Hey fellow Hearthpwners, Aishi here with not only another deck, but one of my favorites. I've been a bit hesitant on putting the deck out for some reason, no real explanation - I did want to eventually. Maybe it just felt like the time was right, it's one of my staples and my go-to deck when I'm feeling the need to win. In the recent ranked system, I didn't drop a single game hitting rank 20 behind a few pretty strong opponents and hopefully more to come! What exactly is this deck about? It's a deck that utilizes a style of slow play with Jaraxxus at its core - you're burning both you and your opponent's healths down in a steady and controlled manner. It borders between, if necessary, a fast-paced style of play and a style of control that makes many games quite interesting. Lets move onto to explaining the cards:
Our early-early game consists of very little - we have Harvest Golems and Earthen Farseers as the main minions. You'll want to tank a little damage if you draw a Molten Giant or two, so judge accordingly. This is the most vulnerable part of the game, but I haven't seen much of a problem. Try your best to avoid taking too much damage and don't drop aoe from your starting hand, you'll be fine. Often times I've found Mortal Coil to replace another pair of cards for use early game. Mid game is getting better in terms of control over the game. You have a good amount of removal that can take care of most, if not all cards: Hellfires, Shadowflames, Shadowbolt. Your main mid-game minions are Abomination and Twilight Drake. Some beefy cards can be healed with Earthen Farseer for kicks if you need it, your field that gets hurt from Abom’s clear can heal up just a bit more to survive any poking to death. Sylvanas has amazing synergy with Warlock cards and Leeroy is our finisher of choice.
On the removal of Sense Demons: Shifted the reliance on the deck on Jaraxxus even further because the deck was a bit too pivotal waiting with spells in hand for him to come out.
Late game, you get Jaraxxus out when the time is right. You don’t have to, the deck works perfectly fine without Jaraxxus. I . This phase of the match is when the game gets insane, you have Twisting Nether to wipe entire fields, Leeroy with Power Overwhelming and Faceless Manipulator or Shadowflame, Soul Siphon will take care of whatever it is that opposes you, and Ragnaros will fire away until nothing is left standing. The collective amount of killing power is nothing short of ridiculous if you can manage your health shortly before and after Jaraxxus drops.
The deck is not perfect of course, but it’s a blast to play, feels very commanding to play, and one of the better decks I've made where I can pace the game exactly how I want it in most matches. I hope you enjoy it as well. No videos on the current iteration, but hopefully I'll get something up soon.
Changelog -2 Flame Imp / +2 Sunfury Protector I've done some thinking, and there's basically no reason for an aggressive 1 drop in this deck, especially one that hurts you overall in an aggressive meta, it's practically asking for death. A deck that supports Flame Imp will easily capitalize and find strong value for him, a Flame Imp that's alone in a deck with no support will just trade to any ol' 1 drop or be removed at a strong detriment. Sunfuries will be worked in to the deck as a way to make up for the lost taunts
-2 Sen'jin Shieldmasta / +2 Twilight Drake With the addition of Sunfuries, cards like Sen'jin lose in value due it already having taunt, I opt to go with Twilight Drakes as a stronger alternative, present a sizable threat, and tauntable with Sunfury. Silences have far and few between given me a tough time, and Earth Shocks, while often devastating, are far and few between.
-1 Sunwalker / +1 Molten Giant It appears that Molten Giants have been too game-changing to run only one of. The deck plays decently enough that Jaraxxus, again, is not a necessity. Therefore you can stall out until Jaraxxus comes onto the field. The main addition of Molten Giants has saved me countless times vs. the popular direct damage Mage decks or other rush/aggro Rogue, Warlock, and Paladin decks, that reduce my health far enough to drop Molten Giants and Alextrasza/Jaraxxus on the same turn to present an immediate threat.
-1 Bloodmage Thalnos / +1 Acidic Swamp Ooze Thalnos didn't add much in the end, 5 health drops aren't too common these days and boosting up Hellfire isn't going to be too big of a deal to justify keeping an often-underplayed card. I replaced it with an Ooze for filler, always a nice choice, any other suggestions?
