Tick Tech
- Last updated Sep 26, 2021 (Demon Seed Ban)
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Wild
- 15 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Corrupted Warlock
- Crafting Cost: 17220
- Dust Needed: Loading Collection
- Created: 4/3/2021 (Forged in the Barrens)

- PowerOfCheez
- Registered User
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- 14
- 55
- 97
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Battle Tag:
PowerOfCheez#1873
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Region:
US
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Total Deck Rating
226
Bottom Line Up Front, or TLDR, is this deck good or just 'fun' ? (revised for Tick Tech on 4/26):
Tick Tech is competitive. Control Warlock decks rarely do well against aggro, but the shell this based on is competitive across all classes, with exception of Warlock itself, and my changes attempt to resolve that.
The question I asked that led to this build was "How can I improve the competitiveness of a Tickatus Control deck across all classes?" The goal is to be even or better odds vs. all classes, not necessarily the best overall win rate. However, achieving this (or even just vs 8-9 of the 10 classes) would make for a far more even and likely enjoyable piloting experience.
This build has a nearly full heal/removal package (missing only Armor Vendors). It also features singletons of several tech cards, which together, give tools to deal with almost anything an opponent can throw at you, except secrets, which require the usual tactics to test and play around.
Will update this periodically as the meta continues to shift and players of the list continue to improve their experience and win rates with it. Would love to hear player's good war stories in the comments!
Prefer Wild? Check this out:
Guide and article here.
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Minion (24)
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Ability (5)
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Playable Hero (1) |
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Behold the PowerOfCheez! This is my latest take on Tickatus Control. Tickatus builds that keep you in the game early give you a chance in most matchups (dominating Priest). Tickatus is one of the few reliable cards against other control decks, especially those which rely too heavily on C'Thun, the Shattered.
This list has the usual win conditions (Tickatus, Y'Shaarj, the Defiler, Envoy Rustwix, and minions in general). Games against control decks often go to fatigue.
Tech choices and play tips:
This is a card many Tickatus Control lists leave out. I found the mirrors (and to a lesser degree, games vs. other class' control builds) really need it to win in the late game.
In matchups against Warlock and Priest, it is really important not to play this too early. The three Primes you get into your deck against Warlock will become either bricks that slow you getting to other key cards or become food for the enemy Tickatus, which is only good situationally.
Against Priest, you can play him early, but have to kill him the turn played, or they can Soul Mirror it and you lose the edge it provides, and worse, they can then rez him back to out-edge you. A frequent play of mine is to play him then Hysteria an opponent's minion to clear the board, load my deck, and often, use two remaining mana for Lord Jaraxxus' hero power.
Ironbeak Owl is in this list in place of the second Acidic Swamp Ooze, so, if you do not like it, that would be the card to sub in for it. The owl gives you a key tool against enchantments (Paladin, Priest and sometimes Warrior and Hunter), Taunts, Deathrattles (like opponent's Taelan Fordrings used in several classes to protect a win con from Tickatus), and end of turn effects, etc.
Helps against the several classes which run weapons... Hunter, Demon Hunter, Paladin, Rogue, Warrior and Warlock all run them. I have seen Mage and Priest running Sphere of Sapience occasionally, also. Have even had occasion to use this against a Priest who got a copy of my Lord Jaraxxus.
Shadow Hunter Vol'jin is tech similar to the Ironbeak Owl, but with the added twist of being able to bounce your own cards situationally, when your hand is right. Can enable a third Tickatus play via bouncing him, or a second Y'Shaarj, the Defiler. Edge cases, but still valuable.
More commonly, its important use is for its Dirty Rat effect, which can force important cards out of your opponent's hand before they get to play them for their Battlecry. This can be crucial, as their hand is the only place safe from Tickatus, and this list has tons of removal and life gain to let you take it out soon after.
Soul Shear and Drain Soul
This builds run both. Soul Shear can net you one additional life over the course of a game (if you don't burn a Soul Fragment than Drain Soul. The price is that the gain is later, and random; that is actually a good thing if you are at full life when you cast it, as you store the gain for when you aren't (hopefully).
Soul Fragments also dilute your deck against an enemy Tickatus, so you usually want to prioritize playing them in the mirror, especially as they approach the ability to play any card that costs 7+.
Note, in some matchups, and when I have a well curved hand with Spirit Jailer and/or either/both of these two removal cards, I often elect to use The Coin to hero power on turn one. It is important to get to the win cons, and because we do not want Soul Fragments or Lifesteal to be wasted, taking two damage and drawing on turn one can be a good move with this list, as long as you can remove an enemy drop on turn 2 (and, if you do not have to, even better to draw again).
