*Note: Feel free to replace Thalnos with Kobold Geomancer if you don't have him.
Click here for early beta, post-wipe win rates!
Pre-Wipe Ranked Wins and Losses: 224-54 ~81%
Class Mage Hunter Druid Warlock Paladin Shaman Rogue Priest Warrior*
*I accidentally deleted my warrior stat.
Record 25-7 36-3 27-2 19-2 16-7 33-7 33-16 22-6 14-4*
The basic concept is shoving the board full of minions as hyperaggression, then buffing them up with Raid Leader, Alpha Wolf, Blood Imps, and Defender of Argus. I have multiple early turn plays because of the low cost cards, removal in form of damage spells and one silence for the rare occasions removal can't do it. I rely heavily on tapping and filling the board early gameThis was my first deck made, I already knew I wanted to play Warlock, dropped ~$10 on the game (I bought arena entrances, better returns because gold + packs + dust), enchanted all my gold cards and epics, crafted 1x Blood Imp, 2x Flame Imp, 2x Shattered Sun Clerics, one Owl and went to town! Very, very cheap deck to start with. No Epics, No Rares. I was surprised myself at how economic it is, but I kept adding rares and crafting until I got to a good spot. I later crafted 2x Demonfires, 1x Void Terror, and 1x Azure Drake.
You may ask, why so many revisions? Because building a deck is one things, but refining it is a step that usually never ends. There's no "best" deck so there shouldn't be a stop to the process to make it better and work how the player envisions it. Welcome the newest updates!
I also would like to call this a basis to your own deck, it's not the exact list I run because there's much room for improvement, you can add cards that tailor the deck to your playstyle or against popular decks at the time, but much of the core deck is will stay the same. For example, Leeroy Jenkins or Sylvanas Windrunner are popular favorites while cards such as Tinkmaster Overspark are rising in use that may find a home in this deck as well.
Old Changelog
-1 Summoning Portal / +1 Power Overwhelming The more and more I play, the more I see Summoning Portal as an awkward card. If you really are drawing too many high cost monsters that you need Portal, you have a bit of a deck issue. Aside from being too high risk/high reward as a 4 mana drop, it just seems useless when you're winning and only serves to snowball a lead. I've had decent plays with it, but nothing game winning or securing. There's so much more a deck (especially mine) can do with 4 mana IMO
-1 Frostwolf Warlord / +1 Harvest Golem Frostwolf often becomes a dead draw in early game, it's a great drop when I have board control for insurance, but I feel that Harvest Golem serves the same purpose as being backup for anti-board wipes all while having more synergy with Power Overwhelming, future Void Terrors, and future Shadow Flares. I may miss a big creature, but once again, I don't want to all-in after I get control, I prefer a strong push while not sacrificing my options. While Frostlord is good for such an ordeal, I'm good with one.
-1 Shattered Sun Cleric / +1 Void Terror First, let me talk about why I removed a Shattered Sun Cleric. I wanted to get rid of a 3 drop minion to replace it, so my choices were: Harvest Golem, Shattered Sun Cleric, Raid Leader, or Razorfen Hunter. Razorfen was out of the question. Harvest Golem provided new combos, was recently added, a very clean addition that added a safety net as well as offensive potential to my deck. The choice ultimately came down to Raid, or SSC. I found Raid leader to be much more of an appealing focus card for my opponent. Instead of them silencing a buffed taunt and getting extra value off of it like in SSC's case, Raid Leader is moreso the root of the problem and directs spells and removal towards him. I would much rather have two Raid Leaders because it buffs across the board and situations where I need two SSCs to trade are far between. SSC shines most early game, but who knows, I'll try juggling. Update: Raid Leader is much more effective still, dropping it with atleast two cards on the field (which is the point) pushes many small minions into trade-effectiveness. One SSC is enough, but I'm always open to retesting.
-1 Novice Engineer / +1 Demonfire Novice Engineer was good, but I wanted more without touching core cards. In other decks, it serves as a transition out of early game while still having presence on the board. I have so many one turn plays that I found myself not really playing it, by turn 2, I usually have more 1 drops, but with Flame Imp sitting at 2 HP or Void Walker at 3 hp, they're very vulnerable to hero powers. I want to really push presence on the board. Each turn they try to use a hero power on my minion to clear, it's a turn wasted. Don't get me wrong, Engi is feasible as a play. My 1 drops are all very powerful cards that puts stifling pressure on the board early on. My game plan gets going at turn 3 especially, with Sun Clerics, Razorfens, removal, etc. Basically, Novice Engineer serves no real purpose on the deck besides filler during my possible weak turn 2's. Demonfire does it better, keeps a strong card alive, or plays as incredible turn 2 removal. I could only count on one hand the amount of pressuring turn 2 drops with 3 HP, let alone 3/5 for Voidwalker or 5/4 with Imp that will force an entire turn of removal on the opponent, giving me the all important turn 3 initiativ
New Changelog
- 2 Razorfen Hunter / + 2 Faerie Dragon We're going to have to retire our old friend Razorfen, it's these days that having an extra creature out on the board as a "token" doesn't cut it in terms of damage, we need it sooner, safer, and quick - enter Faerie Dragon
- 1 Siphon Soul / +1 Power Overwhelming With the speed of today's decks, we need to play up to speed, adding another 4 damage onto the opponent is invaluable
- 2 Silver Hand Knight / + 2 Argent Squire Speed is key these days, you want creatures out sooner and control of momentum right from the beginning. The added bonus is that my deck has Mortal Coils and Dire Wolf Alphas, both work perfectly in tandem with Squire
-1 Demonfire / +1 Argent Commander (Arcane Golem / Leeroy Jenkins) With how tough this deck has it against constant pressure and reversed momentum, I needed more ways to end the game or forcing a quicker win. Any of these three cards can do that, I'm juggling all three at the moment and I feel a second Argent Commander is currently a more consistent choice.
