This is what im currently running, but I'm having a really hard time against rogues. Don't get me wrong I do win against them but every time I do I have to draw atleast 2 hellfires and a couple of cheap removals, and sometimes even that is not enough
I'm still not a fan of hellfire, if you can use shadowflame. Usually better results. There are decks which use both with success, but if I have to choose, shadowflame wins. Due to your ladderrank, my guesstimate is playing vs. midgame rogues. My suggestions might be not something for you, because you already know: Magical Treshhold vs. final blow: 12 Keep the board clean Don't run Molten Giants, add in some charge (depending on when your start loosing the game anything between 2 and 5 mana) Drop Ysera, add Ragnaros for a faster Finisher
i get what you mean, but hellfire is very cost efficient, at 4 mana you get to wipe the board most of the time by turn 4, it does damage you and your creatures but I dont see us control locks playing any creatures before turn 4 efficiently.
Hellfire can also bring you close to casting molten giants, Im currently back at rank 7 (from rank 3) and I'm having a pretty hard time climbing to legend with this deck. I used aggro lock to climb up to rank 9, but the meta shifts around that level. People mostly run control based decks (giant warrior, control druid/shamans) so I decided to switch up to the late game lock. It was good for awhile but then shit happens and one day you fight the same rogue for 8 straight times and drop all the way down FML
I'm using this deck as a Control Lock, I have rarely any problems with Rogues, especially with Jaraxxus out. Alot of cards are equal part from the fact i have leeroy as my fireball finsher and a better early game which makes the rogues have to use more cards which ends up better for yoursel ofc. The only deck i have a harder time against is the control paladin, the infinite amount of healing they put in a deck is ridiculous but when played right even they crumble to the power of the control lock.
Imo Soulfire is not needed for me and Drain Life is just a bad value card, if you replace those I think you will be better out.
My deck is very similar to yours,I replaced mortal coils with Soulfires in the end,just for the simple fact that you can use Souls to attack directly.Mortal Coil is just not that great for me,Shadowflames/Siphon Souls take care of the big threats,so half of the time they're just sitting in my hand for a long time and when it comes to a life/death situations they're useless.On the other hand,Soulfire is doing very well vs paladins,finishing them before they could heal.
I'm trying to find a place for Ragnaros,but can't.It's also a good finisher/yolo finisher.
I'm using this deck as a Control Lock, I have rarely any problems with Rogues, especially with Jaraxxus out. Alot of cards are equal part from the fact i have leeroy as my fireball finsher and a better early game which makes the rogues have to use more cards which ends up better for yoursel ofc. The only deck i have a harder time against is the control paladin, the infinite amount of healing they put in a deck is ridiculous but when played right even they crumble to the power of the control lock.
Imo Soulfire is not needed for me and Drain Life is just a bad value card, if you replace those I think you will be better out
Preface: I've played 3 games w/ this deck so far.
I'm not finding use for the Mountain Giants yet. I think they're the first card I will drop. I'm considering adding either Aboms or Def of Argus. What do you think?
I'm using this deck as a Control Lock, I have rarely any problems with Rogues, especially with Jaraxxus out. Alot of cards are equal part from the fact i have leeroy as my fireball finsher and a better early game which makes the rogues have to use more cards which ends up better for yoursel ofc. The only deck i have a harder time against is the control paladin, the infinite amount of healing they put in a deck is ridiculous but when played right even they crumble to the power of the control lock.
Imo Soulfire is not needed for me and Drain Life is just a bad value card, if you replace those I think you will be better out
Preface: I've played 3 games w/ this deck so far.
I'm not finding use for the Mountain Giants yet. I think they're the first card I will drop. I'm considering adding either Aboms or Def of Argus. What do you think?
The deck is already running 2 Defenders of Argus...
