pretty much can beat all cheesy decks doesn't matter class most losses i have are coming from bad draw it's nuts got 16 cards with cost 0-2 and sometimes i get all cards at start 3+ cost and first draw life tap... it happened more times than i would expect/like.
think i will have to add 1 more minion in 1-2 mana cost
The deck seems perfectly fine, I like the take on the deck, my only complaint is that it feels a bit slow and incredibly prone to weapons because of the emphasis on 3 drops and needing a creature out to PO. (it's just a natural counter, but you can make it a bit safer). For example, if you're playing a Warrior with a Fiery War Axe or a Rogue drops a Perdition's blade, you're going to have a horrible time with the deck being very 3-drop heavy. That single Razorfen seems out of place, but, are you still getting good results with it? If not, you can never go wrong with another Shattered Sun Cleric to fix your weapon problem by beefing up a little more.
For an out-of-the box suggestion, have you considered Dread Infernals to enrage the Worgen and apply some extra pressure on the board? Sometimes, that extra 1 damage opens up plays quite a bit or outright gives the win with Worgen and Power Overwhelming. Just a fun thought, but it's understandable to not use it due to the high mana cost. Worgen with one Blood Imp/Argus/SSC buff also survives a Hellfire ^_^
Also, if you've ever double Power Overwhelming an enraged Worgen for the win, remember to take pictures!
strange didn't have single problem vs weapons most my lost come from bad draw no minion 1-2 cost in first 2 turns=gg no tempo usually to other cheaper aggro decks.
win rate is still pretty high unless no luck in start draw, tho my mage control deck wins way more often than this deck
but yea haha will try some hellfiring killing my board and finish with worgen. Love to finish with hellfire on other specs.
replaced razorfen for ooze so far feels better starting turns.
I think this deck has good protection vs. weapons, just by the fact of "protection in numbers".
I played a copycat for some time, much more entertaining than a murloc deck and with more sustainability in lategame. Only thing which hurts a lot is a streak of bad draws, not allowing you to dropp multiple minions. But that's a problem nearly any deck has.
Rollback Post to RevisionRollBack
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
I think this deck has good protection vs. weapons, just by the fact of "protection in numbers".
I played a copycat for some time, much more entertaining than a murloc deck and with more sustainability in lategame. Only thing which hurts a lot is a streak of bad draws, not allowing you to dropp multiple minions. But that's a problem nearly any deck has.
Its hard to say, the deck has deviated from a swarm deck to a more rush/burst in essence. If I don't get an early Blood Imp, many of my creatures fall into a 2 HP range, ripe for Backstabs, Storm Axe, Rogue weapon, Claws, Arathi Weapon Smith, Fiery War Axe is a 3 attack weapon... I only have one taunt (luckily a 1 drop to counter an early weapon) and the Argus requires minions out already. I rely on 4-6 cards to really counter weapons to boost my early toughness threshold above the 2-3 mark, if I don't draw those and an opponent has an early weapon, I will struggle. I come back late game to quickly burst them because of the Health they took clearing. Sadly, with no board clear, I can't do much else in return if swarmed. I've been looking for a solution for a while, nothing very convincing.
In the end, if you weapon that Razorfen, the boar isn't very threatening (unless I get a Power Overwhelming for a good trade or SSC), if I drop a Dire and you weapon it, you reduce the net damage on the board by 4 for a point of durability and reduce my options (granted, this does not mean Dire will have no value, it should be dropped when I'm about to attack) but If I drop a Wolf alongside an Imp or Voidwalker, that's when I get a freebie into turn 4 to start overwhelming the board.
It's only early weapons in combination with a bad hand.
Decided to go with Dire Wolf and Shattered Sun Cleric over Raid Leader. Think it was a better decision over Raid Leader in a deck that keeps a good amount of minions on the board more often?
Dropped another Succubus for it, and the Raid Leader for the 2nd SSC. I think it makes my deck that much more consistent. SSC plays are wonderful and it's a pretty beefy card by my deck's standards.