Mulligan Guide (in development)
In general, you really want the affordable stuff first, and, in non-aggro matchups, Tickatus (best if you have some other early plays with it, but a keep against the mirror always, as may be Lord Jaraxxus). Taelon Fordring can be a good keep if you have 2-3 other early plays.
Will try to get some matchup specific stuff in here if stats become available.
Baseline Matchup Stats (from usual Control Warlock shell)
Here is a free external link to the HSReplay matchup percentages for an established list that much of the card shell comes from (a high win rate Standard Control Warlock build).
The link in this spoiler (to the deck the shell comes from) should provide more useful baseline data to analyze likely win rates (approximately) against specific deck archetypes. To get archetype specific matchup %s for Tick Tech will require many more games before we get that variety of info.
Would love to field any questions, hear your suggestions or comments. Until next time, (in a James Earl Jones voiceover) "Aaaah, the PowerOfCheez!"
Appendix Spoilers (Deeper Dive stuff, not needed to play):
How do I approach deck building and guide creation?
I always start a new deck with a question and try to answer it. 1.0/2.0 asked and attempted to answer "How do I build and play to most consistently maximize accelerating a Corrupt Tickatus into play?" While those were failures at being competitive, they taught me which cards were really best to achieve improvement toward that goal, and which were too marginal.
It is not always the success of the deck you build (to start) that is as important as what is learned by how you answer whatever question(s) you ask, and how the process informs your future play and build refinements, to improve both. 1.0/2.0 were great examples of taking what is learned from failure to move toward success.
This process has been evident in writing here. Given several positive comments about the quality of the guide (if not the 1.0 and 2.0 decks, lol), I felt like the early effort was rewarded enough to continue the work. I hope the rewards are enhanced now that I have applied the best of what was learned from 1.0 and 2.0 failures and successes to a refined 3.0 build.
This approach drives my building, play choices, and guide writing, not always what will get me to Legend fastest. Experienced players already know most (and more) of this stuff, but illustrating this creative deck building process may help newer or more casual players with how they think when playing other lists or building their own.
I am experienced (over 10,000 wins on the North American server alone, more on the other two), and the 1.0 and 2.0 decks taught me several things, especially about an odd interaction I describe in the guide (which I still have some questions about). 3.0 attempts to harvest just the essential core parts of ramping Tickatus out and slowing the opponent, while reclaiming much of the sustainment of the more standard Control Warlock build.
This is the evolution of how/why I put effort into a guide for a what started as a 'fun' experimental deck, but continued working with it to see if it can become competitive. I thank you if you do read it (or re-read it with the extensive changes), maybe play with the latest version and comment with this context (and thoughts about the post-nerf meta that may impact a 4.0) in mind.
Until then, if you read the guide, hope to see you in the comments!
List Development History:
After a brief experiment with Southsea Scoundrel, reverting to a teched version of the more established proven list. Tech cards in this build give you some answers against almost every threat. Aggro will still be our worst enemy, but the deck does have removal and life gain enough to bring the odds to a little better than even, something a lot of Ticklock decks can not say.
Adding a recent summary of the stats with (3.0) Claws of Tickatus here now that I am trying out 4.0 to try something new. The stats at 2300 games follow:
In 3.0 (Claws of Tickatus) I targeted a 54% overall win rate. As various meta shifts occurred and people learned the deck, it did rise to a 54.95 win rate (4/19) but fell back to 51.42% on 4/20 and has a lifetime 50.5% win rate at 2300 games. It murdered Priest (83.2%) as Control Warlock tends to. Great against Warrior (68.1%). It did very well in the near mirrors against Warlock (58.9%, or 56.4% vs the most played build) as its tech would be expected to give it an advantage there. It broke even against No Minion Mage (51.6%) though was only 47.8% vs. Mage overall. It was sub-par against Paladin (44%), Rogue (43.3%), Shaman (41.8%) and Demon Hunter (40.4%). Hunter (29.7%, as low as 19% vs. some builds) absolutely destroyed Claws of Tickatus.
The rest of the below was written before Southsea Scoundrel Tickatus (4.0) was posted.
List History: Posted the alpha version of this deck at mid-Gold near the end of a fun run with it from Bronze 10 to Gold 2 over two days. Never dreamed it would make front page at that stage, while the deck was still in its experimental genesis stages (Thank you, mates!). Once it was getting tons of views, added full transparency up front (as stated many times in comments and once near the end of the guide), 1.0/2.0 was NOT a competitive deck in the current meta above Gold. The intent was to continue work to refine it and update this along the way.
I finally saw some stats (renewed my stat tracker), and 1.0 was only about 42% win rate (33 vs. Lunacy mage) in @550 games. Made a few changes, and 2.0 gained a point or two, but still abysmal. So I had posted that, until the nerf, play 2.0 only in Bronze thru mid-Gold, in casual or at rank floors after Gold 5 and that I would re-evaluate after the nerfs and keep refining the deck.
