It's unplayable on ladder because of aggro and because Control Lock destroys it. Hard to win with a deck when the enemy outvalues you and you work together to burn all your win conditions and fatigue on turn 7
I don't understand how people lose to control warlock with this deck. You literally have a hard counter to Tickatus. Unless both Neeru and Jaraxxus are buried in your bottom five cards it's an easy win.
The matchup is simply bad. You run out of cards and the 6 imps per turns are simply not good enough to battle warlock in attrition.
It's unplayable on ladder because of aggro and because Control Lock destroys it. Hard to win with a deck when the enemy outvalues you and you work together to burn all your win conditions and fatigue on turn 7
I don't understand how people lose to control warlock with this deck. You literally have a hard counter to Tickatus. Unless both Neeru and Jaraxxus are buried in your bottom five cards it's an easy win.
No, you don't. A board of imps = wrecked by School Spirits, and Jaraxxus doesn't do enough to get around the 8 board clears + other big removal that Control Lock has.
Tickatus isn't the big play of Control Lock and never has been. Control Lock's big play is Double Cascading + Double Hysteria + Double Twisting into Double Cascading again + double Strongman +Ticky on Turn 10.
What does self-mill lock have to deal with a 10/10, an 8/8, two 6/6 and a full board clear? Absolutely nothing, because they would have already either milled or been forced to use their removal on the first time those were dropped. Literally all the Control Lock needs to do is set up and hold onto their removal and then start picking shit off once the other deck is fatiguing.
Self-mill has, best scenario, 2 6/6 2 8/8, Neeru, and Rustwix. Not exactly intimidating or long lasting
No, you don't. A board of imps = wrecked by School Spirits
They have two copies of School Spirits. They'll have to remove 7-10 imp boards before I die to fatigue.
What does self-mill lock have to deal with a 10/10, an 8/8, two 6/6 and a full board clear? Absolutely nothing, because they would have already either milled or been forced to use their removal on the first time those were dropped.
Why on earth would you have used your Twisting Nether before the Y'shaarj turn? Everything else control lock plays is easily taken care of with lower cost removal.
Literally all the Control Lock needs to do is set up and hold onto their removal and then start picking shit off once the other deck is fatiguing.
Again, for 7-10 turns. And they're not gonna be far ahead in the fatigue game, either. Mill lock has plenty of card burn.
Self-mill has, best scenario, 2 6/6 2 8/8, Neeru, and Rustwix. Not exactly intimidating or long lasting
Neeru is the very definition of long-lasting! It never goes away. The moment it's up your opponent essentially never gets to make a proactive play for the rest of the game. And 15 damage is always intimidating, especially as you enter fatigue and account for Alex.
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The matchup is simply bad. You run out of cards and the 6 imps per turns are simply not good enough to battle warlock in attrition.
No, you don't. A board of imps = wrecked by School Spirits, and Jaraxxus doesn't do enough to get around the 8 board clears + other big removal that Control Lock has.
Tickatus isn't the big play of Control Lock and never has been. Control Lock's big play is Double Cascading + Double Hysteria + Double Twisting into Double Cascading again + double Strongman +Ticky on Turn 10.
What does self-mill lock have to deal with a 10/10, an 8/8, two 6/6 and a full board clear? Absolutely nothing, because they would have already either milled or been forced to use their removal on the first time those were dropped. Literally all the Control Lock needs to do is set up and hold onto their removal and then start picking shit off once the other deck is fatiguing.
Self-mill has, best scenario, 2 6/6 2 8/8, Neeru, and Rustwix. Not exactly intimidating or long lasting
They have two copies of School Spirits. They'll have to remove 7-10 imp boards before I die to fatigue.
Why on earth would you have used your Twisting Nether before the Y'shaarj turn? Everything else control lock plays is easily taken care of with lower cost removal.
Again, for 7-10 turns. And they're not gonna be far ahead in the fatigue game, either. Mill lock has plenty of card burn.
Neeru is the very definition of long-lasting! It never goes away. The moment it's up your opponent essentially never gets to make a proactive play for the rest of the game. And 15 damage is always intimidating, especially as you enter fatigue and account for Alex.