I tried out a Jaraxxus in this deck and its pretty fun. I think the extra HP does a lot for you. I'm trying to find a way to get imp masters in this deck, but I'm not having success because by the time I get her on the board, so much AOE is ready to clear her and they want to do it anyways if I have an Imp up. I don't think theres much else i can do with the deck but I wanted to ask if you've tested a second defender of argus or doomguard. Maybe even a felguard because you wont be using all your mana each turn and losing just 1 probably won't hurt depending on situation because another taunter can help alot.
I tried out a Jaraxxus in this deck and its pretty fun. I think the extra HP does a lot for you. I'm trying to find a way to get imp masters in this deck, but I'm not having success because by the time I get her on the board, so much AOE is ready to clear her and they want to do it anyways if I have an Imp up. I don't think theres much else i can do with the deck but I wanted to ask if you've tested a second defender of argus or doomguard. Maybe even a felguard because you wont be using all your mana each turn and losing just 1 probably won't hurt depending on situation because another taunter can help alot.
Still no Jaraxxus on my part, I like getting more splashable Legendaries first, he's maybe two or three down the line. I think that's why Imp Master works well with Sea Giant, incredibly beefy card to counter most damage AoE's.
As for a second Argus? Not sure to be honest, he's very useless on his own, a 3 for 3/3 like Shattered Sun isn't bad at all, a 4 for 3/3 is pretty pathetic. His value increases as you have board control, in certain situations, he's completely insane and can save games, in others... meh. We'll keep one for now based on that.
The deck is where I like it at the moment, not much testing needs to be done and other cards shift the central theme of the deck too much for me to enjoy. I'll revisit it sometime but the deck is pretty complete in my eyes for now.
Still loving this deck, including the updates. Pretty fast and forward. Always make sure you have something on the board, and the rest will chain itself. Tried Jaraxxus instead of Thalnos, but he is hardly needed. Once you reach turn 9 you've either already won, or are so much behind, Jaraxxus won't win you the game. (yes, even this beast of a demon) Added a Demonic Pact instead of Thalnos/Jaraxxus, saved me a few times already, including vs. other warlocks :)
Rollback Post to RevisionRollBack
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
am i missing somethign or isnt there up to date deck list anywhere?
Nope, the deck list posted is the updated version. If you're looking for past versions, there's a change log where you can find cards I've removed. If you're looking for cards that may be useful and my opinions on them, check possible additions
That's all there is to it, enjoy!
@MSW: Gotta admit, Jaraxxus is pretty fun though, I got him in arena several times and it's just a blast. OBLIVION!!
how high win % do you have with this deck since im strugling to get over 70% with this ... i dont have thalnos though.. im using raging worgen in his place atm thought about using Ancient mage also instead of worgen and also what kind opening hand would you think is optimal for you going first / second didnt notice it here for somereason might be blind also :D
Winrate? Not sure why, I log each win and each loss. Beats me, when you queue up you're going against a random deck against a random opponent. Aggro is currently the meta and I can somewhat out-aggro and burst pretty well when they don't expect it. The deck leans towards easier wins when the opponent doesn't know what to expect. Don't expect to suddenly become amazing at the game if you try to copy a deck without understanding how to play it, and understanding takes time.
Opening hand really depends on the class you're facing. Against most classes, Blood Imp + Any 1 drop or Any 1 drop + Demonfire is a great way to start the game on turn 1. You can bait quite a few wasted first turns such as a mage/Druid trying to ping down your Flame Imp. Honestly, with so many low drops, you'll find it hard to NOT get a decent opening hand, the rest is match up experience. Harvest golem gets easily silenced and is a 3 drop, so you're prone to Keeper of the Grove. Earth shocks as well from Shaman. Hunters carry Arcane Shot, cheap 2 damage so avoid opening with 2 HP drops and there are a plethora of low toughness openers hunters can use, look for Mortal Coils and anything that buffs toughness to trade. Priests have Shadow Word: Pain so try to push above the 3 damage mark (Flame Imp + Demonfire/Wolf). Opening with 3 drops can counter early high health cards as well, 1/3 clerics and Imp Masters are pretty common. Rogues can take care of anything but a Voidwalker early game, so Demonfire follow imp is fine, but starting with Flame Imp or other 2 toughness drops are easily countered and even used to combo into Defias. Warriors have Fiery War Axe so try to push about the 3 HP gap if you can and prioritize Harvest Golems, etc. Are there many high HP cards in their deck like a mage with Dalaran/Mana Wyrm/? You can keep a Shadow Bolt. Shamans have a Weapon too, if you keep above 3 toughness, you'll be perfect.
