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D10-Legend 70% WR - META BREAKER CONTROL -

  • Last updated Apr 21, 2021 (Forged in the Barrens)
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Wild

  • 17 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Corrupted Warlock
  • Crafting Cost: 13200
  • Dust Needed: Loading Collection
  • Created: 4/21/2021 (Forged in the Barrens)
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  • Region:

    US

  • Total Deck Rating

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Hi, I’m Dom and today I’m going to share my final version of my control deck with Warlock lovers. Since the update I have been testing different types of combinations and studying each possibility to make the deck control a little more competitive, and I believe I found in this combination what I was looking for, managing to climb from the Diamond 10 rank to the Legend.

Well, this deck is very simple and there are not so many differences compared to other control decks that you will see out there, but the few differences that exist have made a LOT of difference between increasing rank or not, allowing me to win some games that were difficult before, even slightly easier, such as playing against secret paladins and even against the terrible face hunters who have infested the current meta.

About the overall deck strategy:

Nothing very new here for those who are already used to playing with warlock.
The deck consists of having a lot of removal cards and at the same time seeks to make the most of the Soul Fragments that will be generated, managing to generate enough healing in the mid-late game and keeping you alive long enough for you to destroy your opponent with your Win Conditions Many times I found myself with 10 or more soul fragments in a match, guaranteeing my survival even against another Tickatus that end up burning more soul fragments than really important cards.

Cards added to this deck:

• Horde Operative

In this Metagame full of secrets, this card proved to be very valuable, helping me to win many games and making some others much easier, for example against Paladins, Mages and Face Hunters.

If you manage to keep it in Mulligan against a paladin for example, it is almost certain that in turn 3 or 4 you will be able to copy at least 03 secrets from your opponent, which is a lot of value for a 3 card cost. In addition, it allows you to know which enemy secrets are on board, making it much easier to deal with them. Not to mention the fact that paladin secrets are great against themselves.

 

Against Mages, copying Counterspell and other secrets is very useful, and can help you to get over difficult matches.

 

Against Face Hunter is a very valuable card, making it possible to copy the two secrets created by Rinling's Rifle, which are usually Explosive Trap or Freezing Trap, great against the cards he himself will have on the board, like a buffed beast that can be picked up by Freezing Trap. Another secret that is common to copy against hunters is Pack Tactics, which can be very useful when activated by copying a Death's Head Cultist thus creating one more taunt and 4 more healing

• Death's Head Cultist

An excellent card of cost 03, with good stats 2/4 which makes it not so easily removable by cheap spells, allowing a better early game defense against Face Hunters, Paladins and even other classes like Warrior, Rogue, Demon Hunter and etc.
In addition to being a great Taunt with a cost of 3, it allows for more field presence, requires the opponent to spend a few mana points or even a few minions to destroy him (instead of focusing on your face) and also grants 4 healing which it is very significant against aggro.

• Void Drinker

In order to make better use of Soul Fragments and at the same time be better prepared for the current metagame, I believe that Void Drinker has become a better option in place of Strongman. Although Strongman is a great card, it is at least playable in turn 7 (if you don't want to corrupt it), putting on the field only 6/6.


Although in this metagame full of paladins and face hunter, having a taunt with 7/8 status in turn 5 turns out to be much more advantageous, especially against face hunter who has no strong enough spell to remove it and will have to spend a good bit to remove him from the field, ensuring good control of the field and making things much easier since he will not be able to focus on his face.

Against another classes, well, nobody can just ignore a 7/8 taunt at turn 5.

All other cards are the same as those used on other control decks so I don’t think it needs much explanation.

I am preparing a detailed guide against each class, if you like the deck leave your comments and I will come back here to update.

Hope you like it.

Good game!