Right now they have Warlock Giant Decks that are pretty good. I've also seen some really good midrange decks that are consistent. Just really depends on how you build it. Yes they did take a hit but they're still playable.
My thought is outside of the early game most warlock cards feel kind "meh" I count there are around 10 cards in the warlock deck which are almost un-viable cards in most average decks such as sacraficial pact, soul drain, doomguard; the warlock's power comes from its ability power compared to almost all decks where the hero power is icing on the cake of their decks; take paladin or mage there are maybe 3, 4 cards in each of "their decks" that most people consider un-viable, most warlock decks I see being played seriously well have at most 10 warlock cards in the deck compared to mage which can see up to 25 mage cards in their deck or hunter or paladin which see about 15 to 20 of their respective cards, the warlock deck is the most reliant on "neutral" minions that work really well with the draw mechanic of warlock the "giants decks" are the perfect example but look at "warlock cars" they are conceptually "high risk high reward cards" the flame imp, the infernal, soul fire and Jarraxxues are perfect examples of this and are argualbe some of the best valued cards in the game; however the a majority of the warlock's are either too high in cost such as the fel guard or of void walker are just too easy to kill (to prvent the "cash in" of the investment) with the abundance of "kill" cards most high quality minions are just targets; the reason the the giants decks are so viable is because when played well the giants can be played for free! The warlock relies on "critical hits" most of its strenghts if the fail to be cost effective the warlock will loose and even the stronger cards like "jarraxxues" or blood imps, or infernals don't win games they secure winning games.
A) Sacrificial Pact is great, though usually only toward the end of the game when you need HP bad, and then best used on some sort of imp. In a mirror match, it's incredible (instantly destroying a Pit Lord, Infernal, and I think it even works on Jaraxxus)
B) Siphon Soul is gnarly. You know it instantly kills targeted any minion and gives you back 3hp right? I mean what more can you ask for in a removal card? Instant death, with life back to boot.
C) As with all warlock minions, you need to weigh the cost of each minion according to the situation, then decide weather it's worth it. IE: I tend to only use Felguards towards the late game when I can hardly use all 10 mana in one turn anyway, and desperately need something to deflect an attack or two. The warlock has the most "alternative payment" minions and spells, meaning that the usually low mana cost (Soul Fire, Succubus, Doom Guard, Flame Imp, Pit Lord) is because you're paying in something else, either a card or your own HP. To counter card loss, use mortal coil and life tap, and to counter HP loss use one of many self-healing/removal spells (Drain Life, Siphon Soul, Sacrificial Pact).
Summary: Warlock class is by nature High Risk/High Reward, of course that means sometimes you lose mostly due to the drawbacks of your own cards. The trick is realizing the best situation/deck composition for each. None of the warlock cards are bad, you just need to be damned sure you're using them at the right time or it'll bite you in the ass. With the Warlock, the ends must justify the means, or you lose.
Seriously outside past the 4 turns where the various rush down decks pitter out and die not other hero is locked to the early, mid or late game.
Right now they have Warlock Giant Decks that are pretty good. I've also seen some really good midrange decks that are consistent. Just really depends on how you build it. Yes they did take a hit but they're still playable.
Control warlock is very viable. It is a playstyle that shines during turns 7+. Aggro warlock maybe useless turns 5+, but control lock is very good.
StrifeCro Frozen Giants
My thought is outside of the early game most warlock cards feel kind "meh" I count there are around 10 cards in the warlock deck which are almost un-viable cards in most average decks such as sacraficial pact, soul drain, doomguard; the warlock's power comes from its ability power compared to almost all decks where the hero power is icing on the cake of their decks; take paladin or mage there are maybe 3, 4 cards in each of "their decks" that most people consider un-viable, most warlock decks I see being played seriously well have at most 10 warlock cards in the deck compared to mage which can see up to 25 mage cards in their deck or hunter or paladin which see about 15 to 20 of their respective cards, the warlock deck is the most reliant on "neutral" minions that work really well with the draw mechanic of warlock the "giants decks" are the perfect example but look at "warlock cars" they are conceptually "high risk high reward cards" the flame imp, the infernal, soul fire and Jarraxxues are perfect examples of this and are argualbe some of the best valued cards in the game; however the a majority of the warlock's are either too high in cost such as the fel guard or of void walker are just too easy to kill (to prvent the "cash in" of the investment) with the abundance of "kill" cards most high quality minions are just targets; the reason the the giants decks are so viable is because when played well the giants can be played for free! The warlock relies on "critical hits" most of its strenghts if the fail to be cost effective the warlock will loose and even the stronger cards like "jarraxxues" or blood imps, or infernals don't win games they secure winning games.
A) Sacrificial Pact is great, though usually only toward the end of the game when you need HP bad, and then best used on some sort of imp. In a mirror match, it's incredible (instantly destroying a Pit Lord, Infernal, and I think it even works on Jaraxxus)
B) Siphon Soul is gnarly. You know it instantly kills targeted any minion and gives you back 3hp right? I mean what more can you ask for in a removal card? Instant death, with life back to boot.
C) As with all warlock minions, you need to weigh the cost of each minion according to the situation, then decide weather it's worth it. IE: I tend to only use Felguards towards the late game when I can hardly use all 10 mana in one turn anyway, and desperately need something to deflect an attack or two. The warlock has the most "alternative payment" minions and spells, meaning that the usually low mana cost (Soul Fire, Succubus, Doom Guard, Flame Imp, Pit Lord) is because you're paying in something else, either a card or your own HP. To counter card loss, use mortal coil and life tap, and to counter HP loss use one of many self-healing/removal spells (Drain Life, Siphon Soul, Sacrificial Pact).
Summary: Warlock class is by nature High Risk/High Reward, of course that means sometimes you lose mostly due to the drawbacks of your own cards. The trick is realizing the best situation/deck composition for each. None of the warlock cards are bad, you just need to be damned sure you're using them at the right time or it'll bite you in the ass. With the Warlock, the ends must justify the means, or you lose.
Warlock is a top tier class atm...are we playing the same game?
Warlock control is my favorite deck in the current meta... definitely not weak.