I highly suggest against keeping a Soulfire in your opening hand.
Going second, just find two 1's, keep a Wolf or Demonfire in case, etc. Can't do wrong with that. You'll start to understand more as you play. I might expand on this and do a writeup into problem openers and things to keep track of when facing certain classes. Especially certain aspects of card positioning to minimize betrayal/cone of cold/explosive shot damage.
Done. Shouldn't be too bad, just quite hard to write on mage considering how versatile they are. Between Cone of Cold, Blizzard, Arcane Explosion, Flamestrike... the pace of the match changes drastically depending on what AoE Jaina has, so I like to play it safe and make card-checks.
Leeroy jerkins on this one give me just a single reason for me to not include this.
It is a fun and theme based deck. It isn't intended to play on a high edge competitive level. It isn't intended to be expensive to play. That's the simple boring reason.
Rollback Post to RevisionRollBack
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
Leeroy jerkins on this one give me just a single reason for me to not include this.
It is a fun and theme based deck. It isn't intended to play on a high edge competitive level. It isn't intended to be expensive to play. That's the simple boring reason.
Yeah, economy is pretty incredible, that's just a single strong point, I've gotten done well in any gathering I've been to and it's pretty viable in any level of competition. Simple doesn't equate to unviable when all your listing is legendaries that counter very situational play. I lost a 4/5 chance to beat Eromezis's Miracle Rogue on MG 3 or 4, I forget which one, but I rushed him enough that when his 14/14 VanCleef hit the board, one Soulfire discarded the other for that would have gave me the win :P Is it something that will win entire tournaments? Probably not, there's too much direct counterplay for that. Will you do well if you play well? You bet.
If you want to add cards to it, feel free to add cards, I encourage it.Use it more as a shell than anything, that's why I test so many cards - it's a very basic deck concept that can support a multitude of tweaks and changes and I plan to discover much of it.
You also seem to miss the central idea of the deck. There's only one or two 1 Toughness creatures, that's with the myriad of buffs and Blood Imps are there, Blood Imp being one of them, Owl being the other. Thalnos isn't a problem being a 1 Toughness, and Boar if you're really going to look into it. Yes, the deck is boring by gameplay standards, that's because of the inherently economic card choice and simple concept. You can play flashy all you want, but it's by no means an indicator of anything but the interest pertaining to the audience or the player (Hell, I had a good run with a RatBox deck in Yu-Gi-Oh, even with the current meta)
Overall, I have to disagree, there's no single or correct way to make a Warlock deck.
As for the statement below me, Warlock's hero power is far from able to give direct momentum. I won't argue generalities, but aggro has problems if you can't keep up tempo on the board and tap often enough to make it anywhere near "overpowered".
Nah, heals are usually trash in this deck. That's the one thing I wouldn't try adding (You can mess around with Sacrificial for kicks). You're killing the opponent, not trying to stay alive. Monster value is too low to heal and it's worth it playing a better monster than healing an existing one. If I am in the situation I need to heal and I can not put on pressure with my existing board, I've essentially lost anyways. Heals only prolong the inevitable where another card would have turned the tides. At no point I can recall, have I found myself wishing I drew a heal over another card in my deck. I'll be happy to try Leeroy or Lorewalker though.