I'm using this deck as a Control Lock, I have rarely any problems with Rogues, especially with Jaraxxus out. Alot of cards are equal part from the fact i have leeroy as my fireball finsher and a better early game which makes the rogues have to use more cards which ends up better for yoursel ofc. The only deck i have a harder time against is the control paladin, the infinite amount of healing they put in a deck is ridiculous but when played right even they crumble to the power of the control lock.
Imo Soulfire is not needed for me and Drain Life is just a bad value card, if you replace those I think you will be better out
Preface: I've played 3 games w/ this deck so far.
I'm not finding use for the Mountain Giants yet. I think they're the first card I will drop. I'm considering adding either Aboms or Def of Argus. What do you think?
I dropped 1 for Ragnaros,Mountain at 1 is good.Even if you pay 6 mana for it,it's value. 8/8 for 6 mana,bring it on.
moltens are how you swing with this deck, because your top decking for mountain and twillights.. so if you run into a aggro decks your going to be face palmed that then allows you to molten, molten, shield or minion+ronco's shadowflo and whammo.... clean the board with no muss, no fuss! messy minons on the board NO PROBLEM!
your using cards as a resource in this deck, you control the flow of the game and have to make the game move how you want, your literally watching your oppenent fall into YOUR traps.... surpise decks or lucky draws are the pain here, like a double blood imp, then double young priestess, then mrggllgghh...
moltens are how you swing with this deck, because your top decking for mountain and twillights.. so if you run into a aggro decks your going to be face palmed that then allows you to molten, molten, shield or minion+ronco's shadowflo and whammo.... clean the board with no muss, no fuss! messy minons on the board NO PROBLEM!
your using cards as a resource in this deck, you control the flow of the game and have to make the game move how you want, your literally watching your oppenent fall into YOUR traps.... surpise decks or lucky draws are the pain here, like a double blood imp, then double young priestess, then mrggllgghh...
That's the biggest thing I have taken away from playing control vs aggro when it comes to lock: you need to have a completely different mindset. Depending on what you are playing against and what their drops are, it isn't uncommon for me to play a Twilight Drake or a Mountain Gia vnt first. It can look suicidal waiting until turn 4 and you have <20 health, but that is part of learning how to play this deck "correctly". Knowing when to rush a giant vs clearing the board vs setting up a taunt defense is crucial to winning early game and subsequently the entire game.
as @Vampirex said, your greatest resource is a large hand size. Second is health management (playing a molten giant early vs dying early).
It almost auto-conceded vs hunters, although this particular version has a better match-up against them I guess. Besides that it's has ok match-ups against most control decks, but it's pretty hard to play.
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I'm so glad there is prejudice against playing hunter/zoo/[insert FotM deck here]. People like that make the life so much easier for those of us who play to win.
I'm using this deck as a Control Lock, I have rarely any problems with Rogues, especially with Jaraxxus out. Alot of cards are equal part from the fact i have leeroy as my fireball finsher and a better early game which makes the rogues have to use more cards which ends up better for yoursel ofc. The only deck i have a harder time against is the control paladin, the infinite amount of healing they put in a deck is ridiculous but when played right even they crumble to the power of the control lock.
Imo Soulfire is not needed for me and Drain Life is just a bad value card, if you replace those I think you will be better out
Just a question, do you tap every turn until you drop a mountain giant on turn 4 for 4mana? I find this to be too slow, and if I don't draw into hellfire by turn 4, I usually won't be able to stabilize while still setting up sunfury taunts.
I usually try to Mulligan Hellfire only on Hunters/Rogues/Locks otherwise I aim for the Giants or Drakes... Then again... I kind of suck at the game :)
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This is what im currently running, but I'm having a really hard time against rogues. Don't get me wrong I do win against them but every time I do I have to draw atleast 2 hellfires and a couple of cheap removals, and sometimes even that is not enough
I'm still not a fan of hellfire, if you can use shadowflame. Usually better results. There are decks which use both with success, but if I have to choose, shadowflame wins.
