Between Spellstones, Siphon Soul, Guldan you have 23-31 heal/armor flat out without Bloodreavers hero power. Warlock has never been that durable before, it's amazing.
Tried Oakheart with Voidlords and it was too clunky and slow. Spellstone feels really flavorful and is fun to play. Also quite strong. Libaran is kinda whatever. Tried 2, was too much, 1 feels ok early into the game, but I might cut him altogether, depending on the meta. Hooked is great, even as normal drop. Homoculus is also great to trigger spellstones and to get the big taunt wall of Guldan back. Even tried Cho'Gall and he was somewhat decent, but Lich King is probably a better inclusion in control match ups. Depending on the meta another Defile or Hellfire might make sense going forward.
Shadowbolt is just a weak card. Drain Soul or Lesser Amethyst Spellstone just give you more sustain while serving a similar role. With Thanos in particular, they become better. Homonoculus primary role is to give you a taunt wall when you play Gul'Dan. The added synergy with the Spellstone is just a bonus. You could try the 1 drop Kobold that draws you a card for another activator.
Shroom Brewer is also kinda slow, although he gives you a tiny bit more sustain. I like Beetle as on-curve play, since it gives you armor and has a nice body for its cost.
Thx for the feedback (I didn't got a notification, so I saw your post right now).
But tbh I want to disagree on that point: Yes, Shadow Bolt can reasonably be considered a weak card, because it has a narrowed effect - dealing 4 damage just to minions costing only one mana less than the effect (i.e. 3). Nothing else as a bonus, just this plain effect. Yes, but for me this is was more than enough to justify the inclusion in my decks. If we had Darkbomb, I would gladly use that card instead, but regardless its effect was still far useful than Drain Soul's. The small heal is super irrelevant to me, when the damage to the enemy's minion is being softened. Those 2 points of damage can kill most of the 1-drops, but if I want to clear something slightly more durable, if I want to have an effect similar to the Darkbomb's one, I have to spend 2 resources just to clear a 3 health minion... 2 cards for killing an early drop. And I can't understand how the "sustain" can compensate for that. There is nothing powerful in a turn like that; I'm wasting my spell damage minion on this play rather on an AoE (Defile, Hellfire), where I can kill more threats. Not to mention, that the utility of this card in the late game gets even lower.
About Lesser Amethyst Spellstone and the package from Toast's clip - Look, I don't disregard those cards and their usefulness in general. Health is a resource, and for their effects (1 mana combination of Loot Hoarder and Novice Engineer, 2 mana Wyrmrest Agent with no dragon condition) the 2 health price is like a no price at all. I don't overlook at this benefit. The problem is - I don't feel like the (full) package is that necessary. I'm personally more of an AoE and a minion-centered-deck person than a one of single target-removals. Yesterday in many games I top-decked the vanilla version of this spell. While, yes, the aforementioned cards are extremely cheap activators (they are in fact more than plain activators), I felt like I diluted my deck with unnecessary inclusions - I had the feeling, that I don't need that many taunts or single-target removals. And I don't care if I'm going to sound lame, but the 2 damage might be reconsidered in some situations, especially against burn decks or aggro ones with reach and silence effects. And I'm not talking about the first few turns, but more about the late game, when you took some damage from the board or from spells and play this having less than 1/2 of your health. That's why I decided to go with a more "safe" approaches, but this is after all an experimental deck and we play in experimental times, so everything can change.
Anyway I've decided to keep only 1 Lesser Amethyst Spellstone in the deck, because I like how I can upgrade it (unlike Shadow Bolt), but even top-decking one 4 mana spell deal 3 damage isn't the end of the world. Having 2 of those, when you are yet to activate them, is kinda punishing imho.
I think I will give tomorrow the big-boned demons another try. I will replace the 1/3s with them, as I already have mistress in the deck.
Shroom Brewer is also kinda slow, although he gives you a tiny bit more sustain. I like Beetle as on-curve play, since it gives you armor and has a nice body for its cost.
:D It's funny, because for me the beetle is the weird inclusion.
Maybe the Shroom Brewer doesn't suit you, but can you consider using Mistress of Mixtures? She does a far better job than the beetle - 1 mana cheaper (she curves better) + 1 more point of heal. The heal to the opponent is not so relevant, because I don't have almost any burst in my deck, I win by exhausting them down or stabilizing.
There's only 4 wild cards so it may be questionable as to why this can't be playable in standard, but it's the Voidcaller that makes all the difference.