Why not include Leeroy? I dunno, what would you drop? Giving the opponent too much of an advantage that I can't make up by tapping is more of an issue. I'm wasting either turns or cards killing whelps where I can deal more damage and control my hand with Doomguard. Not a bad card by any means, but I'd rather have a Doomguard. Board control, I can't regain - no board clear. Hand advantage? Tap.
Took out Defender of Argus (does some goofy things when trying to position with Dire Wolf) and 1x Silver Hand Knight for 2x Pit Lords. They've been nothing but good to me.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
heya aishi here is my deck inspired by you
pretty much can beat all cheesy decks doesn't matter class most losses i have are coming from bad draw it's nuts got 16 cards with cost 0-2 and sometimes i get all cards at start 3+ cost and first draw life tap... it happened more times than i would expect/like.
think i will have to add 1 more minion in 1-2 mana cost
The deck seems perfectly fine, I like the take on the deck, my only complaint is that it feels a bit slow and incredibly prone to weapons because of the emphasis on 3 drops and needing a creature out to PO. (it's just a natural counter, but you can make it a bit safer). For example, if you're playing a Warrior with a Fiery War Axe or a Rogue drops a Perdition's blade, you're going to have a horrible time with the deck being very 3-drop heavy. That single Razorfen seems out of place, but, are you still getting good results with it? If not, you can never go wrong with another Shattered Sun Cleric to fix your weapon problem by beefing up a little more.
For an out-of-the box suggestion, have you considered Dread Infernals to enrage the Worgen and apply some extra pressure on the board? Sometimes, that extra 1 damage opens up plays quite a bit or outright gives the win with Worgen and Power Overwhelming. Just a fun thought, but it's understandable to not use it due to the high mana cost. Worgen with one Blood Imp/Argus/SSC buff also survives a Hellfire ^_^
Also, if you've ever double Power Overwhelming an enraged Worgen for the win, remember to take pictures!
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
strange didn't have single problem vs weapons most my lost come from bad draw no minion 1-2 cost in first 2 turns=gg no tempo usually to other cheaper aggro decks.
win rate is still pretty high unless no luck in start draw, tho my mage control deck wins way more often than this deck
but yea haha will try some hellfiring killing my board and finish with worgen. Love to finish with hellfire on other specs.
replaced razorfen for ooze so far feels better starting turns.
I think this deck has good protection vs. weapons, just by the fact of "protection in numbers".
I played a copycat for some time, much more entertaining than a murloc deck and with more sustainability in lategame. Only thing which hurts a lot is a streak of bad draws, not allowing you to dropp multiple minions. But that's a problem nearly any deck has.
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
Its hard to say, the deck has deviated from a swarm deck to a more rush/burst in essence. If I don't get an early Blood Imp, many of my creatures fall into a 2 HP range, ripe for Backstabs, Storm Axe, Rogue weapon, Claws, Arathi Weapon Smith, Fiery War Axe is a 3 attack weapon... I only have one taunt (luckily a 1 drop to counter an early weapon) and the Argus requires minions out already. I rely on 4-6 cards to really counter weapons to boost my early toughness threshold above the 2-3 mark, if I don't draw those and an opponent has an early weapon, I will struggle. I come back late game to quickly burst them because of the Health they took clearing. Sadly, with no board clear, I can't do much else in return if swarmed. I've been looking for a solution for a while, nothing very convincing.
In the end, if you weapon that Razorfen, the boar isn't very threatening (unless I get a Power Overwhelming for a good trade or SSC), if I drop a Dire and you weapon it, you reduce the net damage on the board by 4 for a point of durability and reduce my options (granted, this does not mean Dire will have no value, it should be dropped when I'm about to attack) but If I drop a Wolf alongside an Imp or Voidwalker, that's when I get a freebie into turn 4 to start overwhelming the board.
It's only early weapons in combination with a bad hand.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Decided to go with Dire Wolf and Shattered Sun Cleric over Raid Leader. Think it was a better decision over Raid Leader in a deck that keeps a good amount of minions on the board more often?
