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)
- Elementalcore100
- Registered User
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- 6
- 14
- 34
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Battle Tag:
Debatable#1963
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Region:
US
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Total Deck Rating
3100
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.
I love Mossy Horror when I tackled the Dired Frenzy reliance over a potential unbuffed Hyena waiting to be buffed on the next turn. Also back when the mage would flood the board with mini-things to try to outpace you whilst still blasting you with spells almost every turn, of course by then you'd be very low but if you had kept it on 6, chances are you can still come back if the mage does not already have BOTH buffed mana wyrms (back then), and would take out all but the water ele(s)
Do you find mossy horror to still be viable after the nerfs?
I tried replacing one Plated Beetle and one Acidic Swamp Ooze for Demonic Project and Gnomeferatu but it's just too inconsistent. Sure, sometimes you will just face Mecha'thun and lose because you don't run demonic project, but it doesn't happen often enough to make it a good card to run.
Also, I've been grinding pretty hard with a similar version of this deck since past week. Started at rank 8 and I'm currently rank 3.
I've been thinking about crafting this deck for a long time. (Not this deck in particular, but even warlock in general). I have all cards but Bloodreaver Gul'dan and the 2 Mountain Giants. I also don't have Mossy Horror, but I think I can replace it after the nerfs. A) Should I just craft this B) What to replace for Mossy Horror
A) Sure, if you like the deck.
B) Since Giggling Inventor got murdered, mossy might not be needed as much, so you can replace it with whatever you see as important. If you want more weapon removal, a second ooze isn't too bad. If you want a better Guldan, maybe add a second dread infernal. If you're still afraid of plague, then just craft a mossy horror.
I might run siphon or Black Knight over mossy now due to the giggling nerf, but if you are playing a lot of druids and Mossy is good into plagues then keep it.
I'm still running Mossy Horror because:
A) surprisingly as it is, some people are still running Giggling Inventor;
B) it's still good to deal with Spreading Plague;
C) you can make it a 2/7 taunt with Sunfury Protector.
Honestly, I have found that several people still run this card and since there is only 1 in the deck it is still good in the 3 things you mentioned. However, for part A, do you really see people still playing that card? I have seen it 1 time since the nerf and its because the person probably forgot to take it out XD. Also, mossy is good into pally and even shaman (which I think will rise in popularity with other decks being nerfed, but it depends on how much people switch back to druid), and still has uses against other decks too.
I have almost the same version but I've added Mecha'Thun, Bloodbloom, Emperor and Cataclysm. It does work but in Wild even with immense drawing power its still too slow. In standard it works good tho.
I run a similar list but with +1 doomsayer +1 Bonemare +1 Siphon Sould and -1 Swamp Ooze and -1 Spell Breaker -1 Shroom Brewer.
Thank you so much for putting a Guide out for this deck, I'm always recommending Even Warlock to newer players who want a strong ladder deck. This will really help those people out! Played a few games with the deck, check them out;
(Games start at 3:14)
You should play defile against shuder... Silence was ok, than hit grumble with gen and hit 6/6 with first spellbreaker... Others are with 3 health so you clear everything... First ofcourse you hit with 2/3...than put shroom on
Yo, Scavenging Ooze isn't a card...
Is stil strong after the nerf.
K
Dude, I call it the wrong this EVERY TIME. I don't know why I just do...