and bait it out before commiting your entire hand to getting blown up while in the mean time try to life tap a little and get a decent hand so that way you can dump alot of minions after you trigger the trap. Second is Unleash the Hounds. The best thing you can do is to try and estimate when the opponent is likely to play that card and try to come up with a way to counter it. Usually even if he does play it, it WILL most likely wipe your board, and it can be a LITTLE hard to reestablish board control but definitly not impossible.
All in all this deck takes does well against just about everything it comes up against. This deck becomes better and better the more you play it. It does take a fair amount of experience with this game to play. You have to be able to predict what kind of cards the enemy is going to play before they play them, which can be a little difficult. Watching good players and jut all around experience help tremendously with this deck. Also you want to know EXACTLY EVERY CARD that is in this deck so you know what you still have to play and what is to be expected. All in all its pretty well rounded and can be very successful once learned to play properly. Good Luck to all and if you have any questions feel free to message me. All credit for this deck belongs to DeDiamond, once again great job designing it.
Hey all I know a few of you know that I've been speaking with Diamond and he went ahead and gave me the green light to write a better more in-depth strategy/guide for this deck so be on the look out for that. Also he gave me the green light to ago ahead and make a few videos to show how I personally play the deck so that will also be posted here shortly.
Good luck have fun. Btw if anyone has any questions or anything feel free to PM me, I check the site a few times daily so you will get a quick response.
i think mukla good with this deck
Deck carried me from rank 18 to 13 without any losses. Still have my win streak. Awesome deck and I suggest reading the comments before this.
-Replaced the Elven Archer for a Master Swordsmith and it has been really great for me.
Ok.... So I have been stuck on rank 8 for about 2 weeks by using my Warrior Control and my Druid Mid range deck and could never get over the hum to rank 7.... So i decided to give this deck a shot and now Im sitting at Rank 6.... So lets go over a few matches... Against Hunter Im at about a 60-70% win rate....
-Hunter usually lacks control with the exception of Explosive trap so I try to maintain a small board presence in an effort to counter UTH... I use Power Overwhelming to ignore the explosive trap and then use an owl on my own guy after attacks to cancel the PO death effect...
-Against Druid Im at around a 80% win rate.. not a lot they can do vs the speed...
- Warlock against the zoo mirror match Hellfire usually tips it in our favor....and against Handlock we just win its that simple
- Control warrior.. Now this is my biggest trouble.. I just can not seem to win nothing I do matters if they have an early War Ax...
- Pally - Priest - Rogue - Mage - These have all been rather simple matches for me so far... We just win these its pretty simple...
I always mulligan the charge creatures.. and if Im on the coin a turn 1 Knife Juggler is best option and if not then any two 1 drops will work... If you are facing a big taunt creature and you cant hit it with an Owl then save your soul fire's and use the Power Overwhelming if you can... Also try to Mulligan your spells as well... You only want creatures in your hand and prefer that they dont have charge... This deck can and will be beat... But its the quickest deck in the game in my opinion and due to that simple reason it will win more often than it gets beat....
I gotta agree with you, except on a couple of things, personally I find druids to be the biggest issue. So far I haven't had too much trouble with warriors, even if they do axe in the beginning. If they do then instead of going for the face with minions I try to trade with his minions and keep the board clear and then he usually just wastes his 2 hits with the axe to hit me in the face with. Maybe I have just been lucky with going against inexperienced warriors. But I do gotta say that Druid's by far give me the most trouble along with rogues being right behind them. Only reason Rogues seem to give me trouble is because most of the minions in this deck only have 1 hp, so for only 2 mana, he gets 2 shots and can just keep my board in check.
I think that the key to winning with this deck in the more tricky matches such as rogue and hunter is actually the burst damage... 6,7 or even 8 points of damage in a single turn early in the game can be a major setback against every deck except the warrior with shield block lol
also Im just curious what rank you currently are as that may be why we are having different results in some of the matches such as warrior,rogue, and druid..... And I would love to see some videos of the deck.... Another quick question have you ever used a power overwhelming on your creature, attacked then used an owl on the said creature so it will not die, to save board presence? Im wondering if this is good strategy or not as I feel that this trick has saved me more than a game or two now....
Honestly I never have because I value the owls silence more on taunts to help get around them more than to save a little 1 or 2 mana minion myself personally. I guess in a very select few situations this might be viable however I currently haven't ran into any. Also you were asking about my rank. It fluctuates all the time because i'm personally not too worried about achieving legend rank atm. At this exact time I am rank 11. When I started this deck I was at rank 18 and went all the way to rank 4. Then I started using some other decks and dropped back to 11. But like I said it fluctuates constantly because I'm not too worried about getting Legend atm. But ya I will try to make a few videos in the next few days and post them to show you guys some examples.
So far I'm having decent success with this deck...around 55% win percentage. having problems mostly against rogues and mages atm, it seems.
I just had one of my most fun wins in my hearthstone career with this deck, though ^_^
full 10 mana turn, used double Power Overwhelming and double Abusive Sergeant on Leeroy Jenkins, plus one Bluegill Warrior. Add those to the Arcane Golem I had on the board, for a whooping 24 damage, and a victory when I had only 3 life left while my opponent had 23 :)
Very nice job however I feel your win % should be a little higher than just %55. Personally I agree with you Rogues are one of the toughest heros to against with this deck as well as Druids. But I would say Druids for me are the absolute toughest. They just seem to have more AoE and Taunts that just cause me alot of problems, Swipe and Starfall can be a big issue. Thats why as I've stated quiet a few times, I try to hold onto my Ironbeak Owl cards to take care of the big 8/8 taunt creature Druids can use (I forget the name).
But I think I might make a video and record a few games so people can get a general Idea.
I do agree with you though, this deck is ridiculously fun to play. Especially because the opponent thinks he is safe sitting at 20+ hp sometimes and you just wipe him out in one turn. It can be awfully amusing.
Thanks for your comment.I'm (very) far from being a pro in the game, so any tip helps.
the win percentage is low indeed, I expected to have like 70% or so. At too many times it feels too random for me, so I must be doing some mistakes along the way.
sometimes I get to end game when I face like 2 taunts, and there is nothing I can do. I always try to keep my silence, but I feel at times that if I don't silence an enemy early on, I'll lose since I'll suffer too big of a disadvantage...and then later at the game my opponent places 1-2 taunts and I'm pretty much helpless.