ReaverLock
- Last updated Jul 15, 2015 (Blackrock Launch)
- Edit
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Wild
- 27 Minions
- 3 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3380
- Dust Needed: Loading Collection
- Created: 7/15/2015 (Blackrock Launch)
- modded
- Innkeeper Beta Test
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- 13
- 18
- 39
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Battle Tag:
modded#1309
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Region:
US
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Total Deck Rating
589
Hello Everyone!
Modded here again, this time with a Aggro Warlock deck for y'all to enjoy! Here are the advantages of playing this deck:
- There are many Warlock decks currently in the Meta, (ZooLock, HandLock, DragonLock and DemonLock). This makes it very hard to mulligan properly.
- This deck contains many of the cards ZooLock has, meaning one can fool an opponent into playing as if you were running ZooLock. Since trading is not the main goal of the deck, this wastes your opponent's resources.
- As an Aggro deck, games are very quick (wins and losses), which is ideal for laddering.
- This deck is very consistent, running as few one-ofs as possible (and the few that are there are to act as a pseudo-second copy of the legendaries).
- This deck is inexpensive to craft, only requiring 3380 dust which can be reduced to 1880 dust by substituting a second Arcane Golem for Leeroy Jenkins.
- This deck contains under-used cards like Pint-Sized Summoner and Fel Reaver so rejoice in your uniqueness!
The Cards:
Power Overwhelming: One mana for four damage, this card is phenomenal for dealing burst damage. It also is useful for a few trick plays, such as letting a minion survive Explosive Trap to deal lethal damage or squeezing an extra two damage out of Leper Gnome by forcing its Deathrattle.
Soulfire: This card is more like a third Power Overwhelming, since no card mimics Loatheb. This card in a pinch can be used to dispose of troublesome minions like Flamewaker at the cost of your hand instead of your board. Once in a while it will be used for clutch lethal as it bypasses Taunt minions.
Flame Imp: Cheating out a 3/2 for one mana is well worth the three life. It's a great way to bait removal from your other two-drops, and if it sticks it punches hard. Plus it doesn't die to hero power pings, which is amazing for a one-drop.
Voidwalker: Aside from having great stats for just one mana, this little taunter can protect your more valuable minons from other minions and weapons, or protect your face against Hunters.
Imp Gang Boss: One of the best three-drops in the game, this little bugger is sticky, making for a decent insurance policy against AoE, and a great trader that adds more damage to the board when removing your opponent's stuff. At four health, it also dodges a lot of single target removal.
Abusive Sergeant: This guy is quite versatile, acting often times as an Arcane Shot with a 2/1 body for one mana (also comparable to a one mana Bluegill Warrior). This can let you more easily deal with taunts or just rush down your opponent faster.
Leper Gnome: Remember how I said that I liked four damage for one mana? This little gnome almost always gets that much damage in, and sometimes more! This card is already a staple in all Aggro decks, so there isn't much more that needs to be said.
Acidic Swamp Ooze: This card at the worst is a 3/2 for two mana, which is acceptable. At best, this card closes out this decks best matchups (Warrior) and aids the worse ones (Paladin and Hunter). This card is just devilishly fun to drop after an opponent plays something like Truesilver Champion or Eaglehorn Bow (maybe it's just me but I think three mana is a bit much to pay for a Rockbiter Weapon).
Dire Wolf Alpha: This (literal) beast at max potential is effectively a two mana 2/2 with Charge that becomes a 4/2 every turn that it sticks (and sometimes a 5/2 thanks to Charge minions). This guy is great for both dealing face damage and for trading (when necessary), and its raw damage makes up for its situational nature.
Ironbeak Owl: Warlock doesn't have access to super cheap removal like Sap or Hunter's Mark, so we have to make do with cheap silences. The 2/1 isn't much, but it can trade with the Mad Scientist it neuters. Usually saved for taunts like Sludge Belcher, the ever popular five-drop of choice for Control and Midrange decks.
Knife Juggler: This card has been praised to death, so for the sake of brevity I'll just say this: A two mana 3/2 that can kill enemy minions and deal free damage to your opponent is REALLY awesome!
Pint-Sized Summoner: Whilst usually written off as a mediocre card at best, this card shines in a deck that tries to squeeze as much out of itself as fast as possible. Ever turn this lass is alive it is equivalent to a Wild Growth with a 2/2 body. If coined out on turn one without being removed, this gal can win you the game on the spot.
Arcane Golem: This mana-efficient minion is to almost always be saved for the late game, the drawback will break your back if you play it on turn three. Otherwise, this guy is a great charger, acting as a pseudo-second Leeroy Jenkins. If you make it to the late game, this guy has no drawback so drop him at will if you have another Charge minion in hand.
Wolfrider: A cheap charger that helps fill up the three mana slot, keep your Power Overwhelmings relevant, and keep the pressure on your opponent's life total. Unlike its beefier counterpart, this guy is a great play on turn three.
Fel Reaver One of the most underrated cards in the game, this Mech finds a cozy home in this deck. This card is consistently powerful as it's a non-situational 8/8 for five mana and a drawback that in many games will not bite you, and even when it does it's often not enough to lose you the game. Even if your opponent manages to remove it in a turn or two, it's a soft-taunt that protects the rest of your board that can bust taunts and deal massive damage to your opponent.
Leeroy Jenkins: Akin to a five mana Fireball, this card synergizes with buffs like Abusive Sergeant, Dire Wolf Alpha and Power Overwhelming to deal massive damage to your opponent from your hand. This guy is the single largest source of damage for one card that this deck has (Fel Reaver doesn't count as it doesn't have Charge).