-1 Acidic Swamp Ooze / +1 Faerie Dragon I split up my two Oozes into a Faerie Dragon and Ooze. While less consistent against weapons, you'll have two choices to cover against a wider array of classes while still being functionally similar.
-1 Alexstrasza / +1 Leeroy Jenkins Stylistically, Alexstrasza no longer feels like a good late-game choice. It was excellent against the slew of burn-styled Mages in days past, but with their numbers dwindling down, the second reset to 15 health is no longer desirable nor needed against the opponent who will most likely be at lower health due to the mutual burn. While it does counter sustain, this deck has no issue against others in the long game to say the very least and shouldn't be very logical to pack a 9 mana card to do so. Leeroy gives insane burst with a few additional changes.
-2 Soulfire / +2 Harvest Golem I usually had one too many spells in my hand and even though Soulfire was a strong card, the inconsistency of the card was still very difficult to play when you had other high-impact cards in your hand. I traded an inconsistent spell for a consistent minion if you want to think of it that way.
Cards to Consider: Cairne Bloodhoof - Excellent in control decks, always nice to have more board presence and having a deathrattle means it is another perfect card to use some Warlock spells on. Sunwalker - I constantly shuffle 2 Abominations / 1 Sunwalker and vice versa,depends on rush vs control. Ysera - Feels overkill late game to have both, but much more fun than Rag. I wouldn't mind picking her up as a finisher in place of Rag. You can freely swap between them as I see fit. Twisting Nether - A second one isn't out of the question, Jaraxxus likes it.
Videos
A good game against a Mage / A Priest with a nasty surprises
Close, close, close game against a Priest / Game against a Paladin that shows some epic damage at the end.
THE JARAXXUS SPECIAL!
Old Version w/ Voidwalkers and Ysera + commentary. Still definitely worth checking out.
Along the same lines of a similar board control warlock variant I was running based on the deck by curi on Team Liquid. Abomination was originally in (a single one) to counter OTK Hunter but is still viable against heavy aggro decks with lots of weenies, similarly to Sylvanas, your opponent must control his death with fine-tuned accuracy or set himself up for a huge card disadvantage.
Supposing Jaraxxus comes out early, it's a completely dead card.
It also shifts the perspective of the deck into playing the Giants too much, I realized that I started to burn my health quickly to make use of them because they're a dead card otherwise. Even healing myself with Siphon Soul or Earthen Farseer is a huge setback to playing Molten, let alone two of them. It's just a vanilla 8/8 that is somewhat useless unless you get down to the health to safely play them.
Abomination is so good, I play him in a good amount of my decks.
That makes sense indeed. How about the early game, especially vs rush decks? Looks like you'd regularly have to struggle to regain control during the midgame after being assaulted through turn 1-3.
It's hard to say, I always found myself around a little more than half life by turn 4 after I play hellfire, it's not a real issue unless the opponent is packing serious fire power early game. Honestly, many people talk about being losing to being "rushed" early game when all you're up against are a bunch of early game monsters, it's not like a Warlock is going to be running you down with buffed Flame Imps, Void Walkers, and Blood Imps often enough that having a weak early game is the death of a deck.
Heal yourself, play Sen'jin,or AoE. There's no tempo gained from board wipes, they do gain initiative, but your heavy amount of taunt minions will keep the board in your favor after closing out early game and it's nothing that Warlock spells can't handle. The only issue is Mage, where they may burn you down faster than you can stabilize, and Paladin with their Divine Shield opener.
Edit: In ranked, I've faced Warriors, Murlocs, Shamans with only charges, Rogues with direct damage, they all fall one after another!
Looks like an interesting deck. It would take me awhile to build it haha.
In the top video you had lethal against the Taunt+Stormwind champion. Could have Soul Siphon'd his taunt rather than the Stormwind champ, double power overwhelming your Sunwalker then finish with Soulfire.
I like the build though it really looks like a Warlock. Burn a lot of your own HP as you burn theirs then turn the tables with LJ.