Cards to Consider Tinkmaster Overspark - Now introducing taunt-be-gone! For only four payments of 400 dust. The Black Knight - Taunts getting you down? Can't burst through that Ancient of War? Get The Black Knight today! Leeroy Jenkins - A great finisher, no doubt it'll turn a few games and win a few more Arcane Golem - No Leeroy? Meet his little cousin Knife Juggler - Plays a much more swarm-focused role, may cause you to over commit, but can easily help trades Dark Iron Dwarf - Don't like the drawback of the first two cards mentioned above? Stay on the offensive with Dark Iron Dwarf as a solid card that can turn Argent Squire into Scarlet Crusader. Abusive Sergeant - Turns the deck into a more early game focused rushdown, helps cards like Argent Squire trade up
Enough self-removal with Soulfire and Succubus, any more is too much imo. It's a great top deck on no hand to be fair.
5 Mana too high. I focus around renewing the field if necessary each turn and have a decent stock of one~two cards to summon as a safety net while tapping as much as I can once i establish board control, I don't see it being efficient.
I also don't have the card to test :P I'll grab one eventually, but definitely not my first choice of cards I need. Essentially, I'm looking for a replacement for Summoning Portal first.
Hehe, that's such a scary card to use. I tap and flame imp enough as is D:
I had some other suggestions from my reddit thread that seem to be worth mentioning:
Power Overwhelming: effectively turns my exta-summons into a nuke Harvest Golem: Synergizes with Power Overwhelming Shadowflare: Synergizes with Harvest golem, Power Overwhelming, and smaller creatures in general or even well-buffed ones Void Terror: Can combo incredibly well with buffed double summons for a cheap, huge card. With Blood Imp out, I can play Dragonling + Void for a 7/11 creature at 7 mana. This allows for me to manage my board as well as use him for taunt/shadowflare combos.
Time to just make room for them...
Update: Dropped Summoning Portal for Power Overwhelming.
Lol I always love bringing up pit lord because trump had a warlock arena deck with 2 of those and like 4 flame imps. It was so fast and hilarious to watch.
But yea, Void terror combos so well with power overwhelming eating the minion you put it on for permanent +4/+4.
Lol I always love bringing up pit lord because trump had a warlock arena deck with 2 of those and like 4 flame imps. It was so fast and hilarious to watch.
But yea, Void terror combos so well with power overwhelming eating the minion you put it on for permanent +4/+4.
Poweroverwhelming a golem, attack with 6/x, void terror, 9/3+x, get a mini golem in place of it. #Value
Pit lord is more of an arena card, you can't guarantee everyone in the arena has proper removal if at all so high drops and fast decks that sacrifice health for board control end up being fantastic
Signed up for an account to thank you, this deck is pretty insane considering there's no epic or legendary. I had to craft a few cards but all the combos are insane. The changelog is a very good idea. What classes do you have a hard time playing against? What classes are matchups favorable? What rank are you?
Master 3*, but to be fair, rank is relatively easy to gain in Hearthstone while being incredibly hard to lose. It's just a matter of playing a lot.
The only legendaries I may even consider adding is Jaraxxus and Thalnos, so yes, very dust-friendly deck. It was a variation of my first Warlock deck, so many of the basic cards are already used as the foundation to it. At most, I crafted Void Terror, Harvest Golem, an Owl, and two Imps. I think the strength of it lies in the consistency of the opening hand due to the huge number of playable low cards.
I find my most difficult matches to be Shaman due to the heavy amounts of clear he has while still able to maintain pressure. A weapon is annoying to deal with, AoE clear is annoying to deal with, both in one class with costs on the lower side due to overload make Shaman a pain to deal with. Late game Druid decks can be a pain to deal with if I lose pressure due to swipes and aoe clear early on. I would need to keep up strong card advantage to win, which is not too hard to do unless he forces heavy trades when I don't have my board ready. These are probably the two classes I've run into trouble with.
