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Wild DK Demonlock

  • Last updated Sep 21, 2017 (Evergreen Nerfs)
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  • 21 Minions
  • 8 Spells
  • Deck Type: None
  • Deck Archetype: Demonlock
  • Crafting Cost: 5100
  • Dust Needed: Loading Collection
  • Created: 9/19/2017 (Evergreen Nerfs)
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This is my latest project: as the title suggests, it is a Demonlock deck for Wild with a focus on Bloodreaver Gul'dan. I love the card, I think it made the Warlock fun again (along with Defile), and I'm ready to show it some love. I want this to be a late-game/Control-ish deck with bruiser elements not unlike my previous project of "Wild Dragon BattleMage" ;D

You can't tell, but I've made some changes from what the deck originally was, after some recent dust purchases:

Edit: ...only now have I realized that the Dark Peddlers are from The League of Explorers - an Adventure I planned on purchasing - and not from Naxxramas - which I will not be buying - so...yeah. Whoops.

Edit2: Made some more changes/purchases:

  • -1 Imp Gang Boss, +1 Gluttonous Ooze. Never owned one, finally broke down and made it. This will come in handy, and makes for a reasonable 3-drop. Also, less Imps to deal with.
  • -2 Tar Lurkers, +2 Sludge Belchers. Because, of course.
  • -1 Power Overwhelming, +1 Siphon Soul. More destroy effects, more health restoration, less self-destroying of minions. Less damage, too, but all well.
  • - Demonfire, +1 Darkbomb. Man I loved these things back in the day; I think it's high-time to bust them out again.

Some other cards to consider:

Bloodmage Thalnos or Tainted Zealot - boosts the power of clears, namely for Defile shenanigans. Bloodmage gets you a card and dies immediately, whereas Zealot can initiate longer combos (if properly managed) and/or survive things like Hellfire.

Twilight Drake, Skulking Geist and/or Mountain Giant - tech cards. Drake works against the Priest, Geist against Evolve Shaman/Jade Druid, and the Giant is theoretically a nice hammer-play against slower decks. Because this deck runs zero 1-man spells, Geist is an easy inclusion if found necessary. Dark Peddler let's you get around any potential fallout.

Edit3: Smaller changes this time around:

  • -1 Hellfire, +1 Shadowflame: combining Shadowflame with the Voidcaller feels great; especially if it pulls out something awesome like Mal'Ganis. Focusing the damage away from my side is preferable, as there are a number of minions I'd rather not hit (the taunts, Mal'Ganis, the Despicable Dreadlords, the Abyssals, etc.).
  • -1 Emperor Thaurissan, +1 Skulking Geist: as I mentioned above it's an easy inclusion, given that there's no downside outside of possibly destroying a 1-mana spell you created via Dark Peddler. If you do that, well...it's your own fault. The Emperor is nice, but often unnecessary.