The idea is to stall and remove any threats on the board until you finally get into the late game to get your win condition Lord Jaraxxus and Lakkari Sacrifice while healing up behind Taunt creatures like Stonehill Defender or Tar Lurker.
It's really important to not just flood the board with your minions. You should be able to remove most threats easily so just clear your opponents board constantly until he runs out of steam. Never play more than 2 minions except for when your opponent has played all his mass removals. If you need heal you can of course play Mistress of Mixtures too as a third.
Although I had some success against popular ranked decks (Quest Rogue or Quest Warrior, Pirate Warrior) Just wanted to read comments and suggestions, so please let me know :)
Not sure about Felguard here, its drawback is too much. Maybe you should swap it with Tarcreeper since they have the same stats on your opponent's turn.
@ecperlux: You're totally right. The discard theme is not really working that well with self-hurting cards. I changed the deck completely, just to make Cho'gall and Bloodbloom work. Seems like it's much more consistent now.
Removed one Abyssal Enforcer and Voidwalker for 2x Flame Imp. There's already enough board clear and Taunt, and the 2 guys synergize well with Violet Illusionist + are superb early control. Seems much better now :)
So I think I'm finally at the end of theorycrafting. This deck helps you to get into the late game with maximum effiency, maybe there are a few cards that could be replaced but I think that's how Bloodlock was intended to be played with all the new cards the Warlock got with Ungoro. Seems like the Ravenous Pterrordax/Devilsaur Egg combo fits in just as well, synergizes also well with Hellfire and Corrupting Mist. Please tell me what you think! :)
I would love to try it but I don't have Cho'gall and I don't feel like spending 1600 dust on him... :(
Cho'gall is not a must include in this deck. He is actually quite versatile. Use him if you have a Violet Illusionist on the board or if you have a cheap spell in hand, other times it just is another big body. You can replace him with Medivh, the Guardian if you like
You have an interesting deck as well! Will try! :) Yes the 2-drop spot was still open and the Friendly Bartender was the most suitable for this deck. I removed one Corrupting Mist for a 4-drop that was lacking for a nice curve, and added a Blastcrystal Potion since the deck already has a lot of mass removal already. It also synergizes better with Cho'gall and Bloodbloom. And since it's all about stalling until late-game its the best spell available for 4.
The thing with Cho'gall is that he synergizes with so many cards in the deck overall allowing you to spend more than 10 mana in one turn using your life and that is crucial if you need to react with a Blastcrystal Potion, Siphon Soul or another removal plus giving you another big body the enemy needs to deal with. And since Chittering Tunneler generates another spell that can be used with him I thought he would be a good addition. But maybe he is meant to be used in a more aggresive version of Bloodlock. I'm currently trying to create one.
Alright, after a lot of plays I see the point of Cho'gall, he is definitly meant to be the last big minion in a demon rush deck. He has no place in this deck, so I replaced him with Medivh, the Guardian. Also the Pit Lord is better in a Demon Rush, I added another Tar Lurker for more protection into the late game.
DOOM!: this card makes no sense since most of the time you have a lot of cards anyways in your hand and the overdraw kills you most of the time. Twisting Nether seems to be much better and also synergizes well with Devilsaur Egg
I also don't think you have enough threats in this deck tbh, it looks a lot like you'd just be pressured into playing reactively and you'd just win against players who overcommits.
I often times had the case where I was Lord Jaraxxus and had a DOOM! in my hand which was really counter productive to this deck as I just would kill myself doing so. Its all about getting value out of your mass removals and Twisting Nether is much better in there imho. But it all depends on your matchup of course. But you can just swap one Twisting Nether with a DOOM! if you like, try it out yourself and see how it goes :)
@pickles_again: Maybe adding a Kabal Trafficker as someone mentioned on the decks comments helps out getting more big guys out of this, I try it out as soon as possible. It may also be well protected enough by Tar Lurker and Tar Creeper.
Hey,
First I wanted to make a "Bloodbloom"-Warlock work, but after a lot of back and forth I came up with an Un'Goro Control Warlock like this:
The idea is to stall and remove any threats on the board until you finally get into the late game to get your win condition Lord Jaraxxus and Lakkari Sacrifice while healing up behind Taunt creatures like Stonehill Defender or Tar Lurker.
It's really important to not just flood the board with your minions. You should be able to remove most threats easily so just clear your opponents board constantly until he runs out of steam. Never play more than 2 minions except for when your opponent has played all his mass removals. If you need heal you can of course play Mistress of Mixtures too as a third.