Aggro Paladin decks get an honorable mention. If I get my board set up to deal with Consecration and other annoyances, he'll run out of steam very quickly because 2 damage suddenly doesn't matter very much to a field of 3+ hp Blood Imps and Argus buffs. If somehow I play against a spellpower paladin deck, I'll get back to you.
Update: Kill any Azure Drake you see immediately or you're going to get wrecked.
Mages aren't easy, their high spell costs may mean they wipe the board, but the waste of a turn easily gives me initiative to repopulate. In lower tiers, I had considerable trouble with Spell power + arcade explosions, super cheap board clear vs this deck. It's no where to be found recently in constructed. If they're packing Cone of Colds and Blizzards with some spell power, they're going to give you a hell of a lot of trouble.
Against Rogues, I've beaten my fair share of 16/16 Van Cleef and their hand of 30 cards with Gadget. Betrayals, Shivs, Evis, all "trade" in my favor because of the huge number of creatures I put on the board while he has to save up cards to combo. Between the chance of Soulfires, Shadow Bolts, Owl, and Siphon Soul being drawn, I would have a pretty beefed up board if he lets me roam free. A single Blood Imp starts to make any single one of my creatures unkillable with 2 att dagger (sans owl, but that's not important). To be fair, I'm much more afraid of Rogues with spellpower and Fan of Knives than the more single combo-heavy decks. A combination of the two would probably give me trouble as well, but we're talking minimum turn 6 if I don't have momentum already because Dalaran Mage sits at a pretty 4 HP for many of my cards and any other attempts at board clear must be considered in respect to my free summons that can be 2~3 HP with buffs.
The few other classes I don't recall having to think too much. 2 damage AoEs don't give me much trouble considering their cost. Also, not being able to target Blood Imp is great Explosive Shot and Betrayal defense.
Note, WARRIOR WILL GAIN SERIOUS ADVANTAGE IF HE Whirlwind and Battle Rage. There's not much you can do against it, and he'll probably whirlwind twice with that much draw power. It's possible to beat, since there's not too huge board clear aside from double whirlwind, playing with an empty hand is fine, keep tapping and throwing cards down.
All in all, it seems the tiers of difficulty: Shaman, Druid and Mage are up there. Next is Warlock, Druid and Pally. Last are Priests, Warrior, and Hunter. To be fair, each class has their own situations that they will just play everything right and whittle you down, just how the game works. The harder classes have a higher chance to in general, but that's where skill comes into play. You can't beat Miracle Rogue on even a semi-bad hand, it's basically playing single player.
I dropped a Sun Shattered for a Void Terror, having amazing success with it thus far. Dragonling Mechanic and Void Terror is 7/8 for 7 mana. Not bad for a low cost combo depending on situation.
I saw a deck similar to this but only the first few turns as it had ended that fast. It had run Flame Imp, Blood Imp, and Young Priestess to become dangerous and hard to clear pretty fast. You would be able to play them in the same turns but you already play all the token cards for later turn same number of minions so you could try it and see if it runs any better versus your current setup. Maybe remove the Void Walkers for them instead of later turn Razorfen Hunter so they stay in the same cost slot. I like the low rarity effectiveness either way.
Thanks for the info. Rogue really does get annoying with blade flurry mostly, so easy to combo with a hero power weapon and poison to clear board with ease. Have you thought about making your deck more consistent? In general, trying to thin out the single cards in your deck can help create a bit more consistency.
I think you definitely want a second Demonfire, maybe drop the Dire Wolf Alpha. And why do you hate drain life? Good removal and sometimes when I use this deck I die to burn from Hunter and Mage because I drop too low in hp. Also a second succubus is pretty hard on your hand, I feel like its only good on an empty hand and sometimes you drop important removal. Maybe one succubus can be dropped
@WinDyKai: Yeah, Blade Flurry sucks real bad, especially since nothing really survives and you get a free attack with it anyways. It also hits your character, so it's incredibly simply 2~5 damage aoe and ~5 damage to anything of your choosing. The upper spectrum of damage hurts way too much for a Warlock already tapping hard.
I already swapped a Succubus for a Demonfire. I prefer not to swap out too many cards at once, looks like it's good so far, might make it official after a couple dozen more games this evening. I feel like my experience with Succubus is skewed simply because it's such an amazing 1/2 turn drop and can snowball a game easily. Mid game, it's incredibly risky when I'm building momentum and can turn into a 1 for 2 for my opponent with a little removal. A 1 for 2 isn't BAD as a Warlock at times, we're in no way short of generating card advantage, but respect Demonfire for its consistency.
@Iakisa: Worgen... I haven't given this card any consideration yet. I like its synergy with Powerwhelming, can be game winning for a 20 damage hit with any +1. I just don't like to rely on such specific combos, especially considering that I only have one Poweroverwhelming in my deck. I definitely don't want to use a Mortal Coil to buff him either unless it's to win the game, I don't have the resources for that.