Dropped another Succubus for it, and the Raid Leader for the 2nd SSC. I think it makes my deck that much more consistent. SSC plays are wonderful and it's a pretty beefy card by my deck's standards.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
I tried out a Jaraxxus in this deck and its pretty fun. I think the extra HP does a lot for you. I'm trying to find a way to get imp masters in this deck, but I'm not having success because by the time I get her on the board, so much AOE is ready to clear her and they want to do it anyways if I have an Imp up. I don't think theres much else i can do with the deck but I wanted to ask if you've tested a second defender of argus or doomguard. Maybe even a felguard because you wont be using all your mana each turn and losing just 1 probably won't hurt depending on situation because another taunter can help alot.
Still no Jaraxxus on my part, I like getting more splashable Legendaries first, he's maybe two or three down the line. I think that's why Imp Master works well with Sea Giant, incredibly beefy card to counter most damage AoE's.
As for a second Argus? Not sure to be honest, he's very useless on his own, a 3 for 3/3 like Shattered Sun isn't bad at all, a 4 for 3/3 is pretty pathetic. His value increases as you have board control, in certain situations, he's completely insane and can save games, in others... meh. We'll keep one for now based on that.
The deck is where I like it at the moment, not much testing needs to be done and other cards shift the central theme of the deck too much for me to enjoy. I'll revisit it sometime but the deck is pretty complete in my eyes for now.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Still loving this deck, including the updates. Pretty fast and forward. Always make sure you have something on the board, and the rest will chain itself.
Tried Jaraxxus instead of Thalnos, but he is hardly needed. Once you reach turn 9 you've either already won, or are so much behind, Jaraxxus won't win you the game. (yes, even this beast of a demon)
Added a Demonic Pact instead of Thalnos/Jaraxxus, saved me a few times already, including vs. other warlocks :)
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
Nope, the deck list posted is the updated version. If you're looking for past versions, there's a change log where you can find cards I've removed. If you're looking for cards that may be useful and my opinions on them, check possible additions
That's all there is to it, enjoy!
@MSW: Gotta admit, Jaraxxus is pretty fun though, I got him in arena several times and it's just a blast. OBLIVION!!
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Winrate? Not sure why, I log each win and each loss. Beats me, when you queue up you're going against a random deck against a random opponent. Aggro is currently the meta and I can somewhat out-aggro and burst pretty well when they don't expect it. The deck leans towards easier wins when the opponent doesn't know what to expect. Don't expect to suddenly become amazing at the game if you try to copy a deck without understanding how to play it, and understanding takes time.
Opening hand really depends on the class you're facing. Against most classes, Blood Imp + Any 1 drop or Any 1 drop + Demonfire is a great way to start the game on turn 1. You can bait quite a few wasted first turns such as a mage/Druid trying to ping down your Flame Imp. Honestly, with so many low drops, you'll find it hard to NOT get a decent opening hand, the rest is match up experience. Harvest golem gets easily silenced and is a 3 drop, so you're prone to Keeper of the Grove. Earth shocks as well from Shaman. Hunters carry Arcane Shot, cheap 2 damage so avoid opening with 2 HP drops and there are a plethora of low toughness openers hunters can use, look for Mortal Coils and anything that buffs toughness to trade. Priests have Shadow Word: Pain so try to push above the 3 damage mark (Flame Imp + Demonfire/Wolf). Opening with 3 drops can counter early high health cards as well, 1/3 clerics and Imp Masters are pretty common. Rogues can take care of anything but a Voidwalker early game, so Demonfire follow imp is fine, but starting with Flame Imp or other 2 toughness drops are easily countered and even used to combo into Defias. Warriors have Fiery War Axe so try to push about the 3 HP gap if you can and prioritize Harvest Golems, etc. Are there many high HP cards in their deck like a mage with Dalaran/Mana Wyrm/? You can keep a Shadow Bolt. Shamans have a Weapon too, if you keep above 3 toughness, you'll be perfect.