Due to your ladderrank, my guesstimate is playing vs. midgame rogues. My suggestions might be not something for you, because you already know:
Magical Treshhold vs. final blow: 12
Keep the board clean
Don't run Molten Giants, add in some charge (depending on when your start loosing the game anything between 2 and 5 mana)
Drop Ysera, add Ragnaros for a faster Finisher
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
i get what you mean, but hellfire is very cost efficient, at 4 mana you get to wipe the board most of the time by turn 4, it does damage you and your creatures but I dont see us control locks playing any creatures before turn 4 efficiently.
Hellfire can also bring you close to casting molten giants, Im currently back at rank 7 (from rank 3) and I'm having a pretty hard time climbing to legend with this deck. I used aggro lock to climb up to rank 9, but the meta shifts around that level. People mostly run control based decks (giant warrior, control druid/shamans) so I decided to switch up to the late game lock. It was good for awhile but then shit happens and one day you fight the same rogue for 8 straight times and drop all the way down FML
My deck is very similar to yours,I replaced mortal coils with Soulfires in the end,just for the simple fact that you can use Souls to attack directly.Mortal Coil is just not that great for me,Shadowflames/Siphon Souls take care of the big threats,so half of the time they're just sitting in my hand for a long time and when it comes to a life/death situations they're useless.On the other hand,Soulfire is doing very well vs paladins,finishing them before they could heal.
I'm trying to find a place for Ragnaros,but can't.It's also a good finisher/yolo finisher.
Preface: I've played 3 games w/ this deck so far.
I'm not finding use for the Mountain Giants yet. I think they're the first card I will drop. I'm considering adding either Aboms or Def of Argus. What do you think?
The deck is already running 2 Defenders of Argus...
Mind Control Tech works wonders against swarm decks
My bad. I was looking at several variations of this deck when I posted. The other variation didn't have DoA.
I did take out the Mountain Giants, though, and added an Abom and Sunwalker.
I dropped 1 for Ragnaros,Mountain at 1 is good.Even if you pay 6 mana for it,it's value. 8/8 for 6 mana,bring it on.
moltens are how you swing with this deck, because your top decking for mountain and twillights.. so if you run into a aggro decks your going to be face palmed that then allows you to molten, molten, shield or minion+ronco's shadowflo and whammo.... clean the board with no muss, no fuss! messy minons on the board NO PROBLEM!
your using cards as a resource in this deck, you control the flow of the game and have to make the game move how you want, your literally watching your oppenent fall into YOUR traps.... surpise decks or lucky draws are the pain here, like a double blood imp, then double young priestess, then mrggllgghh...
That's the biggest thing I have taken away from playing control vs aggro when it comes to lock: you need to have a completely different mindset. Depending on what you are playing against and what their drops are, it isn't uncommon for me to play a Twilight Drake or a Mountain Gia vnt first. It can look suicidal waiting until turn 4 and you have <20 health, but that is part of learning how to play this deck "correctly". Knowing when to rush a giant vs clearing the board vs setting up a taunt defense is crucial to winning early game and subsequently the entire game.
as @Vampirex said, your greatest resource is a large hand size. Second is health management (playing a molten giant early vs dying early).
is this deck still viable?
It almost auto-conceded vs hunters, although this particular version has a better match-up against them I guess. Besides that it's has ok match-ups against most control decks, but it's pretty hard to play.
I'm so glad there is prejudice against playing hunter/zoo/[insert FotM deck here]. People like that make the life so much easier for those of us who play to win.
This deck doesn't do well in the current meta due to so many aggro decks,like Hunter and Murlocs,you will lose most of the time.
Just a question, do you tap every turn until you drop a mountain giant on turn 4 for 4mana? I find this to be too slow, and if I don't draw into hellfire by turn 4, I usually won't be able to stabilize while still setting up sunfury taunts.
Thanks FOO(The Banner God)!
I usually try to Mulligan Hellfire only on Hunters/Rogues/Locks otherwise I aim for the Giants or Drakes... Then again... I kind of suck at the game :)