Worgen itself is a good card, and it's a 3 play, that merits use in and of itself, but what does it bring to the entire table? Where is the synergy from Worgen to the other cards? The other cards buff Worgen, then you have to get it enraged and alive somewhere around mid game. Somewhere around mid game, my cards all support eachother to provide a sort of web of buffs and that's where the "swarm" idea comes from, and only then can I actually play cards such as Azure and Void Terror. Azure is the only one that I feel is out of place but still works excellently.
Anyways, I'll definitely try him out and give him a couple test runs, but what do you suggest replacing for Worgen? I'm looking at the 3 drops and I don't really have a minion that sticks out as something replaceable. Maybe Dire Wolf? I'll see. Thanks for the suggestion.
well i use worgen instead of wolf since i don't have it yet, it is working good for me with blood imps or shattered cleric out he can survive most 3-5 turn drops for enrage.
Ahh, I figured. Wolf is important, gives you a strong turn 4 or 2 play, a little buff for your void walker or flame imp if you don'thave demonfire goes a long way. Best to utilize every mana crystal. I'll swap out a void terror or harvest golemand see how that works out. I might need one or two more good 2drops
for me by now siphon soul is too expensive removal i replaced it with second power overwhelming does same yet much more with deck, azure drake screw me too many times trying now with second shattered cleric instead of it.
for me by now siphon soul is too expensive removal i replaced it with second power overwhelming does same yet much more with deck, azure drake screw me too many times trying now with second shattered cleric instead of it.
I'm happy to use it, it heals slightly, kills without using a minion, and kills regardless of health. When you're facing an 8/8 Lightwell, 8/8 Questing, 14/14 Gurabashi, etc, you're gonna need it with only one silence in the deck. Power Overwhelming may get you the win quicker, but you're probably going to get the wins anyways. Some games just aren't winnable without a Silence or Removal. I would keep an SS in my hand all game at times and know that I'd be ready for anything.
Azure Drake, I wouldn't mind removing. Like I said, it -looks- out of place, but it definitely doesn't -feel- out of place. The second you get it on the field, all your spells start to hit that much harder. It's also beefy, so it strengthens the board for very little.
Try to fit a Dark Iron Dwarf or two in your deck, you might like it with Worgen and your two Power Overwhelmings. Seems like a very decent HP-rush twist on the core deck. One for Azure, the other for Raid Leader maybe, you'll find out.
How has the deck been so far? I know you replaced a Dire Wolf for Worgen, did you drop something else for a second Worgen?
2 lost so far one vs huntard control and one vs ragnaros token lock got lucky in face shot with 6 minions on board :P
silence hurts if they save it for when it is time for void walker.
as for dwarfs instead raiders hmm think not it would increase mana cost too much thats why i dropped azure and siphon too late game.
want to keep deck similar like yours early aggro not transit to mid game :) haven't yet added second worgen i will probably try soon, they usually use removal or silence on worgen so void has lot more chance to own will see.
games usually end by turn 6 so i actually didn't find time nor use for siphon soul at all in 25 games so far (except that with rag tho he would win anyway probably).
I have also been working on an aggro warlock deck for the last few days and figured I would share it here in case anyone is interested.
decklist: imgur.com/h0tS4EH
My build has a bit lower of a curve than yours, basically my plan is to play my hand so fast that I can take advantage of cards like succubus, soulfire and doomguard with little/no downside and then use life tap basically every turn after 4ish to draw and play 2 cards a turn. All of my creatures that cost more than 2 have charge so I can make sure I get value out of them late in the game when I am trying to finish off the last few hitpoints of my opponents before they have a chance to kill them. I don't really run much removal, just soulfire because it can go to the face, and demonfire because it can be used as a buff when (most of the time) you don't REALLY need to kill something. Most of the time you are playing so aggressively that your opponent is forced to trade off with your creatures while you are free to attack making removal much less important.
I usually mulligan any cards any cards that cost more than 2 or are removal, giving me the best chance to have a turn 1/2 play. If I am on the draw and have either knife juggler or pint sized summoner (prefer pint sized), I like to coin them out turn 1 because if my opponent doesn't have an answer they can allow for some pretty amazing starts.
If possible I like to use blood imps and young priestesses early to give my important creatures protection from active abilities in the first couple turns, when you have a blood imp or 2 and a young priestess it can become pretty difficult for your opponents to deal with your creatures in a cost effective way.
I'm still tweaking the deck but I'm liking how its been performing lately quite a bit (masters 3 obviously) I think I might want a King Mukla but I'm not sure since he doesn't have charge and does give the opponent the bananas.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
My Deck Threads Index
Warlock Low Mana Rush
Warrior Beatdown
Warlock Suicide Jaraxxus Control
Paladin Slowroll
Paladin Kodo & Friends
Druid Force of Murloc
Druid Miracle Deck
Rogue Knives & Magic
Template Decks
Warlock Aggro Template Deck
Rogue Template Deck
Paladin Template Deck
Druid Template Deck
Shaman Template Deck
Outdated
Warrior Molten Giant OTK
Warlock Zergrush
Druid Slash & Burn
Not an OTK Hunter Deck
Druid Midrange
Click here for early beta, post-wipe win rates!
