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Kolento - Rank 1 Legend warlock "Tactics" deck....

  • Last updated May 31, 2014 (Live Patch 5506)
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Wild

  • 15 Minions
  • 15 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4540
  • Dust Needed: Loading Collection
  • Created: 5/17/2014 (Live Patch 5314)
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Kolento revealed this today on stream. Playing it at rank 1 Legend. Decklist is taken exactly as per his stream. See him play here: http://www.twitch.tv/kolento .

 

Different kind of burst finishers he ended with:

Bluegill Warrior + Double Power OverwhelmingFaceless ManipulatorSoulfireSoulfire if it's there, and you manage to RNGeesus it. 9 mana. 24/28 Damage. (Depending on Soulfires)

Replace Bluegill Warrior with Wolfrider for the same style wombo combo at 10 mana. 26/30 Damage (Depending on Soulfires)

Arcane Golem + Double Power Overwhelming + Faceless Manipulator for 10 mana // 24 damage + Soulfire[s] ~28/32 damage. (No shit saw him OTK a control warrior on turn 10 with this, the warrior had board control and 24hp+7 armour and would have felt in the drivers seat, next minute 32 damage wombo.) #GGnoRE.

Or the classic Leeroy Jenkins + Power Overwhelming + Faceless Manipulator combo. 10 mana // 20 damage + Soulfire[s].

Mulligan:

AGGRO - Against aggro, getting a mortal coil (or both) and at least a void walker or sen'jin to get out as quick as possible will really help slow their momentum, whilst providing some more draw for you. I also like to try and get Farseers because a 3/3 body and the small heal is handy against these match ups as well. Obviously when they get a perfect draw you can still lose on turn 5 but it is what it is. Just be happy that the deck you are playing actually requires you to use a tiny bit of brain power :P

CONTROL//MIDRANGE - Generally a pretty easy mulligan, as there isn't often too much early pressure on the board. Shadowbolts and other removals are fine to have, far seers are another good card here.

PLAYSTYLE - Against aggro, survival is (obviously) the name of the game. Pray for your hellfire and don't bite too early. If he has just dumped his whole hand onto the field, then a hellfire is probably the right play. Especially if you can clear the deck (Thalnos helps, plus gives you another free draw). If he has 2 or 3 minions down and 3/4 cards in hand, then it might be better if you can eat another round to the face and clear whatever he chucks down on the following turn. I was burnt a few times when I thought i was getting great value from my hellfire only to see the board overrun the very next turn and being left with no answer. Use your judgement :)

Against control, tapping through the first couple of turns is generally okay. If you draw your 2 & 3 drops early then it can be okay(ish) to play them and try to establish a bit of early pressure. Typically you will see them removed instantly, so often the only real value they are providing is the added draw/heal. Once you get into the mid game, efficient trades with Shadowflame // Hellfire and smart Shadowbolting to keep the field clear and keep any of their nastier threats away from your face is the key. Thalnos the prince of value trading is super helpful here. If you are in some pretty serious trouble, it can be a good play to get out the bluegill / thalnos and power overwhelming // shadowflame for a quick 5-7 damage board clear. Power overwhelming is one of our win conditions so this play can be damaging in itself (taking potentially 8 damage away from our burst finisher) but it might give you enough of a window to get into the winning position.

Hardest match ups are probably Pay to win Warrior and Priest.

Most importantly, have fun OTK'ing every Miracle wannabe on the ladder!

Thanks to Kolento for the deck! :)