I highly suggest against keeping a Soulfire in your opening hand.
Going second, just find two 1's, keep a Wolf or Demonfire in case, etc. Can't do wrong with that. You'll start to understand more as you play. I might expand on this and do a writeup into problem openers and things to keep track of when facing certain classes. Especially certain aspects of card positioning to minimize betrayal/cone of cold/explosive shot damage.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Weekend's here! Going to do more class specific write-ups, any viewers would like to see in particular?
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
I'd like to see a mage write up.
Done. Shouldn't be too bad, just quite hard to write on mage considering how versatile they are. Between Cone of Cold, Blizzard, Arcane Explosion, Flamestrike... the pace of the match changes drastically depending on what AoE Jaina has, so I like to play it safe and make card-checks.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
It is a fun and theme based deck. It isn't intended to play on a high edge competitive level. It isn't intended to be expensive to play.
That's the simple boring reason.
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
Yeah, economy is pretty incredible, that's just a single strong point, I've gotten done well in any gathering I've been to and it's pretty viable in any level of competition. Simple doesn't equate to unviable when all your listing is legendaries that counter very situational play. I lost a 4/5 chance to beat Eromezis's Miracle Rogue on MG 3 or 4, I forget which one, but I rushed him enough that when his 14/14 VanCleef hit the board, one Soulfire discarded the other for that would have gave me the win :P Is it something that will win entire tournaments? Probably not, there's too much direct counterplay for that. Will you do well if you play well? You bet.
If you want to add cards to it, feel free to add cards, I encourage it. Use it more as a shell than anything, that's why I test so many cards - it's a very basic deck concept that can support a multitude of tweaks and changes and I plan to discover much of it.
You also seem to miss the central idea of the deck. There's only one or two 1 Toughness creatures, that's with the myriad of buffs and Blood Imps are there, Blood Imp being one of them, Owl being the other. Thalnos isn't a problem being a 1 Toughness, and Boar if you're really going to look into it. Yes, the deck is boring by gameplay standards, that's because of the inherently economic card choice and simple concept. You can play flashy all you want, but it's by no means an indicator of anything but the interest pertaining to the audience or the player (Hell, I had a good run with a RatBox deck in Yu-Gi-Oh, even with the current meta)
Overall, I have to disagree, there's no single or correct way to make a Warlock deck.
As for the statement below me, Warlock's hero power is far from able to give direct momentum. I won't argue generalities, but aggro has problems if you can't keep up tempo on the board and tap often enough to make it anywhere near "overpowered".
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Nah, heals are usually trash in this deck. That's the one thing I wouldn't try adding (You can mess around with Sacrificial for kicks). You're killing the opponent, not trying to stay alive. Monster value is too low to heal and it's worth it playing a better monster than healing an existing one. If I am in the situation I need to heal and I can not put on pressure with my existing board, I've essentially lost anyways. Heals only prolong the inevitable where another card would have turned the tides. At no point I can recall, have I found myself wishing I drew a heal over another card in my deck. I'll be happy to try Leeroy or Lorewalker though.
Why not include Leeroy? I dunno, what would you drop? Giving the opponent too much of an advantage that I can't make up by tapping is more of an issue. I'm wasting either turns or cards killing whelps where I can deal more damage and control my hand with Doomguard. Not a bad card by any means, but I'd rather have a Doomguard. Board control, I can't regain - no board clear. Hand advantage? Tap.
I'll assume you're talking about Voodoo Doctor and Earthen Ring Farseer, because your format is quite odd.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Oh man i love this deck, just started using it last night, cant remember the last time i lost
edit* i just crushed tasteless with this deck, if that says anything about how strong this deck is. http://i.imgur.com/UzxZR24.jpg
I added a pit lord in the place of Bloodmage Thalnos, I think I like it better that way.
Took out Defender of Argus (does some goofy things when trying to position with Dire Wolf) and 1x Silver Hand Knight for 2x Pit Lords. They've been nothing but good to me.