Class
Mage
Hunter
Druid
Warlock
Paladin
Shaman
Rogue
Priest
Warrior*
*I accidentally deleted my warrior stat.
Record
25-7
36-3
27-2
19-2
16-7
33-7
33-16
22-6
14-4*
The basic concept is shoving the board full of minions as hyperaggression, then buffing them up with Raid Leader, Alpha Wolf, Blood Imps, and Defender of Argus. I have multiple early turn plays because of the low cost cards, removal in form of damage spells and one silence for the rare occasions removal can't do it. I rely heavily on tapping and filling the board early gameThis was my first deck made, I already knew I wanted to play Warlock, dropped ~$10 on the game (I bought arena entrances, better returns because gold + packs + dust), enchanted all my gold cards and epics, crafted 1x Blood Imp, 2x Flame Imp, 2x Shattered Sun Clerics, one Owl and went to town! Very, very cheap deck to start with. No Epics, No Rares. I was surprised myself at how economic it is, but I kept adding rares and crafting until I got to a good spot. I later crafted 2x Demonfires, 1x Void Terror, and 1x Azure Drake.
You may ask, why so many revisions? Because building a deck is one things, but refining it is a step that usually never ends. There's no "best" deck so there shouldn't be a stop to the process to make it better and work how the player envisions it. Welcome the newest updates!
I also would like to call this a basis to your own deck, it's not the exact list I run because there's much room for improvement, you can add cards that tailor the deck to your playstyle or against popular decks at the time, but much of the core deck is will stay the same. For example, Leeroy Jenkins or Sylvanas Windrunner are popular favorites while cards such as Tinkmaster Overspark are rising in use that may find a home in this deck as well.
Old Changelog
-1 Summoning Portal / +1 Power Overwhelming
The more and more I play, the more I see Summoning Portal as an awkward card. If you really are drawing too many high cost monsters that you need Portal, you have a bit of a deck issue. Aside from being too high risk/high reward as a 4 mana drop, it just seems useless when you're winning and only serves to snowball a lead. I've had decent plays with it, but nothing game winning or securing. There's so much more a deck (especially mine) can do with 4 mana IMO
-1 Frostwolf Warlord / +1 Harvest Golem
Frostwolf often becomes a dead draw in early game, it's a great drop when I have board control for insurance, but I feel that Harvest Golem serves the same purpose as being backup for anti-board wipes all while having more synergy with Power Overwhelming, future Void Terrors, and future Shadow Flares. I may miss a big creature, but once again, I don't want to all-in after I get control, I prefer a strong push while not sacrificing my options. While Frostlord is good for such an ordeal, I'm good with one.
-1 Shattered Sun Cleric / +1 Void Terror
First, let me talk about why I removed a Shattered Sun Cleric. I wanted to get rid of a 3 drop minion to replace it, so my choices were: Harvest Golem, Shattered Sun Cleric, Raid Leader, or Razorfen Hunter. Razorfen was out of the question. Harvest Golem provided new combos, was recently added, a very clean addition that added a safety net as well as offensive potential to my deck. The choice ultimately came down to Raid, or SSC. I found Raid leader to be much more of an appealing focus card for my opponent. Instead of them silencing a buffed taunt and getting extra value off of it like in SSC's case, Raid Leader is moreso the root of the problem and directs spells and removal towards him. I would much rather have two Raid Leaders because it buffs across the board and situations where I need two SSCs to trade are far between. SSC shines most early game, but who knows, I'll try juggling.
Update: Raid Leader is much more effective still, dropping it with atleast two cards on the field (which is the point) pushes many small minions into trade-effectiveness. One SSC is enough, but I'm always open to retesting.
