[WILD] Quest Warlock (Legend)
- Last updated Aug 7, 2021 (United in Stormwind)
- Edit
- |
Wild
- 16 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Quest Warlock
- Crafting Cost: 6600
- Dust Needed: Loading Collection
- Created: 8/7/2021 (United in Stormwind)
- Dragy10
- Registered User
-
- 3
- 43
- 28
-
Battle Tag:
N/A
-
Region:
N/A
-
Total Deck Rating
42
I just reached legend for the first time ever in Wild due to this insane deck.
I didn't even care for the new season, but got destroyed in a game against a similar deck and was mesmerized at how amazing it was.
I first went all in on the damage without any sense of controlling the game to finish the quest and start dealing the damage, but soon realized that the opponent just has to go face and there would be nothing for me to do to retaliate, because I would most likely kill myself during the third questline.
I even tried it with a version of Renolock, but kept getting crushed by other Seedlock decks.
The current deck is the last iteration that finally lead me to legend in wild.
If you have any questions and I see them, I will try to answer.
Have fun before this gets nerfed :D
You are missing Darkglare but this archetype is so strong lol it doesn't seem to matter xp
One of my previous iterations had Darkglare, but I got stuck with it.
Great card on paper, but you can't really use it against top players without getting punished.
The thing is, it will help you get the quest faster, but it won't help you survive long enough to start dealing damage.
And once you get the quest, it's only use is 5 damage in combination with Unlicensed Apothecary which is 5 damage for 5 mana. You don't get the refresh since you don't deal damage to yourself anymore.
I did get some pretty insane boards on turn 3-4 with 2x Flesh Giant from all the refreshing, but the next few games you get crushed by a quest hunter who loves that extra minion on the board.
Also, you really don't want that card when playing Raise Dead.
K thanks for the reply. Just to put in persepective where I am coming from: I did face some of those highroll games you mentioned where they tap on turn 2 and play it on turn 3 or even after another tap on turn 4 with an endless stream of 1 cost cards to follow it up but indeed it's a bit risky for the reasons you mentioned, and very glad it worked, congrats on the deckbuilding and especially congrats on hitting legend for the first time.
I think you are underestimating it by a very large margin. The deck as is kind of relies on you playing out your whole hand and hoping to get some of your bigger sources of self damage. But with darkglare you can progress the quest at your own pace and then all of a sudden darkglare, dump your whole hand, full complete quest, flesh giant(s). It lets you be explosive and there is really no reason not to play it.
And raise deading a darkglare is no issue because darkglare is an incredible card.
An easy swap for Unstable shadow blast imo, which is often cut in lists recently. Or even Vulgar homunculus which is a little low power for the deck. Could also try broomstick which isn't as great with less giants.
Darkglare is just incredibly powerful. And trust me many "top players" (top 100) are still on it.
I am no longer playing the deck or wild, so I can't tell you how the meta is evolving, but until Legend I didn't play a single game "at my own pace" for I was trying to avoid getting stomped.
Darkglare is only good for 6 + 7 + 8 damage sources which is 21 total, after that(quest complete) the card was no longer available and I couldn't mostly play it because I had not enough mana for it and lost because of that.
Homunculus is good against quest priests and quest druids which I ran into quite a bit.
Unstable shadow is essential against shamans and aggro shadow priests, and very decent against quest warriors.
As I said, I did use Darkglare, lost quite a bit with it and decided to avoid it, doesn't mean that other people will profit from removing/adding it.
This first point sounds like a reason TO play darkglare. Believe it or not tempoing out your entire hand and getting the healing off the quest helps you to not get stomped
You don't need it after quest because you can just kill them. Makes completion by 5 way more consistent and also lets you flesh giant a lot easier.
Homunculus has no particulur benefit against either of those archetypes.
Unstable shadow is evidently not essential against those archetypes because people are cutting it at top legend.
I can't sit here and argue with your anecdotes, but darkglare is literally one of the strongest cards they have ever printed in the game. You really have to fish for situations where it doesn't just let you dump the majority of your hand and complete quest on turn 3 or 4.
Let me rephrase my post:
it didn't work for me so I took it out of my deck which in the end helped me reach legend at which point I stopped playing the deck.
Not trying to convince you of anything, just explaining why it isn't in the deck.
I am not making points, nor am I trying to debate it, for all I care, the deck could only work for me and for nobody else.
On the off chance that it could work for somebody else I shared it.
Play the deck however you want, it just statistically improves the deck to play glare