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[15-3 to Legend] Offbeat Anti-Aggro VoidLock

  • Last updated Dec 28, 2017 (Kobolds Patch)
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Wild

  • 18 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Warlock
  • Crafting Cost: 9720
  • Dust Needed: Loading Collection
  • Created: 12/27/2017 (Kobolds Patch)
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  • Total Deck Rating

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Long time Hearthstone player and first time Legend, so I wanted to share my experience and deck learnings with this offbeat deck. 

The deck revolves around dominating aggro & tempo decks in the first place, and having an okay matchup versus Raza-Priest & other control Warlocks/Jade Druid. It does pretty well against the popular Tempo Rogue and 50% versus Tempo Dragon Priest. 

Mulligan

Aggro/Tempo decks

Lone Champion - Possessed Lackey - Defile - Mistress of Mixtures - Doomsayer - Tar Creeper

There is quite a lot of healthgain in the deck, but it is also an important resource when temporarily giving up tempo with Possessed Lackey. To be able to do this, it is very important to mulligan for the taunts, especially the main offbeat: Lone Champion.

These give you assertive plays instead of the reactive Hellfires. Defile is just amazing against every deck at some point, so fine keep.

(Raza)Priest

Aggressively look for: The Darkness - Rin, the First Disciple  - Possessed Lackey

Pretty tough matchup because of the potential 30+ burst, but sometimes winnable by slowing down the combo via The Darkness! The candles on average take some time to burn down, and prevents the easy 5-drop Raza the Chained and blocks Kazakus sometimes as well. 

Rin, the First Disciple is the alternative slower plan and can cause pressure on the opponent if he doesn't draw to actively and even break part of the combo by removing the deck. 

Jade Druid

Special shoutout to: The Darkness. This cool card has won me quite some games against druid by just defiling/hellfiring away the plague and pushing 20 to face. They draw very aggressively so this is a nice punish, because Druid often doesn't run Naturalize and has no other efficient big single target removal.

Warlock/ControlLock / CubeLock

Acidic Swamp Ooze - Rin, the First Disciple - Lone Champion - Tar Creeper - Possessed Lackey

Mix of keeps because sometimes they will be playing zoo and you will need some taunts to stall. The Ooze is extremely important versus CubeLock because they will run you over with tempo otherwise. Breaking their weapon makes it a lot harder for their combo's to be very effective. Rin is just Rin, annoying pressure for any control deck. 

Gameplay

General

The deck has quite some board control & presence via the three drops and the efficient board clears. This will create a pretty stable early game while not losing too much life. Tempo swings occur when you sacrifice a Possessed Lackey with a Dark Pact, giving you direct health & board safety/control.

In the later stages (turn 6/7/8) it is mostly about surviving and removing. Stall with your taunts and finish things off with Hellfire, Defile and Lesser Amethyst Spellstone. In the meantime you often draw now and then and will have a hand which can represent your lategame. 

The lategame is very strong with Bloodreaver Gul'dan and N'Zoth, the Corruptor. I always try to play Gul'dan first if possible, because it gives the N'zoth & Gul'dan combined the best chance of rolling as many Void Lord as possible. 

Rin, the First Discipline and The Darkness can cause troublesome pressure in multiple stages of the game and have a spectacular finish with in some of the control games. 

Aggro-Paladin

Only draw when you need to. Their strongest tactic is dump, attack & reload. They have a lot of little crap that doesn't do much on its own. Divine Favor fuels the third part of the tactic and thus must be minimized. 

Dump the Mistress of Mixtures when you can, don't draw on turn three if you have Lone Champion or Tar Creeper. These are the anti-aggro heart of the deck together with Doomsayer. Try to stall if you have Defile in hand. This will in any situation kill their whole board extremely efficiently. Drop a Possessed Lackey in that mix and the game is over. Otherwise stall like described in the General gameplay section and just kill all their stuff. Watch out for the Corridor Creeper, keep the Lesser Amethyst Spellstone ready. One uncontested Void Lord will win you the game.