I decided not to waste this space on Hearthpwn for that long and to improve this from 'fun' to competitive before the nerf. I did the stat research and after looking at the data (which I had NOT, initially), made extensive changes for 3.0. This list reverts very closely to the standard Control Warlock shell that features Soulciologist Malicia and her support, with only minimal and targeted changes (four cards required to accelerate playing Corrupt Tickatus and two to slow the opponent).
Gone are the wide range of experimental cards which proved marginal or worse at fulfilling the intent of the experiments (see next spoiler). The greed has been greatly reduced, the goal, focused in on. This deck plays much better.
Most recently, Watch Post Tickatus was renamed Claws of Tickatus, shifting the emphasis to the Claw Machines, and in anticipation that the big nerf of Far Watch Post will cause it to need replaced. Personally, I think a better nerf would have been to have it only increase the cost of spells drawn by 1, instead of all draws by 1, as lowering its health to 3 just completely thwarts any cumulative effect by making it so easy to kill. Restricting it to spells would have weakened it a LOT against most aggro, but left it as a good tech card against spell heavy decks.
Haha is this some inside joke I’m not aware of? This deck is dead by turn 6 by almost everything. Hot garbage.
This deck should be illegal. (Compliment, i love it)
Thank you! I still play this a LOT, with basically no changes, though that may change with Stormwind about to drop. Just now getting a chance to look at spoilers, so, have not thought about that much yet. Last set did not really give this any new tools.
Hey, I’m still using this deck and still winning at ease, I was wondering if with the new mini-set, you’ll update it ?
Thank you
Hey, Frankless! Thanks for the question! Honestly, I had shifted to another deck for a bit after a frustrating finish at Diamond 2 last month, lol (still seeking first ever Legend). But your question has renewed my curiosity, so, I will play with it again and see if any of the new ones jump out at me as useful (even though the Warlock additions seem kinda meh... maybe the neutrals will appeal). More later. Question back atcha: are you playing the current list straight up, and if not, what subs are you using?
I tried different warlock deck, but I came back to yours, it’s a real Swiss knife to deal with the different other deck.
i saw something with Kanrethad and the stealer of souls, I assume it could lead to an earlier Tick.
I’m playing the current list no modification for the past season
Same here, still! Will see if Stormwind brings any new tools. I have been playing a version of this in Wild a lot, too.
You completely changed the deck, what happened?
Yeah, I was fooling around with another experiment. Just reverted the deck to a more standard build with tech. This one is not so experimental, and plays solid for me.
You asked for feedback since the update (nerf to the Far Watch Post). It has been difficult, lots of aggro on the field with Hunters, Demon Hunters, and Rogues. I've swapped out a few cards for life gain, like Alexstrasza the Life-Binder and Death's Head Cultist, but It is still difficult to deal with; sometimes these DH's have been able to swing for almost 20 dmg out of no where: feels bad.
Here's what I've done:
-2 Hysteria +2 Drain Soul
-1 Envoy Rustwix +2 Death's Head Cultist
-1 Strongman +1 Alexstrasza the Life-Binder
-1 Twisting Nether
My experience with the changes so far: Envoy Rustwix just didn't seem necessary as a wincon with all the aggro going around. Tickatus and Lord Jaraxxus seem sufficient. I share your opinion from your guide concerning Drain Soul, not sure that was a correct inclusion yet. The Soul Fragment mechanic against these aggro decks feels very 'hit or miss', and specifically Luckysoul Hoarder feels like a below average choice early and late game. Not sure what to do with it though as it fits the deck's Soul Fragment slot. Last observation is that the deck seems to 'come online'/stabilize around turns 5 or 6 with removal like Cascading Disaster and Tamsin Roame combos. Before these key turns it is a substantial struggle.
Any ideas?
Thank you very, very much Radar for the thoughtful comment. We need a good *MASH* unit as the meta is rough with the aggro swarm right now. Always a warlock foil, the currently posted build actually improves win %s against other control decks, including the semi-mirror, BUT they are almost nowhere to be found so the aggro drag on our win % down to just under 50% overall feels bad, even though its disclosed, and expected.
I really like your list removals. Hysteria is the lowest win rate card in the deck, which has to be almost certainly because of the meta. Creatures with low health do not kill much when it is cast.
Envoy Rustwix is also underperforming because of the speed of the meta... if you cast him as early as you sometimes must, he's still not much help and can brick your hand. Current winning Control Warlock lista on HSReplay often cuts him, but add 1 Siphon Soul, or Void Drinker. Some lists sub in Alexstrasza the Life-Binder, for 1 Twisting Nether. SO, I think you are onto something.