He had Frostwolf Grunt+Stormwind. You drew into Soulfire. My bad, haha forgot there were two instances of Stormwind+Taunt. I also forgot the name of the taunt at that point when I replied earlier.
any replacement for twisting nether? it's so out of meta for warlocks right now that i don't want to craft it for a single deck. Hopefully you get more interesting games up, the first videos didn't have good enough players to show the deck justice unlike the rest but those are outdated.
i replaced one abom w/ one sunwalker like you said, and I don't have ragnaros so i used Leeroy. Leeroy is so good, you shadowflame him after playing and it almost always clears the board
Would you consider adding 1 or 2 mortal coil into the deck? I played this deck last night and I found that I lost many games if the opponent played Leper Gnome, Argent Squire, Loot Hoarder or Defias Bandit in early games. I couldn't kill them till turn 3 or turn 4 and using the Shadow Bolt was too wasteful. Then, what I could do was playing the taunt minions 1 by 1 or playing the AOE to clear the board and lost the control finally.
Sry for my pool English and I really want to learn how to regain control if the opponent played so aggressive in early games.
@Syuuchi: Sure, try Mortal Coils if you're having trouble. You might want to try two Argent Squire instead of Mortal Coils. They add a little more presence on the field to support early game. Your english is fine, you get the main point across.
@WinDy: No real replacement for it, it's a one of a kind card. No alternatives off the top of my head, but there's probably some card that you might like in its place. Maybe even out the Aboms and Sunwalkers that you shuffled around.
This deck looks interesting wish i had the Legendaries and Epics, anyone know some good subs till i get the dust or is this one of those decks that you just cant do it?
Eeeh, the deck feels so much weaker without Twisting Nether, so many times has the card singlehandedly won me a game. The second you play Jaraxxus, somethings just ticks in the opponent's head. It's like "oh shit, I need to kill him how", because he'll just lose around 4 times and Twisting Nether is best punish for over-extension in the game. When you look at the core of the deck, Jaraxxus is the only "necessary" legendary since the rest of the legendaries are complementary to a control deck. I would argue Alextrasza is the only one that is very hard to do without, it's often a game-changing impact - usually between saving your hide or killing your opponent.
Thalnos can swap for Kobold Geomancer and you're going to have to fill the rest with the generic Faerie Dragon, Ooze, Harvest, SSC, Argent. The problem with not having legendaries is that you won't get a high-impact effect in a single card, so you'll want to opt for more early game/high value cards - which tend to be the same minions you see over and over.
Is it one of those decks that really need the dust to work? I dunno, the core deck works without Jaraxxus to an extent, but it will cease to be a core deck and be unable to support Jaraxxus if too many cards are removed.
Yeah, just remember that Jaraxxus is a pretty big commitment in terms of dust, unless you're really set on playing with him in a few set decks, you might get more mileage out of other general legendaries.
Up to you, if you think you really enjoy the style of play that Jaraxxus works with, go for it.
And i understand that, i asked in another thread if anyone had a good idea for a template for lock control and the answer i got was Jaraxxus Twisted Nethers Siphon Soul and thats a good bit of dust.