The synergy is perfect: it's a demon so comes back with Gul'dan, it's a deathrattle so comes back with N'Zoth, the Corruptor, and because there's just 7 demons in the deck (including these), it's quite easy to control so the deathrattle will summon Voidlord from your hand, or in some cases, Mal'Ganis.
It's already a headache dealing with the Voidlords from Gul'dan, but with N'Zoth as well...
Kobolds has been out for half a day, what deck did you end up with?
Current version of my control warlock:
Between Spellstones, Siphon Soul, Guldan you have 23-31 heal/armor flat out without Bloodreavers hero power. Warlock has never been that durable before, it's amazing.
Tried Oakheart with Voidlords and it was too clunky and slow. Spellstone feels really flavorful and is fun to play. Also quite strong. Libaran is kinda whatever. Tried 2, was too much, 1 feels ok early into the game, but I might cut him altogether, depending on the meta. Hooked is great, even as normal drop. Homoculus is also great to trigger spellstones and to get the big taunt wall of Guldan back. Even tried Cho'Gall and he was somewhat decent, but Lich King is probably a better inclusion in control match ups. Depending on the meta another Defile or Hellfire might make sense going forward.
It's not really a K&C deck since it only has one new card in there but still I wanted to share my Mid-Range Discardlock deck here:
Cataclysm is the new hero. It speeds up the deck quite a bit, the quest is finished earlier, it buffs Malchezaar's Imp, Blood-Queen Lana'thel and Genzo, the Shark and let's you survive aggro much better. Give it a try, it's a lot of fun! :)
Added another Cataclysm.
Shadowbolt is just a weak card. Drain Soul or Lesser Amethyst Spellstone just give you more sustain while serving a similar role. With Thanos in particular, they become better. Homonoculus primary role is to give you a taunt wall when you play Gul'Dan. The added synergy with the Spellstone is just a bonus. You could try the 1 drop Kobold that draws you a card for another activator.
Shroom Brewer is also kinda slow, although he gives you a tiny bit more sustain. I like Beetle as on-curve play, since it gives you armor and has a nice body for its cost.
Damn I wanna try this, but I didnt open any Cataclysm and I don't have Lakkari Sacrifice either. But seems hilarious and fun.
Yes, but for me this
iswas more than enough to justify the inclusion in my decks. If we had Darkbomb, I would gladly use that card instead, but regardless its effect was still far useful than Drain Soul's. The small heal is super irrelevant to me, when the damage to the enemy's minion is being softened. Those 2 points of damage can kill most of the 1-drops, but if I want to clear something slightly more durable, if I want to have an effect similar to the Darkbomb's one, I have to spend 2 resources just to clear a 3 health minion... 2 cards for killing an early drop. And I can't understand how the "sustain" can compensate for that. There is nothing powerful in a turn like that; I'm wasting my spell damage minion on this play rather on an AoE (Defile, Hellfire), where I can kill more threats. Not to mention, that the utility of this card in the late game gets even lower.Anyway I've decided to keep only 1 Lesser Amethyst Spellstone in the deck, because I like how I can upgrade it (unlike Shadow Bolt), but even top-decking one 4 mana spell deal 3 damage isn't the end of the world. Having 2 of those, when you are yet to activate them, is kinda punishing imho.
Maybe the Shroom Brewer doesn't suit you, but can you consider using Mistress of Mixtures? She does a far better job than the beetle - 1 mana cheaper (she curves better) + 1 more point of heal. The heal to the opponent is not so relevant, because I don't have almost any burst in my deck, I win by exhausting them down or stabilizing.
lots of fun especially when you start getting the free voidlord and doomguards. Zola also adds quite a bit of value outside of Prince.
Here's what I'm having fun with.
I've written an almost full guide in the description... as always. :)
Playing Hearthstone since Oct 2015. Favourite class: Warlock.
Aaaand I have 99 skills, but the english language ain't one. :D
For anyone interested in wild, here's what I'm playing:
Yep, Gul'dan and N'Zoth. It works!
There's only 4 wild cards so it may be questionable as to why this can't be playable in standard, but it's the Voidcaller that makes all the difference.
The synergy is perfect: it's a demon so comes back with Gul'dan, it's a deathrattle so comes back with N'Zoth, the Corruptor, and because there's just 7 demons in the deck (including these), it's quite easy to control so the deathrattle will summon Voidlord from your hand, or in some cases, Mal'Ganis.
It's already a headache dealing with the Voidlords from Gul'dan, but with N'Zoth as well...
Here's the standard deck I've been playing with (time permitting that is):
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