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[FULL GUIDE] Demonlock

  • Last updated Oct 25, 2020 (Scholomance Academy)
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Wild

  • 20 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Demonlock
  • Crafting Cost: 13320
  • Dust Needed: Loading Collection
  • Created: 10/16/2020 (Scholomance Academy)
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  • Total Deck Rating

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Introduction

Hi everyone! My name is GrandCorbeau, and I’m a French Hearthstone player. I have played, theorycrafted and tried a lot of variations of the Demonlock archetype, for a very long time (through multiple expansions, actually). And finally, with a lot of tweaks, trial and error, I managed to create a version with a very decent winrate, way higher than my previous demonlock decks! At first it started as a fun deck, but I’m so surprised with the success I had that I feel like I should share it.

Proof of WR : https://imgur.com/a/8Caz1kA

General Strategy

Demonlock is an archetype which plays control in the early-game, stabilizes in the mid-game, and then drops huge threats turn after turn in the late-game. That’s why we have early removals, heals, mid-game taunts, and big dudes.

Mulligan

Matchups

  • Demon hunter – very favorable

Soul DH is basically a free win, because they have a hard time dealing with your taunts (and we have a LOT). The Bone Wraith cards are a HUGE pain for them because of their health and reborn effect, and this card single handedly won me some games in this matchup.

Aggro DH is a bit harder, but as long as you have your removals, you should feel pretty safe. Dropping a Void Drinker 7-8 on turn 5 is game winning (even more on turn 4 when they ignore your Kanrethad Ebonlocke).

  • Druid – favorable

One rule, and one rule only: forget everything about the general rules of mulligan I told earlier, and hard mulligan for Dark Skies. It’s the only card you desperately want in your opening hand. While your opponent ramp like crazy, keep hero-powering. And when they drop Guardian Animals, playing Dark Skies will very often kill the 2 minions (wich are 4-5, 4-6 or 5-4), wich will slow them down a lot.

Other than that, know that they will have a hard time dealing with your big dudes. Use your removals like Brittlebone Destroyer only if you can push face a lot, or on an especially big buffed minion. Shadowflame + Void Drinker can clear a big board, and you have Keli’Dan the Breaker and 2 Twisting Nether to help you in this match-up.

  • Hunter – very favorable

The big surprise of this deck. Hunters were the Nemesis of my older versions, but that one deals with them pretty easily.

You want to use your removals in the early game (and don’t be shy of using them). And here’s the trick : when you will drop your taunts, hunters often will have secrets. Don’t attack. And don’t use spells either (Pressure Plate can be a problem).

They will drop their minions… and they will not attack with them, because they are waiting for you to bounce your Void Drinker or your Enhanced Dreadlord in your hand because of Freezing Trap. When you have big dudes in play, drop your Spirit Jailers and Shadowlight Scholars, wait, then attack with them to activate the secrets, and start punching face with your big minions (especially with the 5-5 lifesteal from Enhanced Dreadlords).

  • Mage – 50/50

Pretty much casino. Keep your Soul Shear and Dark Skies for early Astromancer Solarian, Lab Partner, or Azure Explorer. Other than that, play normally, drop your taunts, trade, be mana efficient, use your removals when necessary. Be aware of Devolving Missiles wich can mess with your Void Drinkers and Enhanced Dreadlords (or boost your Archwitch Willow and Soulciologist Malicia, they keep forgetting).

  • Paladin – favorable

Against Paladin, you want to use your single target removals for the 8-8 divine shield, and the minions with the +8+8 effect of Blessing of Authority. Try not to use them on smaller targets.

In the early game, remove their minions with cheap removals, and put your taunts in play. But don’t overdo it with too much big minions, because a Libram of Justice can be very bad. Trade as often as possible, so they can never attack with the minions they buff on their turn.

Try to keep your Twisting Nether for the turns after Lady Liadrin, when they replay their 8-8 divine shield (but at that point, you should be already pushing some damage face).

  • Priest – defavorable

Galakrond Priest is an insta-concede. Don’t waste 30 minutes of your time to die to your own minions.

Other priests are winnable, because of Jaraxxus, the ultimate anti-priest card. Play it as early as turn 9 (after a Plague of Death for example) if the board is safe. Then slap a 6-6 every turn, wait for them to run out of removal, and kill them with joy.

  • Rogue – slightly favorable

“Slightly” because of aggro rogue, wich can be tough if you don’t draw your heals and/or removals. The other rogues, who play Edwin VanCleef and Questing Adventurer, are much more winnable.

In either case, get your removals : against Rogue, School Spirits particularly shines, because a lot of their minions are low in life.

Prefer use School Spirits over Dark Skies when possible. Soul Shear and Shadowlight Scholar work wonders against early minions like Greyheart Sage, Ashtongue Slayer or Burrowing Scorpid.

Be aware of Blackjack Stunner and Sap (often discovered), and don’t hesitate to go face with your big minions.