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[Pre GVG] Jaraxxus Suicide Control
Unknown Deck
by Aishi_ - Oct 19, 2013
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Minion (19)
- 1x Alexstrasza
- 1x Leeroy Jenkins
- 1x Ragnaros the Firelord
- 1x Faceless Manipulator
- 2x Molten Giant
- 2x Abomination
- 2x Ancient Watcher
- 2x Sunfury Protector
- 2x Twilight Drake
- 2x Harvest Golem
- 2x Earthen Ring Farseer
- 1x Ironbeak Owl
Ability (10)
- 1x Twisting Nether
- 2x Shadowflame
- 2x Siphon Soul
- 2x Power Overwhelming
- 2x Hellfire
- 1x Shadow Bolt
Playable Hero (1)
- 1x Lord Jaraxxus
Loading Collection
Warlock Low Mana Rush
Warlock Suicide Jaraxxus Control
Warlock Zergrush
Warrior Beatdown
Warrior Molten Giant OTK
Paladin Slowroll
Paladin Kodo & Friends
Druid Slash & Burn
Druid Force of Murloc
Druid Midrange *new!*
Rogue Knives & Magic
Not an OTK Hunter Deck
Template Decks
Warlock Aggro Template Deck
Rogue Template Deck
Paladin Template Deck
Druid Template Deck
Shaman Template Deck
Alternative Jaraxxus deck I've been messing around with:
Hey fellow Hearthpwners, Aishi here with not only another deck, but one of my favorites. I've been a bit hesitant on putting the deck out for some reason, no real explanation - I did want to eventually. Maybe it just felt like the time was right, it's one of my staples and my go-to deck when I'm feeling the need to win. In the recent ranked system, I didn't drop a single game hitting rank 20 behind a few pretty strong opponents and hopefully more to come! What exactly is this deck about? It's a deck that utilizes a style of slow play with Jaraxxus at its core - you're burning both you and your opponent's healths down in a steady and controlled manner. It borders between, if necessary, a fast-paced style of play and a style of control that makes many games quite interesting. Lets move onto to explaining the cards:
Our early-early game consists of very little - we have Harvest Golems and Earthen Farseers as the main minions. You'll want to tank a little damage if you draw a Molten Giant or two, so judge accordingly. This is the most vulnerable part of the game, but I haven't seen much of a problem. Try your best to avoid taking too much damage and don't drop aoe from your starting hand, you'll be fine. Often times I've found Mortal Coil to replace another pair of cards for use early game.
Mid game is getting better in terms of control over the game. You have a good amount of removal that can take care of most, if not all cards: Hellfires, Shadowflames, Shadowbolt. Your main mid-game minions are Abomination and Twilight Drake. Some beefy cards can be healed with Earthen Farseer for kicks if you need it, your field that gets hurt from Abom’s clear can heal up just a bit more to survive any poking to death. Sylvanas has amazing synergy with Warlock cards and Leeroy is our finisher of choice.
On the removal of Sense Demons: Shifted the reliance on the deck on Jaraxxus even further because the deck was a bit too pivotal waiting with spells in hand for him to come out.
Late game, you get Jaraxxus out when the time is right. You don’t have to, the deck works perfectly fine without Jaraxxus. I . This phase of the match is when the game gets insane, you have Twisting Nether to wipe entire fields, Leeroy with Power Overwhelming and Faceless Manipulator or Shadowflame, Soul Siphon will take care of whatever it is that opposes you, and Ragnaros will fire away until nothing is left standing. The collective amount of killing power is nothing short of ridiculous if you can manage your health shortly before and after Jaraxxus drops.
The deck is not perfect of course, but it’s a blast to play, feels very commanding to play, and one of the better decks I've made where I can pace the game exactly how I want it in most matches. I hope you enjoy it as well. No videos on the current iteration, but hopefully I'll get something up soon.
Changelog
-2 Flame Imp / +2 Sunfury Protector
I've done some thinking, and there's basically no reason for an aggressive 1 drop in this deck, especially one that hurts you overall in an aggressive meta, it's practically asking for death. A deck that supports Flame Imp will easily capitalize and find strong value for him, a Flame Imp that's alone in a deck with no support will just trade to any ol' 1 drop or be removed at a strong detriment. Sunfuries will be worked in to the deck as a way to make up for the lost taunts
-2 Sen'jin Shieldmasta / +2 Twilight Drake
With the addition of Sunfuries, cards like Sen'jin lose in value due it already having taunt, I opt to go with Twilight Drakes as a stronger alternative, present a sizable threat, and tauntable with Sunfury. Silences have far and few between given me a tough time, and Earth Shocks, while often devastating, are far and few between.
-1 Sunwalker / +1 Molten Giant
It appears that Molten Giants have been too game-changing to run only one of. The deck plays decently enough that Jaraxxus, again, is not a necessity. Therefore you can stall out until Jaraxxus comes onto the field. The main addition of Molten Giants has saved me countless times vs. the popular direct damage Mage decks or other rush/aggro Rogue, Warlock, and Paladin decks, that reduce my health far enough to drop Molten Giants and Alextrasza/Jaraxxus on the same turn to present an immediate threat.
