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    posted a message on Warlock Low Mana Rush

    Quote from BromoFlexual »

    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

    Posted in: Warlock
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    posted a message on Warlock Low Mana Rush


    Quote from BromoFlexual »

    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.

    Posted in: Warlock
  • 0

    posted a message on Warlock Low Mana Rush

    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.

    Posted in: Warlock
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    posted a message on Warlock Low Mana Rush

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    [Pre GVG] Warlock Low Mana Rush
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (21) Ability (9)
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    *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
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    *I accidentally deleted my warrior stat.

    Record
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    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 GolemShattered Sun ClericRaid 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



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    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!

    Posted in: Warlock
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