Loatheb: This simply is in the deck as an anti-AoE card, to keep you from being wiped out by an early Hellfire or Consecration. We can't afford to run many sticky minions, so Loatheb is in here as a sort of band-aid patch to try and make up for that.
How to play this deck:
1. Build up your side of the board as fast as possible. Most of the time that means coining out Pint-Sized Summoner over any other two drop due to the tempo gain it provides. Hold chargers till the late game and prioritize normal minons over them (e.g. on turn three play Imp Gang Boss over Wolfrider).
2. Focus on killing your opponent, quickly. However, make trades if it helps you keep damage on the board. If you have a 3/1 and 2/2, go ahead and kill an opponent's 1/1 so that you keep five damage on the board instead of your opponent removing three damage on their next turn.
3. Maximize your mana usage if possible, for example drop two two-drops on turn four as opposed to a single three-drop unless there are special circumstances. This deck wins by being the fastest deck in the matchup, every bit of efficiency matters.
FAQ:
Q: Do I drop Abusive Sergeant by itself on turn one if it's my only one-drop?
A: If you are facing a deck that is slow (like Priest) or that can easily remove it (like Mage), no. If facing a deck like Hunter or Warlock, then yes as early board presence is crucial to your success.
Q: Aside from taunts, what are minions that should be silenced?
A: Mad Scientist, Minions that Summon other minions (Piloted Shredder, Haunted Creeper, Voidcaller, etc.), Armorsmith and sometimes stuff like a coined out Knife Juggler or Shielded Minibot. Silencing your own Fel Reaver is usually not ideal unless it's Frozen or been humbled by Aldor Peacekeeper.
Q: What should one mulligan for?
A: Minions that cost one or two mana, with the exception of Abusive Sergeant and Ironbeak Owl.
Q: Is it okay to hold Acidic Swamp Ooze in hand against a weapon class if they haven't played a weapon yet?
A. Only if you have a good curve otherwise. We don't know when they'll draw into a weapon so the tempo loss on your end isn't worth it if they don't equip a weapon. Besides, there are two in the deck so you might draw the other one when they equip a weapon.
Is there any room for a demonheart and/or bane of doom. If so what should I cut? And what rank did you get to with this?
1. I wouldn't, they're to slow imo, bane of doom especially.
2. Rank 9.
Thanks. :) I up to rank 7 running Reaver mage, and sham. Figured I should try this.
Cool deck, mate! I do find it useful to use Ironbeak Owl to silence the Fel Reaver once I get it in play. This way the Fel Reaver is becoming just a big fat wall of metal without any downsides. Idk if this is the ultimate way to play this deck as warlock only is capable of having 2(?) silences in a deck. I guess it's all situational..
Any feedback on this type of play?
I love this deck with one huge change. I got rid of the two Fel Reaver and put in two Demonheart. The deck has enough imps and such to make a huge attack out of nothing. Also, it has the damage of Doomguard to minions. I use it to clear stuff like Sludge Belcher and such if I don't have a silence, with no ill side effects.
It is working pretty well so far.
ok. 1 Fel Reaver and 1 Demonheart seems to balance things out.
Nice deck but I wouldn't prefer Fel Reaver; The Beast, Anima Golem looks like better choices. Also I would prefer Summoning Portal instead of the Pint-Sized Summoner despite the mana difference.
The beast and anima golem are worse. The beast's drawback actually gives your opponent tempo against you, and anima golem gives your opponent another way to remove it. The nice thing about Fel Reaver is that it's drawback doesn't aid your opponent in removing it and it doesn't hurt your tempo.
Also, Summoning Portal is crap. There is no way you'll have enough cards in hand to gain any value off of the portal, plus most of the cards are cheap enough you'll at best save 1 mana per card, and often none since it can't reduce the cost below one.
Unfortunately, any of the subs you suggested would end up making the deck worse. :(
If they silence your pint you still have danage to deal and the summoning portal becomes useless.
Any other BGH targets you recommend? I always feel uncomfortable throwing Fel Reaver into a deck because of how easily it can be removed. I'm assuming cards like boom are too slow for a deck like this, so anything you think could work as a third BGH target?
I at one point had Dr. Boom in the deck, he works if the game goes long enough.
Can someone tell me with which cards can i replace Fel Reaver , Pint-Sized Summoner and Leeroy Jenkins since i do not own them yet. I will really appreciate if someone tells me. Thank you
I think if you take all those out youre better off going with standard zoo mai friend
mind posting a link for the best standard Zoo deck, please.
I won't say this is the best, but this is what I've been using:
It actually doesn't matter if Fel Reaver is removed because the goal of this deck is just to dump a whole bunch of garbage minions on the board and go for face. Fel Reaver works in decks where you don't care about most of the cards. The only bad burns in this deck are Imp Gang Boss and the other Fel Reaver. Many pro players regard Fel Reaver as good card. From my experience seeing and playing with the card, you can still win the game even if it gets BGHed. If it sticks around, you almost always win.
Doomguard and Fel Reaver don't serve the same role. Doomguard is a finisher while Fel Reaver is a massive value play. Doomguard tosses two of your cards away and generally can't be played on curve because of this massive drawback.
first game. Face hunter. Free lose. No egg vs flame trap, no hellfire.... bah and gg
and what about Venture Co. Mercenary instead of reaver?
Face Hunter is a bad matchup due to explosive trap.
Venture Co would be terrible in this deck, as the drawback will slow you down tempo-wise (reaver doesn't), and it's much easier to kill.
First of all, good job for this original deck, I really love it !
I wanted to ask : what are the moments you would absolutely NOT put Fel Reaver in play?
With my personal experinces with the deck, I only use Fel Reaver as a last resort. For instance if you can push lethal the turn after palying him or if hes the only card left in your hands. With Fel Reaver its more situations u CAN play him rather than situations you cant.