-1 Bloodmage Thalnos / +1 Acidic Swamp Ooze
Thalnos didn't add much in the end, 5 health drops aren't too common these days and boosting up Hellfire isn't going to be too big of a deal to justify keeping an often-underplayed card. I replaced it with an Ooze for filler, always a nice choice, any other suggestions?
-1 Acidic Swamp Ooze / +1 Faerie Dragon
I split up my two Oozes into a Faerie Dragon and Ooze. While less consistent against weapons, you'll have two choices to cover against a wider array of classes while still being functionally similar.
-1 Alexstrasza / +1 Leeroy Jenkins
Stylistically, Alexstrasza no longer feels like a good late-game choice. It was excellent against the slew of burn-styled Mages in days past, but with their numbers dwindling down, the second reset to 15 health is no longer desirable nor needed against the opponent who will most likely be at lower health due to the mutual burn. While it does counter sustain, this deck has no issue against others in the long game to say the very least and shouldn't be very logical to pack a 9 mana card to do so. Leeroy gives insane burst with a few additional changes.
-2 Soulfire / +2 Harvest Golem
I usually had one too many spells in my hand and even though Soulfire was a strong card, the inconsistency of the card was still very difficult to play when you had other high-impact cards in your hand. I traded an inconsistent spell for a consistent minion if you want to think of it that way.
Cards to Consider:
Cairne Bloodhoof - Excellent in control decks, always nice to have more board presence and having a deathrattle means it is another perfect card to use some Warlock spells on.
Sunwalker - I constantly shuffle 2 Abominations / 1 Sunwalker and vice versa,depends on rush vs control.
Ysera - Feels overkill late game to have both, but much more fun than Rag. I wouldn't mind picking her up as a finisher in place of Rag. You can freely swap between them as I see fit.
Twisting Nether - A second one isn't out of the question, Jaraxxus likes it.
Videos
A good game against a Mage / A Priest with a nasty surprises
Close, close, close game against a Priest / Game against a Paladin that shows some epic damage at the end.
THE JARAXXUS SPECIAL!
Old Version w/ Voidwalkers and Ysera + commentary. Still definitely worth checking out.
Any questions and suggestions, feel free to ask. My tag is Aishi#1473.
My stream is at http://www.twitch.tv/aishi_ on every now and then @ evenings EST
My youtube channel is http://www.youtube.com/user/vtxaishi - All my videos are there!
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Along the same lines of a similar board control warlock variant I was running based on the deck by curi on Team Liquid. Abomination was originally in (a single one) to counter OTK Hunter but is still viable against heavy aggro decks with lots of weenies, similarly to Sylvanas, your opponent must control his death with fine-tuned accuracy or set himself up for a huge card disadvantage.
Why wouldn't you run a 2nd molten giant?
Supposing Jaraxxus comes out early, it's a completely dead card.
It also shifts the perspective of the deck into playing the Giants too much, I realized that I started to burn my health quickly to make use of them because they're a dead card otherwise. Even healing myself with Siphon Soul or Earthen Farseer is a huge setback to playing Molten, let alone two of them. It's just a vanilla 8/8 that is somewhat useless unless you get down to the health to safely play them.
Abomination is so good, I play him in a good amount of my decks.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
That makes sense indeed. How about the early game, especially vs rush decks? Looks like you'd regularly have to struggle to regain control during the midgame after being assaulted through turn 1-3.
It's hard to say, I always found myself around a little more than half life by turn 4 after I play hellfire, it's not a real issue unless the opponent is packing serious fire power early game. Honestly, many people talk about being losing to being "rushed" early game when all you're up against are a bunch of early game monsters, it's not like a Warlock is going to be running you down with buffed Flame Imps, Void Walkers, and Blood Imps often enough that having a weak early game is the death of a deck.
Heal yourself, play Sen'jin,or AoE. There's no tempo gained from board wipes, they do gain initiative, but your heavy amount of taunt minions will keep the board in your favor after closing out early game and it's nothing that Warlock spells can't handle. The only issue is Mage, where they may burn you down faster than you can stabilize, and Paladin with their Divine Shield opener.