-1 Novice Engineer / +1 Demonfire
Novice Engineer was good, but I wanted more without touching core cards. In other decks, it serves as a transition out of early game while still having presence on the board. I have so many one turn plays that I found myself not really playing it, by turn 2, I usually have more 1 drops, but with Flame Imp sitting at 2 HP or Void Walker at 3 hp, they're very vulnerable to hero powers. I want to really push presence on the board. Each turn they try to use a hero power on my minion to clear, it's a turn wasted. Don't get me wrong, Engi is feasible as a play. My 1 drops are all very powerful cards that puts stifling pressure on the board early on. My game plan gets going at turn 3 especially, with Sun Clerics, Razorfens, removal, etc. Basically, Novice Engineer serves no real purpose on the deck besides filler during my possible weak turn 2's. Demonfire does it better, keeps a strong card alive, or plays as incredible turn 2 removal. I could only count on one hand the amount of pressuring turn 2 drops with 3 HP, let alone 3/5 for Voidwalker or 5/4 with Imp that will force an entire turn of removal on the opponent, giving me the all important turn 3 initiativ
New Changelog
- 2 Razorfen Hunter / + 2 Faerie Dragon
We're going to have to retire our old friend Razorfen, it's these days that having an extra creature out on the board as a "token" doesn't cut it in terms of damage, we need it sooner, safer, and quick - enter Faerie Dragon
- 1 Siphon Soul / +1 Power Overwhelming
With the speed of today's decks, we need to play up to speed, adding another 4 damage onto the opponent is invaluable
- 2 Silver Hand Knight / + 2 Argent Squire
Speed is key these days, you want creatures out sooner and control of momentum right from the beginning. The added bonus is that my deck has Mortal Coils and Dire Wolf Alphas, both work perfectly in tandem with Squire
-1 Demonfire / +1 Argent Commander (Arcane Golem / Leeroy Jenkins)
With how tough this deck has it against constant pressure and reversed momentum, I needed more ways to end the game or forcing a quicker win. Any of these three cards can do that, I'm juggling all three at the moment and I feel a second Argent Commander is currently a more consistent choice.
Cards to Consider
Tinkmaster Overspark - Now introducing taunt-be-gone! For only four payments of 400 dust.
The Black Knight - Taunts getting you down? Can't burst through that Ancient of War? Get The Black Knight today!
Leeroy Jenkins - A great finisher, no doubt it'll turn a few games and win a few more
Arcane Golem - No Leeroy? Meet his little cousin
Knife Juggler - Plays a much more swarm-focused role, may cause you to over commit, but can easily help trades
Dark Iron Dwarf - Don't like the drawback of the first two cards mentioned above? Stay on the offensive with Dark Iron Dwarf as a solid card that can turn Argent Squire into Scarlet Crusader.
Abusive Sergeant - Turns the deck into a more early game focused rushdown, helps cards like Argent Squire trade up
Old Videos
Any questions and suggestions, feel free to ask. My tag is Aishi#1473.
My stream is at http://www.twitch.tv/aishi_
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
Enough self-removal with Soulfire and Succubus, any more is too much imo. It's a great top deck on no hand to be fair.
5 Mana too high. I focus around renewing the field if necessary each turn and have a decent stock of one~two cards to summon as a safety net while tapping as much as I can once i establish board control, I don't see it being efficient.
I also don't have the card to test :P I'll grab one eventually, but definitely not my first choice of cards I need. Essentially, I'm looking for a replacement for Summoning Portal first.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Needs more Pit Lord : D
Hehe, that's such a scary card to use. I tap and flame imp enough as is D:
I had some other suggestions from my reddit thread that seem to be worth mentioning:
Power Overwhelming: effectively turns my exta-summons into a nuke
Harvest Golem: Synergizes with Power Overwhelming
Shadowflare: Synergizes with Harvest golem, Power Overwhelming, and smaller creatures in general or even well-buffed ones
Void Terror: Can combo incredibly well with buffed double summons for a cheap, huge card. With Blood Imp out, I can play Dragonling + Void for a 7/11 creature at 7 mana. This allows for me to manage my board as well as use him for taunt/shadowflare combos.
Time to just make room for them...
Update: Dropped Summoning Portal for Power Overwhelming.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Lol I always love bringing up pit lord because trump had a warlock arena deck with 2 of those and like 4 flame imps. It was so fast and hilarious to watch.
But yea, Void terror combos so well with power overwhelming eating the minion you put it on for permanent +4/+4.
Poweroverwhelming a golem, attack with 6/x, void terror, 9/3+x, get a mini golem in place of it. #Value
Pit lord is more of an arena card, you can't guarantee everyone in the arena has proper removal if at all so high drops and fast decks that sacrifice health for board control end up being fantastic
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Signed up for an account to thank you, this deck is pretty insane considering there's no epic or legendary. I had to craft a few cards but all the combos are insane. The changelog is a very good idea. What classes do you have a hard time playing against? What classes are matchups favorable? What rank are you?
Master 3*, but to be fair, rank is relatively easy to gain in Hearthstone while being incredibly hard to lose. It's just a matter of playing a lot.
The only legendaries I may even consider adding is Jaraxxus and Thalnos, so yes, very dust-friendly deck. It was a variation of my first Warlock deck, so many of the basic cards are already used as the foundation to it. At most, I crafted Void Terror, Harvest Golem, an Owl, and two Imps. I think the strength of it lies in the consistency of the opening hand due to the huge number of playable low cards.
I find my most difficult matches to be Shaman due to the heavy amounts of clear he has while still able to maintain pressure. A weapon is annoying to deal with, AoE clear is annoying to deal with, both in one class with costs on the lower side due to overload make Shaman a pain to deal with. Late game Druid decks can be a pain to deal with if I lose pressure due to swipes and aoe clear early on. I would need to keep up strong card advantage to win, which is not too hard to do unless he forces heavy trades when I don't have my board ready. These are probably the two classes I've run into trouble with.
