[LEGEND] Wild Darkglare Warlock
- Last updated Aug 16, 2021 (United in Stormwind)
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Wild
- 19 Minions
- 11 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Pain Warlock
- Crafting Cost: 6680
- Dust Needed: Loading Collection
- Created: 3/30/2021 (Forged in the Barrens)
- ScarletHS
- Registered User
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- 8
- 20
- 62
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
78
THIS DECK HAS BEEN NERFED. (TWICE NOW)
See the End!
With a new era of Hearthstone underway, and a large number of nerf reversions, this game feels practically brand new. Obviously, it isn't, but that didn't stop me from slotting in a reverted card into this Wild deck. For March, 2021, Season 84, I hit LEGEND with this Darkglare Warlock list. I had a record of 33-18 at a roughly 65% winrate going into this rank and a fun time with this deck.
My Match-up Stats
Demon Hunter 2-2
Druid 2-2
Hunter 2-2
Mage 8-6
Paladin 1-0
Priest 6-3
Shaman 3-0
Rogue 3-2
Warlock 4-1
Warrior 1-0
Overall Game Plan
This deck can be very overwhelming to learn, let alone play, especially with such an janky-looking list. Like previous iterations of Painlock decks, however, this deck aims to utilize self-damage to accelerate a strategy. This deck creates many advantageous situations allowing Darkglare to do what all Wild Decks do: Mana Cheat. We can 'storm' off with Darkglare, gaining mana with Raise Dead and Tour Guide and make our Kobold Librarian cards free draw. We can cycle through our deck with Kobold Librarian, Tour Guide, and Backfire. What we aim to do is fill the board with our cheap minions, 'storm' off with our Darkglare, and/or push out Flesh Giant and Molten Giant cards by hitting our hero so much. We also have burst to enable a finishing blow if necessary. Overwhelming our opponent early or getting a large amount of burst off at the end is key to winning many games with this deck.
Mulligans
In general, we're looking for Darkglare, Kobold Librarian, Tour Guide and Raise Dead. On The Coin I think we should aim to keep Backfire as well.
Specific Mulligans
Against other potentially aggressive decks I also kept Lesser Amethyst Spellstone, Spirit Bomb, and Drain Soul. We have enough self-damaging effects to make our Lesser Amethyst Spellstone cards upgrade. Moreover, the healing is crucial at times. We also need to keep our general mulligan cards too to maintain board.
Animated Broomstick is great against other board-based match-ups. Rush on large minions and free minions makes for a very efficient board swing. If you can combo this with cheap minions and Raise Dead with Darkglare, feel free to keep it around.
Only keep Emerald Reaver if you can combo it early on turn 2 (with The Coin) or turn 3 with Darkglare.
Card Substitutions
- Emerald Reaver may be subbed out for Flame Imp or Crystallizer, though these are not going to be perfect. Flame Imp may make it a tad more difficult to manage your health and Crystallizer might make Flesh Giant harder to cheat out.
- You may replace Arcane Golem with Wolfrider. This, however, may not make a huge difference, as Arcane Golem is usually used to finish the game anyways.
Tech Cards
- You can slot in a Revenant Rascal or two if you are encountering many Priests and Combo Druids. You could swap out Drain Soul and a Lesser Amethyst Spellstone for this Tech inclusion.
Burst Damage
With the multitude of scenarios we can wind up in, especially in the late game, we may need to burst down our opponents to win the game. Two copies of Power Overwhelming and a single Arcane Golem can get us the win with upwards of 12 damage including a Pen Flinger or two. On top of this, we also have Zephrys the Great, who can give us things like Windfury, Bloodlust, or Fireball to win after we've drawn so many cards. I guess it is also worth mentioning that Emerald Reaver is technically burst too, but it most likely will never get the job done that late in the game.
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