Edit: In ranked, I've faced Warriors, Murlocs, Shamans with only charges, Rogues with direct damage, they all fall one after another!
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Looks like an interesting deck. It would take me awhile to build it haha.
In the top video you had lethal against the Taunt+Stormwind champion. Could have Soul Siphon'd his taunt rather than the Stormwind champ, double power overwhelming your Sunwalker then finish with Soulfire.
I like the build though it really looks like a Warlock. Burn a lot of your own HP as you burn theirs then turn the tables with LJ.
I didn't have Soulfire last I recall! Unless it was another situation.
Added a new video for kicks, a perfectly executed OTK.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
19:37
He had Frostwolf Grunt+Stormwind. You drew into Soulfire. My bad, haha forgot there were two instances of Stormwind+Taunt. I also forgot the name of the taunt at that point when I replied earlier.
wheres the video of this deck? im curious to know
Click on the spoiler tag.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
any replacement for twisting nether? it's so out of meta for warlocks right now that i don't want to craft it for a single deck. Hopefully you get more interesting games up, the first videos didn't have good enough players to show the deck justice unlike the rest but those are outdated.
i replaced one abom w/ one sunwalker like you said, and I don't have ragnaros so i used Leeroy. Leeroy is so good, you shadowflame him after playing and it almost always clears the board
Would you consider adding 1 or 2 mortal coil into the deck? I played this deck last night and I found that I lost many games if the opponent played Leper Gnome, Argent Squire, Loot Hoarder or Defias Bandit in early games. I couldn't kill them till turn 3 or turn 4 and using the Shadow Bolt was too wasteful. Then, what I could do was playing the taunt minions 1 by 1 or playing the AOE to clear the board and lost the control finally.
Sry for my pool English and I really want to learn how to regain control if the opponent played so aggressive in early games.
@Syuuchi: Sure, try Mortal Coils if you're having trouble. You might want to try two Argent Squire instead of Mortal Coils. They add a little more presence on the field to support early game. Your english is fine, you get the main point across.
@WinDy: No real replacement for it, it's a one of a kind card. No alternatives off the top of my head, but there's probably some card that you might like in its place. Maybe even out the Aboms and Sunwalkers that you shuffled around.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
This deck looks interesting wish i had the Legendaries and Epics, anyone know some good subs till i get the dust or is this one of those decks that you just cant do it?
Eeeh, the deck feels so much weaker without Twisting Nether, so many times has the card singlehandedly won me a game. The second you play Jaraxxus, somethings just ticks in the opponent's head. It's like "oh shit, I need to kill him how", because he'll just lose around 4 times and Twisting Nether is best punish for over-extension in the game. When you look at the core of the deck, Jaraxxus is the only "necessary" legendary since the rest of the legendaries are complementary to a control deck. I would argue Alextrasza is the only one that is very hard to do without, it's often a game-changing impact - usually between saving your hide or killing your opponent.
Thalnos can swap for Kobold Geomancer and you're going to have to fill the rest with the generic Faerie Dragon, Ooze, Harvest, SSC, Argent. The problem with not having legendaries is that you won't get a high-impact effect in a single card, so you'll want to opt for more early game/high value cards - which tend to be the same minions you see over and over.
Is it one of those decks that really need the dust to work? I dunno, the core deck works without Jaraxxus to an extent, but it will cease to be a core deck and be unable to support Jaraxxus if too many cards are removed.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
i can i think get everything else but Jaraxxus and Alex, its hard to come up with dust when your new lol
Yeah, just remember that Jaraxxus is a pretty big commitment in terms of dust, unless you're really set on playing with him in a few set decks, you might get more mileage out of other general legendaries.
Up to you, if you think you really enjoy the style of play that Jaraxxus works with, go for it.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
And i understand that, i asked in another thread if anyone had a good idea for a template for lock control and the answer i got was Jaraxxus Twisted Nethers Siphon Soul and thats a good bit of dust.
I was testing this for a while, made it for a friend and it wasn't bad.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post