  • Shaman

What is this class again?

  • Warlock – 50/50

I only saw Pain Warlock. Once again, try to have your removals for early minions, and control the board. You will prefer to play minions over clearing theirs (except Darkglare and Diseased Vulture). Go face whenever possible (say hi to Void Drinkers, they hate that card), and wait for them to kill themselves.

If they go wild with Diseased Vulture, it’s generally the point where you will struggle. Shadow Flame on one of your minions can save your life, but Dark Skies will often not be enough. This is one of the reasons why you should put minions in play over than clear, to have better trades.

  • Warrior – defavorable

The most difficult matchup. Not an insta-concede like Galakrond Priest, but it’s tough. Bomb Warrior is the only reason why Arch-Villain Rafaam is in the deck.

Mulligan for Spirit Jailers, Kanrethad and Void Drinkers. Try to always have another minion in play before dropping a Void Drinker or a big dude, because of Bladestorm. Destroy the Warrior armor early with cheap minions (don’t be afraid of playing Shadowlight Scholar on turn 3 when there are no Soul Fragments in your deck), so you can play a Void Drinker without getting it Shieldslamed (unless they have a Shield Block of course).

Try to close the game as early as possible, before dying from bombs. Don’t use hero-power after the early-game. Use Jaraxxus in case of emergency for desperate healing. Play Rafaam to counter bombs, and transform a painfull ticking clock in a clown fiesta.

Card choices

My favorite part! Because of how much variations of this deck I tried.

Spirit Jailer (Key): You may find this first choice pretty odd considering there is Archwitch Willow in this list. But the possibility of putting Soul Fragments in your deck without having to use a removal is just too good. Spirit Jailers are nice one drops, and they can trade early against aggro. Play them before playing Archwitch Willow, and you will be safe most of the time.

Kanrethad Ebonlocke (Replaceable): It’s a good 2 drop with decent stats, and it can give you a very powerful board swing in late-game against control. You may think it’s anti-synergy with Archwitch Willow, and you’ll be kinda true, but turns out a 7-6 for free on the board puts some pressure into play. It can offer you the possibility of playing a Void Drinker on turn 4, or Jaraxxus on turn 10 with an immediate 6-6, wich is better in terms of tempo.

Soul Shear (Key): Is Frost Bolt good? Yes, and so is Soul Shear. It’s a nice removal, cheap, and it puts Soul Fragments in the deck.

Dark Skies (Key): The best AoE of the Warlock class. Premium anti-aggro, and single target removal if there is nothing else on the board.

School Spirits (Key): Part of the Soul Fragment package, plus another cheap AoE to play against aggro.

Shadowlight Scholar (Key): It’s a very nice tool in this deck, and I find it often undervalued. It’s a removal, plus a body. You can play it too just as a 3-4 on turn 3, and it will offer you some trades. It’s fits the curve of the deck pretty nicely, and playing it feels amazing.

Brittlebone Destroyer (Key): Single target removal, kinda cheap, with a body. Very good against Paladin and Druid, plus you can get lucky and top-deck a Soul Fragment or an Aranasi Broodmother, wich makes it active. When you are comfortable with your life, play it other Keli’dan to have the card draw effect of your hero power in top of the removal.

Bone Wraith (Replaceable): The only “real” 4 drop of the deck (because Brittlebone is more likely to be played at list on turn 6). A very nice body against a wide board of small minions, and a 5-life taunt with reborn. It takes at list 2 attacks to pass through, and it sucks sooo much damage of classes with weapons, like Hunters and DH. I don’t find it in a lot of lists, but I love his addition.

Shadowflame (Replaceable): We have a lot of high attacks minions in the deck, and you will use it to find lethal most of the time. It combines very well with the 6-6s of Jaraxxus, or with the Void Drinkers, which can trade and THEN be used to wipe the enemy board (and not affect yours).

Void Drinker (Key) : Premium anti-aggro, and a lot of pressure. I personally never use them as 4-5, so always try to have them as 7-8. It’s a demon, wich synergize with Prime and Willow. And when a Rogue, a Paladin, a DH or a Hunter have to punch it with his face to pass through, the amount of damages they take can be decisive in your favor.

Aranasi Broodmother (Key): This deck needs heals, so here they are. It’s a 6 drop with taunt, and it can be summoned by Archwhitch Willow and resurrected by the Prime.

Khartut Defender (Replaceable): It’s either Khartut or Abyssal Summoner. Khartut is more defensive, and provides some much needed healing. Only one copy though, ‘cause it’s very slow. Trade with it to kill it on your turn, wich activate Brittlebone Destroyers.

Keli'dan the Breaker (Replaceable): A good single target removable, and sometimes an insane board clear. Topdecking it against a wide Diseased Vulture, Ysera, Unleashed or just big enemy board is a nut draw which can single handedly win you a game.

