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Control Warlock D5-Legend 79% WR

  • Last updated Apr 19, 2021 (Forged in the Barrens)
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Wild

  • 15 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Corrupted Warlock
  • Crafting Cost: 14220
  • Dust Needed: Loading Collection
  • Created: 4/17/2021 (Forged in the Barrens)
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I've been playing this the past couple days going from Diamond 5 to Legend pretty easily. 

Updated to include going 12-4 since hitting legend. Started to add some mulligan and matchup guide information. 

Here is a breakdown of my matchups and results. With most matchups the key is the first 3 or 4 turns. If you can manage their minions and avoid face damage you are going to be in pretty good shape. After that you have things like cascading disaster and siphon soul to remove bigger minions, can play soulciologist to corrupt Tickitus and clear the board, and make good use of heals. Make sure to efficiently use removals, for example if you can clear the board with hysteria use that rather than blowing one of your twisting nethers. Be mindful of how long the game will last, against fast decks you can blow through cards faster and still outlast them but slower decks you will go to fatigue and you want them to run out first. 

Hunter 10-3 : I saw a ton of them before hitting legend but only one since. They are all face hunters. Want to mulligan for early removal so any 2 cost spells, hysteria and school spirits are good turn 3 plays, and a 1 cost minion for turn one especially if you don't have the coin. The key is not letting them get any face damage with minions. Use heals effectively and don't use hero power more than a couple times. Be very careful at turn 5 or after not to play any small minions, they will use rhino to get several face damage. You can play your removals aggressively as they will run out of cards in hand mid game and just surrender. Playing Tickitus is not very important in this match up. 

Paladin 8-2 : this has been most common match up since hitting legend. Their decks are pure paladin/secret/libram variations. They always have a 1 drop minion and usually will buff on turn 2 so having a 2 mana spell to remove is useful. Again hysteria and school spirits are good keeps. Biggest thing to work around are the two oh my yogg's they will play. If you have coin don't use it no matter what until you think the secret is in play and use it to burn one of them. The only way I lost to this deck is if I didn't have enough early removal and they swarmed the deck with buffed minions. Otherwise easy to outlast and if you can get Tickitus off all the better. 

Demon Hunter 3-2 : don't see many but have seen OTK and mid-range decks. If you know it's OTK then Tickitus is really good. Otherwise, like with other decks prioritize early removal tools and not letting him get to face with minions. They can deliver a huge single turn hit with weapon buffs and their 8 cost rush minion so have to keep health high late game. 

Rogue 3-1 : haven't seen any since legend. 

Priest 3-0 : even before the nerfs priest was the easiest to beat imo. They start slow giving you plenty of time to prepare and even a bad mulligan can be made up for. Focus on removing their card generating minions quickly. I would probably keep Tickitus in the mulligan and the game will go to fatigue and you won't need as much early removal. 

Warlock 2-1 : I feel like warlock is always a matter of who gets luckier with Tickitus. Want to keep him and try to get him off twice to get an edge. Otherwise be thoughtful with removals, don't overplay them as it will be a long game. If you are playing the deck with Neeru Fireblade save your school spirits for the end as it buys you 2 rounds of board clears, plus two more if you save twisting nether. 

Warrior 3-1 : This deck has been pretty easy to beat. All have been the rush minions deck. They do a lot of buffing and synergies with the legendaries, but you have many removal tools that negate this. Mulligan for the usual early removal tools, try to get cascading disaster buffed before using so it can destroy multiple big buffed minions. Be careful using hysteria when some of the legendaries are in play that have effects that trigger when a minion attacks or this will just buff them more. Getting off Tickitus is useful in this match up but prioritize removing those big minions. 

 Mage 2-1 : don't need as much early removal since they have no minions except what spells generate. Nice to get off Tickitus here. Not that hard to beat but sometimes you get unlucky and they just get crazy combos from deck of lunacy. 

Druid 2-0

Shaman 0-1

A couple cards that were the last to be subbed in that would be my first to sub out:

Acidic Ooze - I put this in pre-nerf because I saw a lot of weapon rogues. Now I don't find I need it much but a lot of the decks do run a weapon so it has some benefit. 

Ogremancer - pre-nerf I was running Envoy Rustwix which was nice against slower decks, but most of what I see now are rush and mid-range so I find the ogremancer more useful.