Aggro Paladin decks get an honorable mention. If I get my board set up to deal with Consecration and other annoyances, he'll run out of steam very quickly because 2 damage suddenly doesn't matter very much to a field of 3+ hp Blood Imps and Argus buffs. If somehow I play against a spellpower paladin deck, I'll get back to you.
Update: Kill any Azure Drake you see immediately or you're going to get wrecked.
Mages aren't easy, their high spell costs may mean they wipe the board, but the waste of a turn easily gives me initiative to repopulate. In lower tiers, I had considerable trouble with Spell power + arcade explosions, super cheap board clear vs this deck. It's no where to be found recently in constructed. If they're packing Cone of Colds and Blizzards with some spell power, they're going to give you a hell of a lot of trouble.
Against Rogues, I've beaten my fair share of 16/16 Van Cleef and their hand of 30 cards with Gadget. Betrayals, Shivs, Evis, all "trade" in my favor because of the huge number of creatures I put on the board while he has to save up cards to combo. Between the chance of Soulfires, Shadow Bolts, Owl, and Siphon Soul being drawn, I would have a pretty beefed up board if he lets me roam free. A single Blood Imp starts to make any single one of my creatures unkillable with 2 att dagger (sans owl, but that's not important). To be fair, I'm much more afraid of Rogues with spellpower and Fan of Knives than the more single combo-heavy decks. A combination of the two would probably give me trouble as well, but we're talking minimum turn 6 if I don't have momentum already because Dalaran Mage sits at a pretty 4 HP for many of my cards and any other attempts at board clear must be considered in respect to my free summons that can be 2~3 HP with buffs.
The few other classes I don't recall having to think too much. 2 damage AoEs don't give me much trouble considering their cost. Also, not being able to target Blood Imp is great Explosive Shot and Betrayal defense.
Note, WARRIOR WILL GAIN SERIOUS ADVANTAGE IF HE Whirlwind and Battle Rage. There's not much you can do against it, and he'll probably whirlwind twice with that much draw power. It's possible to beat, since there's not too huge board clear aside from double whirlwind, playing with an empty hand is fine, keep tapping and throwing cards down.
All in all, it seems the tiers of difficulty: Shaman, Druid and Mage are up there. Next is Warlock, Druid and Pally. Last are Priests, Warrior, and Hunter. To be fair, each class has their own situations that they will just play everything right and whittle you down, just how the game works. The harder classes have a higher chance to in general, but that's where skill comes into play. You can't beat Miracle Rogue on even a semi-bad hand, it's basically playing single player.
I dropped a Sun Shattered for a Void Terror, having amazing success with it thus far. Dragonling Mechanic and Void Terror is 7/8 for 7 mana. Not bad for a low cost combo depending on situation.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
will try out this deck tonight, thanks for sharing
I saw a deck similar to this but only the first few turns as it had ended that fast. It had run Flame Imp, Blood Imp, and Young Priestess to become dangerous and hard to clear pretty fast. You would be able to play them in the same turns but you already play all the token cards for later turn same number of minions so you could try it and see if it runs any better versus your current setup. Maybe remove the Void Walkers for them instead of later turn Razorfen Hunter so they stay in the same cost slot. I like the low rarity effectiveness either way.
Glad to hear! Those poor Shamans though D:
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Thanks for the info. Rogue really does get annoying with blade flurry mostly, so easy to combo with a hero power weapon and poison to clear board with ease. Have you thought about making your deck more consistent? In general, trying to thin out the single cards in your deck can help create a bit more consistency.
I think you definitely want a second Demonfire, maybe drop the Dire Wolf Alpha. And why do you hate drain life? Good removal and sometimes when I use this deck I die to burn from Hunter and Mage because I drop too low in hp. Also a second succubus is pretty hard on your hand, I feel like its only good on an empty hand and sometimes you drop important removal. Maybe one succubus can be dropped
10-0 so far no rogues yet did you thought about adding raging worgen?
@WinDyKai: Yeah, Blade Flurry sucks real bad, especially since nothing really survives and you get a free attack with it anyways. It also hits your character, so it's incredibly simply 2~5 damage aoe and ~5 damage to anything of your choosing. The upper spectrum of damage hurts way too much for a Warlock already tapping hard.
I already swapped a Succubus for a Demonfire. I prefer not to swap out too many cards at once, looks like it's good so far, might make it official after a couple dozen more games this evening. I feel like my experience with Succubus is skewed simply because it's such an amazing 1/2 turn drop and can snowball a game easily. Mid game, it's incredibly risky when I'm building momentum and can turn into a 1 for 2 for my opponent with a little removal. A 1 for 2 isn't BAD as a Warlock at times, we're in no way short of generating card advantage, but respect Demonfire for its consistency.