I also agree that Luckysoul Hoarder feels really weak (at least uncorrupted) and the meta is not really letting us use our power to trigger fragments enough, less due to their hit or miss nature (true) than because of tempo loss. As a result, I am occasionally looking at Soulciologist Malicia in hand with more Souls available than there are slots on the board. I think we can safely cut one pair of fragment generators. If replacing a 3/4 with another 3/4 it has to be better, consistently. Sunwell Initiate comes to mind, but I tried it last night and kept running into poison minions. Maybe back to those?
I need to play more to give you good answers and had to do taxes tonight, so may have to get back to you...Even with all our removal, we need more answers. Hog Rancher is great stats for the mana, with a Rush component, I may try it next. Let me try some stuff, you try some stuff, and lets compare notes soon.
Tried this deck for more than 100 games, this deck loses to ANY hunter(Rhino crush your face), ANY demon hunter(inquisitor crush your face), ANY Shaman(Doomhammer crush your face), ANY Rogue(Tones of ways to crush your face). 50/50 against mage, 50/50 against Paladin.
an unplayable deck at this meta. End of story.
im gonna play this deck so i can make more people angry
That's the spirit! The list as is took a pretty big win% hit today, dropping sharply. Haven't broken it down yet, but would guess the nerfs hurt more than they helped, especially if the meta is even more aggro now. Been too busy to play or dig into research today, and might not much before the weekend. So, let us know how your experience pans out!
Okay, it's time for me to leave my comment and my contribution. First of all I would like to thank PowerOfCheez for the commitment and affection dedicated to this post, we need a lot more of that in the community.
Since the update I have been trying a lot of options and variants of Warlock to play, and I was feeling pretty frustrated with the game these days because it was almost impossible to move up the rank with this meta full of mages and paladins.
Until you published this post. I saw him on the first day and came up with all the revisions made and it is amazing how a few changes and small details ended up making all the difference in my matches. (Like Claw Machine... I'm love with it)
I just made one change on this final deck. In place of 2x Spirit Jailer I put 2x Horde Operative and that made a huge difference in my battles making the matches against paladins much more fair and easy to win, and also against the mages.
The soul fragments you end up losing by removing Spirit Jailer from the deck end up not being much needed, and in this meta of secrets the Horde Operative ends up having a lot of value, several times I end up copying 3x secrets of a paladin, for only 03 mana, which is a very high value and often ends up turning the tide. It's hilarious to see them having to deal with 3 secrets of their own. In addition, Horde Operative lets you know what secrets your opponent has put in, making it way more easier to deal with.
In the end, if I need more soul fragments I just need to duplicate one of my spells using Tamsin Roame
Dom, I thank you so much for that great comment. Love a good idea, and I will gladly pop the cork on a bottle of virtual bubbly to the suggestion of Horde Operative!
Question for you (and others), now that we have the nerf of Far Watch Post to a 2/3 going live later today, do you think they are still viable enough to keep, and if not, would the Horde Operatives be better subbed in for the Far Watch Posts?
I have added a post-nerf spoiler, and didn't have much better to list as options than keeping Far Watch Post, reverting to Drain Soul or Armor Vendor, or skilling it up with Cult Neophyte. Wondering if Horde Operatives fit on the replacement list, or if it is a lot better for Spirit Jailer?
If subbing them for Spirit Jailers, what is your preferred answer to the post-nerf question on whether Far Watch Post stays or gets subbed with something, and what?
Well ... Now that you said I thought about it ...
I saw your post-nerf spoiler, and I believe that at the beginning I will continue with the Far Watch Post. I can't say if meta will change a lot, not least because I don't believe that the problem with the mages is really the Deck of Lunacy card, but other cards that weren't nerfed like Refreshing Spring Water and so on.
Taking this, Far Watch Post proved to be a great tool in favor of Warlocks because the increased cost to the opponent that it generates makes it easier to reach the late game, which is where we win.
However, in case he really becomes expendable due to the nerf, I believe that I would replace him perhaps with Spirit Jailer again or even Drain Soul ... I also considered the possibility of using Acidic Swamp Ooze, which would allow better reactions against paladins and others like Shaman or even Rogue.
I don't know, but I feel that it's not just the effect of the card (in the case of the Far Watch Post), but also the presence in the field at the beginning of the game that makes the difference, having a body on the board to pressure the opponent and force him to not focusing on your face but on the minion helps a lot.
i did one operative and a scorpid(discoverpoison)
polkelt and broom are godly in this deck
I was thinking about Acidic Swamp Ooze myself... Obvs rogue, hunter, pally and even warrior (when you see them) but also Jaraxxus, Eragon Lord of the Burning Legion! Or however that goes, lol.
Oozes are great when they hit, but sad if you try to hold them for that unsuccessfully or play them on curve out of necessity only to have something self-sharpening loaded soon after, lol.
I will definitely try the Horde Operatives and may even try the Oozes. I'll let you know!