Arch-Villain Rafaam (Replaceable): I faced a lot of bomb warriors, so I put Rafaam in there, replacing a Siphon Soul. It’s a tech card, totally optional.

Soulciologist Malicia (Replaceable): We have a lot of Soul Fragments in this deck, so it’s a very good board clear and/or a very menacing board presence. Most of the time, you will play it to have 4 souls 3-3 with rush, or at least 3.

Archwitch Willow (Replaceable): A huge swing turn when played correctly. Time it nicely, be aware of the demons you draw (especially the Spirit Jailers), and don’t risk it if there is a chance that not putting the demon you want in play can directly kill you. For example, if you have an Enhanced Dreadlord and a Jaraxxus in hand, trust we, it will put the 3-15 instead of the taunt. Don’t play it against Priest, because Jaraxxus is your win condition.

Enhanced Dreadlord (Key): A big fat demon, the essence of this deck. Very annoying for your opponent to deal with. It resurrects as a 5-5 lifesteal, wich can provide you lethal after an enemy AoE, or a huge life gain (wich is also an enabler for Brittlebone).

Twisting Nether (Key): One copy to feel safe, 2 to be sure. It’s the last option you have when you are behind and when your opponent has too much pressure in play. Killing everything and dropping a 6-6 with Jaraxxus is nice.

Lord Jaraxxus (Replaceable): The anti-priest card. Plus a big life gain against Hunters especially, when you have taunts and they are slowly killing you with their hero power. Sometimes it can be good against Paladin when you are already controlling their board: Jaraxxus will keep it that way.

Card replacements

First of all, why Soul Package over Dragon Package? Dragons are a common choice in this kind of deck, but the lists I tried did not work so well. There are usually not enough dragons in your Big Demons deck to have them active consistently. Nether Breath is cool and all, but without Mo'arg Artificer, it’s not enough.

On the other hand, the Soul Package is much more consistent. You have the healing that Nether Breath could have provided you, and the activators are just so good. In fact, even decks with the Dragon package tend to play Soul Shear and sometimes School Spirits, so they are already playing some cards of the Soul Package.

Supreme Archaeology + Plot Twist: Some versions of Demonlock exist with Supreme Archaeology, and I felt pretty “meh” with their results. I found them too slow and mana expensive, and drawing Soul Fragments with your upgraded hero power feels pretty bad. Not having a guaranteed activator for Brittelbone Destroyers can be annoying too.

Felosophy: Too greedy in my opinion. It’s very difficult to activate the Outcast effect in a deck where most of the cards are expensive.

Demonic Studies: Tried it, hated it. Put it in your deck to see your winrate fall in the abyss. It’s anti-synergy with Willow, with Prime, and most demons aren’t even good. The 1 mana cost reduction of your demons is not significative enough to justify putting this card in the deck.

• 2 Unstable Felbolt + 1 or 2 Mortal Coil: Put them in there if you face a lot of aggro, but be aware that this list is already kinda anti-aggro oriented.

Animated Broomstick: I tried this one on several occasions,  and I found its results kinda average. Often you're one mana shy of playing it with another minion, and Broomstick for just one feels a bit bad. On the other hand, playing it on a Archwitch Willow or Primus Kanrethad turn feels amazing.

Acidic Swamp Ooze: put that in the deck if you face a lot of Warriors and Paladin.

Sense Demons: It can give some healing with the Aranasi Broodmother, and draw you your Big Demons… but you want to have some demons in your deck for Willow. Not necessary in my opinion. 

Abyssal Summoner: I tried this card a lot, with and without Khartut. Its results were pretty average, not insane. It often gives you a 8-8 taunt on turn 6, but it’s very slow, clunky in your hand, and the big taunt is too easy to remove by that turn. The other big bodies of the deck are just better, and having this one is a bit overkill.

Siphon Soul: In this deck, I was running Siphon Soul before Rafaam, wich is very good against Paladin. Plus, it’s the only “immediate” heal you can control in this deck, because the others are situational (like Khartut with his deathrattle, or the 5-5 lifesteal which have to be in play) or top-deck dependents.

Flesh Giant: I would have put these in the deck if I had the place for it. It felt good when I played it, but it’s more of an anti-control tool, too slow against aggro. Flesh giant for 2-3 mana + Shadowflame is good, and so is the free 8-8 body. But it will be a dead card in your hand until turn 7-8 on average.

Sathrovarr: It’s a nice combo to have with Kanrethad Prime, in replacement of Archwitch Willow (2 mana Kanrethad + 8 mana discounted Sathrovarr). It will put more versions of Prime in your deck, and the option to kill your opponent with multiple waves of big demons. If find it too slow and greedy, especially in this meta, but you can try it out.

If I would recommend some cards to try for yourself, there would be Animated Broomstick, Acidic Swamp Ooze, Siphon Soul and Flesh Giant

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 I hope you enjoyed this deck and the guide. if you have any questions or have a suggestion please comment below, I will respond to all comments!