Although I had some success against popular ranked decks (Quest Rogue or Quest Warrior, Pirate Warrior) Just wanted to read comments and suggestions, so please let me know :)
Not sure about Felguard here, its drawback is too much. Maybe you should swap it with Tarcreeper since they have the same stats on your opponent's turn.
@ecperlux: You're totally right. The discard theme is not really working that well with self-hurting cards. I changed the deck completely, just to make Cho'gall and Bloodbloom work. Seems like it's much more consistent now.
Removed one Abyssal Enforcer and Voidwalker for 2x Flame Imp. There's already enough board clear and Taunt, and the 2 guys synergize well with Violet Illusionist + are superb early control. Seems much better now :)
So I think I'm finally at the end of theorycrafting. This deck helps you to get into the late game with maximum effiency, maybe there are a few cards that could be replaced but I think that's how Bloodlock was intended to be played with all the new cards the Warlock got with Ungoro. Seems like the Ravenous Pterrordax/Devilsaur Egg combo fits in just as well, synergizes also well with Hellfire and Corrupting Mist. Please tell me what you think! :)
The thing with Cho'gall is that he synergizes with so many cards in the deck overall allowing you to spend more than 10 mana in one turn using your life and that is crucial if you need to react with a Blastcrystal Potion, Siphon Soul or another removal plus giving you another big body the enemy needs to deal with. And since Chittering Tunneler generates another spell that can be used with him I thought he would be a good addition. But maybe he is meant to be used in a more aggresive version of Bloodlock. I'm currently trying to create one.
Alright, after a lot of plays I see the point of Cho'gall, he is definitly meant to be the last big minion in a demon rush deck. He has no place in this deck, so I replaced him with Medivh, the Guardian. Also the Pit Lord is better in a Demon Rush, I added another Tar Lurker for more protection into the late game.
Removed: Bane of Doom, Twisting Nether, Cho'gall, Bloodbloom, Pit Lord, Violet Illusionist
Added: Ravenous Pterrordax, Feeding Time, Tar Lurker, Corrupting Mist, Devilsaur Egg, Medivh, the Guardian
Seems like it also has the perfect curve now :D
Getting there :)
Removed:
Medivh, the Guardian - yes, it's great when you Twisting Nether or Siphon Soul afterwards, but most of the time you get to 8 Mana you better have another Twisting Nether in your hand and trigger your Devilsaur Egg to survive. It seems much more consistent now.
DOOM!: this card makes no sense since most of the time you have a lot of cards anyways in your hand and the overdraw kills you most of the time. Twisting Nether seems to be much better and also synergizes well with Devilsaur Egg
Added: 2x Twisting Nether
thanks for sharing, gonna try it out :)
Removed:
Violet Illusionist, there's no real benefit anymore.
Chittering Tunneler, same as Violet Illusionist, I don't think you need any more removals or spells.
Added:
2x Earthen Ring Farseer, more heal to get into the late game, which is the game plan after all :). Plus it's perfect to heal up your Tar Creeper or Tar Lurker.
Playing since 1 June 2014.
Review on Every Card: http://goo.gl/RTz806
Cards That Will Be Missed in Standart Next Year: http://goo.gl/adNMnn
Removed:
Bloodbloom, doesn't fit to the theme and game plan
Blastcrystal Potion, since Bloodbloom is also not part of the deck anymore
Added:
Gadgetzan Socialite: Fits perfect for the missing 2 slot
Ancient Brewmaster: Perfect bouncing card for all the heals in the deck. Also works great with damaged Tar Lurker or Tar Creeper.
Added: Bloodbloom, it's actually great in that it allows you to react to any threat much earlier.
Removed: Gadgetzan Socialite, turned out that there already is enough healing in the deck.
2x nether seems like overkill. Why not try to sub 1 for a primordial drake instead?
I also don't think you have enough threats in this deck tbh, it looks a lot like you'd just be pressured into playing reactively and you'd just win against players who overcommits.
I often times had the case where I was Lord Jaraxxus and had a DOOM! in my hand which was really counter productive to this deck as I just would kill myself doing so. Its all about getting value out of your mass removals and Twisting Nether is much better in there imho. But it all depends on your matchup of course. But you can just swap one Twisting Nether with a DOOM! if you like, try it out yourself and see how it goes :)
@pickles_again: Maybe adding a Kabal Trafficker as someone mentioned on the decks comments helps out getting more big guys out of this, I try it out as soon as possible. It may also be well protected enough by Tar Lurker and Tar Creeper.
Swapped 1 Earthen Ring Farseer with Gluttonous Ooze, works like a charm :D