@Iakisa: Worgen... I haven't given this card any consideration yet. I like its synergy with Powerwhelming, can be game winning for a 20 damage hit with any +1. I just don't like to rely on such specific combos, especially considering that I only have one Poweroverwhelming in my deck. I definitely don't want to use a Mortal Coil to buff him either unless it's to win the game, I don't have the resources for that.
Worgen itself is a good card, and it's a 3 play, that merits use in and of itself, but what does it bring to the entire table? Where is the synergy from Worgen to the other cards? The other cards buff Worgen, then you have to get it enraged and alive somewhere around mid game. Somewhere around mid game, my cards all support eachother to provide a sort of web of buffs and that's where the "swarm" idea comes from, and only then can I actually play cards such as Azure and Void Terror. Azure is the only one that I feel is out of place but still works excellently.
Anyways, I'll definitely try him out and give him a couple test runs, but what do you suggest replacing for Worgen? I'm looking at the 3 drops and I don't really have a minion that sticks out as something replaceable. Maybe Dire Wolf? I'll see. Thanks for the suggestion.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
well i use worgen instead of wolf since i don't have it yet, it is working good for me with blood imps or shattered cleric out he can survive most 3-5 turn drops for enrage.
Ahh, I figured. Wolf is important, gives you a strong turn 4 or 2 play, a little buff for your void walker or flame imp if you don'thave demonfire goes a long way. Best to utilize every mana crystal. I'll swap out a void terror or harvest golemand see how that works out. I might need one or two more good 2drops
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
for me by now siphon soul is too expensive removal i replaced it with second power overwhelming does same yet much more with deck, azure drake screw me too many times trying now with second shattered cleric instead of it.
Fair enough
I'm happy to use it, it heals slightly, kills without using a minion, and kills regardless of health. When you're facing an 8/8 Lightwell, 8/8 Questing, 14/14 Gurabashi, etc, you're gonna need it with only one silence in the deck. Power Overwhelming may get you the win quicker, but you're probably going to get the wins anyways. Some games just aren't winnable without a Silence or Removal. I would keep an SS in my hand all game at times and know that I'd be ready for anything.
Azure Drake, I wouldn't mind removing. Like I said, it -looks- out of place, but it definitely doesn't -feel- out of place. The second you get it on the field, all your spells start to hit that much harder. It's also beefy, so it strengthens the board for very little.
Try to fit a Dark Iron Dwarf or two in your deck, you might like it with Worgen and your two Power Overwhelmings. Seems like a very decent HP-rush twist on the core deck. One for Azure, the other for Raid Leader maybe, you'll find out.
How has the deck been so far? I know you replaced a Dire Wolf for Worgen, did you drop something else for a second Worgen?
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
2 lost so far one vs huntard control and one vs ragnaros token lock got lucky in face shot with 6 minions on board :P
silence hurts if they save it for when it is time for void walker.
as for dwarfs instead raiders hmm think not it would increase mana cost too much thats why i dropped azure and siphon too late game.
want to keep deck similar like yours early aggro not transit to mid game :) haven't yet added second worgen i will probably try soon, they usually use removal or silence on worgen so void has lot more chance to own will see.
games usually end by turn 6 so i actually didn't find time nor use for siphon soul at all in 25 games so far (except that with rag tho he would win anyway probably).
I have also been working on an aggro warlock deck for the last few days and figured I would share it here in case anyone is interested.
decklist: imgur.com/h0tS4EH
My build has a bit lower of a curve than yours, basically my plan is to play my hand so fast that I can take advantage of cards like succubus, soulfire and doomguard with little/no downside and then use life tap basically every turn after 4ish to draw and play 2 cards a turn. All of my creatures that cost more than 2 have charge so I can make sure I get value out of them late in the game when I am trying to finish off the last few hitpoints of my opponents before they have a chance to kill them. I don't really run much removal, just soulfire because it can go to the face, and demonfire because it can be used as a buff when (most of the time) you don't REALLY need to kill something. Most of the time you are playing so aggressively that your opponent is forced to trade off with your creatures while you are free to attack making removal much less important.
I usually mulligan any cards any cards that cost more than 2 or are removal, giving me the best chance to have a turn 1/2 play. If I am on the draw and have either knife juggler or pint sized summoner (prefer pint sized), I like to coin them out turn 1 because if my opponent doesn't have an answer they can allow for some pretty amazing starts.
If possible I like to use blood imps and young priestesses early to give my important creatures protection from active abilities in the first couple turns, when you have a blood imp or 2 and a young priestess it can become pretty difficult for your opponents to deal with your creatures in a cost effective way.
I'm still tweaking the deck but I'm liking how its been performing lately quite a bit (masters 3 obviously) I think I might want a King Mukla but I'm not sure since he doesn't have charge and does give the opponent the bananas.