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In-Depth Even Warlock Guide

  • Last updated Oct 22, 2018 (Boomsday)
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Wild

  • 23 Minions
  • 6 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Even Warlock
  • Crafting Cost: 8120
  • Dust Needed: Loading Collection
  • Created: 10/13/2018 (Boomsday)
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  • Battle Tag:

    Debatable#1963

  • Region:

    US

  • Total Deck Rating

    3100

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This deck is a very flexible but also very complex deck because of the fact that it has to manage health and card totals. This deck it is very easy to draw/use cards that seem good without a second thought, when really they do damage to you. This can be good if you can manage to stop at around 15 hp to activate you Hooked Reaver and Spellstone, but often times you can go too far with this and I am guilty of this as well XD. This deck is flexible in the sense that it can be a beater deck (with the mountain giants, twilight drakes, and hooked reavers) but can also be control based (with the Spellstone, Hellfire, defile, and several taunts). The main goal of this deck is to figure out what strat you need to go (Beater into Control and Control into Aggro) and mulligan and commit to that strategy while not dealing too much damage to yourself and putting yourself in a bad position even if you could be in a winning one.

Guide:

 

Gameplay:

 

Mulligan:

 1) Aggro: Keep taunts, 2 drops, and removal into this matchup (even the Hooked Reaver cause you will probably go down to 15 health fairly quickly). Mountain Giant isn't the priority in this matchup, and although I wouldn't get rid of it because it is a huge power play, I wouldn't mulligan for it either because it can only do so much to protect you... Basically you just want to control the board with a guaranteed control heavy starting hand and draw into you beaters after the enemy runs out of fuel.

2) Control: Keep Mountain Giant, twilight drake, Skulking Geist (Into Druid and Warrior FOR SURE IT IS TOO GOOD), Acidic Swamp Ooze (into warrior ad maybe rogue), and a 2 drop cause you can play it on urn 2 for tempo and still draw with your hero power and make the most of a turn. The Spellstone is always a solid keep so you can keep it into this matchup, but it is the same as the mountain giant in the aggro matchup.

Guide (30 Likes)

 I apologize in advance for my guides being less in depth than they were previously, but since college started up again I am having less and less time to make guides so I am going to just talk about the genres of decks rather than the specific matchups.

Aggro and Tempo:

These decks types are quite similar with tempo focusing less face which gives you a little wiggle room considering you use a lot of HP early. Into these matchups you want to make value trades when possible, keep and play early taunts if possible, and don't endlessly draw cards with your hero power because aggro decks often have burst damage they can kill you with out of nowhere. For example, an odd rogue with nothing on board can Leeroy, coldblood, weapon for 12, tempo mage can hit you with spells, hunters have the constant hero power, and other potential dangers you need to watch out for. Basically, once you get to the 15 HP to trigger the Hooked Reaver, you can stop tapping for cards because you are already low-key in a danger zone. This matchup isn't bad for you if you keep the right cards and it took me several games to stop prioritizing Mountain Giant into these matchups rather than taunts (like I would mulligan a hooked reaver in hopes of getting a giant...). I learned from these mistakes and got my winrate into aggro up from 40% to about 55% which isn't amazing but shows how changing a play-style can help you into these matchups.

Control: 

These games will go long unless they have no response to the Mountain Giant turn 3 or 4. Basically, into Druid if they have Naturalize they will burn like a card and if they don't they take like 16 damage over 2 turns, and Odd Warrior you pray they don't have Shield slam and that you draw Skulking gheist for later to get rid of some of their removal for your big creatures. These games will either be won early of they will rely on you getting DK Guldan to close out the game with his amazing play for 10 mana and the new hero power. since these games go long don't endlessly draw for fear of going into fatigue. If you have no options still draw, but if you already have useful cards in hand you don't need MORE options because if you didn't win early the game may go to fatigue.

Midrange:

These decks are basically just Hunter in my opinion with the secret, deathrattle, and spell iterations. This is not great for you early cause of Hunters mark or freeze trap, but if they don't have it you can actually do some pretty cool things. You have options to deal with a spellstone play (Hellfire), you have silence for deathrattle Hunter (Spellbreaker), and taunts to deal with their aggressive plays when it gets to that point. However, if they get Rexxar, the late game may become an issue for you even after the midgame, but if you can survive their initial midgame spike with any of the decks and they DON'T get DK Rexxar you will probably win unless they are able to cheese you with Kill Command and hero power or something.

This deck is very flexible and I would recommend it to everyone because it is a complex deck, so if you can pilot this you can pilot most decks, but it also has a pretty decent matchup into any genre of deck if you learn all the different directions this deck can go. I hope this helped and this is more of a starting point for people wanting to play this deck, some things you will have to learn from experience.