Beast Hunter

Try to have as much 'lifegain' as possible by blocking their early attacks via your three drop taunts, stalling via Doomsayer and defiling away their little ones. Again, if you make it to the semi-lategame with 12+ health and drop a Voidlord, there is enough healthgain in the deck to pull the victories in. Bloodreaver Gul'dan & N'zoth the Corruptor will always seal the game. 

Spell Hunter

A slower matchup than its Beast brother. Keep your Hellfire for removing the wolves from their Lesser Emerald Spellstone. If they have secrets up, just don't attack in the first 10 turns. You are not the aggressor and have no means to put pressure on them. Let the secrets be and kill the Eaglehorn Bow with your Acidic Swamp Ooze.

They have no good removal for your lategame. The Voids & 10-drop follow-ups will seal the game and prevent them from ever bursting you down with Unleash the Hounds or other Animal Companions.

Raza-Priest

I found this the hardest matchup. Their combo is so strong and fluent that you have only a couple of ways to slow it down. Without Dirty Rats , you rely on The Darkness and Rin, the First Disciple to create a weird game that sometimes ends in your favor. 

Kill your Rin with a Dark Pact or it will be silenced/polymorphed via Kazakus and pray for the Darkness to be in your hand or their combo very late in their deck. 

In the meantime, carry out your general plan via generating Void Lord. Watch out for Potion of Madness on your Possessed Lackey and polymorph effects.

When you slow them down or they have a tough draw, the 10-drops can seal the game for you or force them to invest a lot of resources in slowing you down. Keep track of those! Sometimes they will not have the 28+ damage combo anymore and you can try to barely stay alive by investing all of your healing resources every turn to remain at 30. It is often that they can just barely kill you and then they are out of stuff so force yourself to commit those extra resources when you feel the Prophet Velen combo is coming up. 

If they have the nuts, you lose, and that's okay :). 

BigSpell Priest

Big SpellPriest is also countered somewhat via The Darkness. The candles aren't that big, which gives them a 4-drop instead of a 10-drop! :)  Besides that, you have to use your resources carefully. Again try to stall with annoying taunts like Lone Champion which easily can take two big hits, also in the late game, because they have no Shadow Word: Pain. You will have some of your Void Lords being Mind Controlled, but that's okay. In that phase you should have Bloodreaver Gul'dan and/or N'Zoth, the Corruptor which will a break a lot of their pressure. You always have one Twisting Nether for when they have the board with Corridor CreeperBonemare and Spiteful Summoner.

Control lock / Cube lock

Strangely enough I barely played against other control warlocks in my final run (3 - Legend). In the games before that though, I tried to search for Rin and/or Possessed Lackeys as quickly as possible to let the pressure be in my favor. You have the Acidic Swamp Ooze for their Skull of the Man'ari which slows them down a lot.

Kill the Doom Guards when they pop out of the Lackey's, you can achieve this by proactively killing the Lackey when you have the spellstone or Siphon Soul in hand. They don't have a lot of pressure besides their combo, so save the Twisting Nether for the reload after Gul'dan or N'zoth if they run it. 

If they draw Rin very early, you lose as well. You don't have the pressure to battle this knockout punch. No worries, this will not happen often :). Other way around, you will probably win, although they have more pressure than this deck making it a bit harder.

Jade Druid

The matchup depends a lot on their early ramp being present or their early jades ramping up easily. Your taunts & hellfires should clear a lot of their threats. And Defile is just amazing in most cases. It will remove entire plagues and or jade armies with just the right hits from your own minions. 

Actively look for your Possessed Lackey and for The Darkness. These will create nice amounts of pressure when evolving into their belonging monsters. Druids often don't run silence so no worries there. 

The 10-drops will generate a lot of time for you, because even though the Jades can get pretty big, the 1/3 Void Walkers are very hard to deal with for Druid. 

You will lose when you are not able to convert the 10-drop pressure/time into a deadly attack together with The Darkness or when their tempo with Jades & ramp is just too fast and you miss your Lackey drops. 

https://imgur.com/jbBXt1p