It kinda unintentionally showed that two defenders aren't worth it. (or better phrased, one is enough)
I'll probably finish a deck like yours after I completed my mage deck. But it looks so fun... and I'm often tempted to forgo my mage deck and finish the warlock deck first. (one pyroblast would almost cost more than what it would take to finish the wlock deck :( )
Oh well, I crafted the remaining cards for the warlock deck. (except Thalnos, he is way to expensive for me right now)
The deck is obviously great and a lot of fun. You have so many options, which leads to many different plays.
But holy moly do I love the doomguard. I had him in an arena draft deck right before crafting this deck, and every time I got him he was quite the match winner. Same goes for this deck, he is just perfect to clean up the board or close the game in later stages and I don't see any other card replacing him. (the battlecry isn't even that bothersome, at some point your hand is pretty empty anyways)
By far, my favourite card in hearthstone right now.
They are! Here's more content coming up since I find this deck has been getting the best reception. All the fun of insane Warlock aggro without the messier drawbacks. This time, we go through two late-game situations against a Mage and Rogue.
The important part to understand against AoE heavy classes, is that this is a rush deck, not a swarm deck. Actually... the difference doesn't even matter. once you get an advantage on the board, you need to hold your cards! If you're dealing 5~8 damgae a turn, this is more than perfect. This is where you need to tap and build up more cards as a Warlock, you need to to have the potential to repopulate the board ASAP once you get board control. Remember, if you haven't won by turn 7, don't play anything that won't get minions above 5 health for Flamestrike range. I think at one point, I just held a Harvest Golem. I mean, what's the point of playing something when it's going to die? The mage or whatever class dedicates an entire turn to board clear, that means you easily have initiative to place what you want on the board the following turn.
The deck is great fun to play against other classes, but the heavy AoE decks like Shaman, spell power Rogue, control Warlock and Mage is where your skills are tested.
Thanks for the deck, I've had relative success with it but I use a Dread Infernal instead of Thalnos because I can't afford him.That said, I'm not sure that a dread infernal works well with a deck like this. What would be an optimal and relatively cheap replacement for Thalnos?
Thanks for the deck, I've had relative success with it but I use a Dread Infernal instead of Thalnos because I can't afford him.That said, I'm not sure that a dread infernal works well with a deck like this. What would be an optimal and relatively cheap replacement for Thalnos?
Awesome deck, randomly came across it the other day while searching for a fun deck to try constructed with. I had most of these cards already, sans the Bloodmage. Think I've gone like 15-2 or so since I started, seems really resilient against many other deck types. I was curious if anyone has tried Malygos in the deck? With Soulfire it could create an alternate win condition on occasion. Plus it happens to be my only good Legendary. Thoughts?
Awesome deck, randomly came across it the other day while searching for a fun deck to try constructed with. I had most of these cards already, sans the Bloodmage. Think I've gone like 15-2 or so since I started, seems really resilient against many other deck types. I was curious if anyone has tried Malygos in the deck? With Soulfire it could create an alternate win condition on occasion. Plus it happens to be my only good Legendary. Thoughts?
Malygos is a card I feel people have been underestimating in general, much like Avenging Wrath, that may garner some respect once people get a workable deck with it. I feel Druid is going to be a prime candidate between their large amount of control and direct damage spells.
This may not be the best deck for it, but it you can try and see for yourself. Malygos could work in this deck as a last resort, but there's not much else to use it with besides Soulfire to end a game. Malygos shines when you play with board clear spells, I have neither Hellfire nor Shadowflame. You would want to add those, but, 9 mana is incredibly late, you need to keep it alive, unsilenced, and get the (somewhat situational) spells to play it. Malygos is more of a control/burn win condition. As always, I encourage you to make the deck how you want to make it, just don't remove core minions and you're okay on keeping the deck strong early game.
To put it into perspective, you can play one more Power Overwhelming and there's +4 damage at 1 mana compared to Malygos's +5 Spellpower. I'm glad you all enjoy the deck. Happy Hearthstoning.
Awesome deck, randomly came across it the other day while searching for a fun deck to try constructed with. I had most of these cards already, sans the Bloodmage. Think I've gone like 15-2 or so since I started, seems really resilient against many other deck types. I was curious if anyone has tried Malygos in the deck? With Soulfire it could create an alternate win condition on occasion. Plus it happens to be my only good Legendary. Thoughts?
There's a time and place for every card, and a deck that makes best use of steering gameplay so you can play the card when it counts most. Malygos would be an odd card in this deck, it's mana cost is too high to be played early enough for it to normally be of use.
Malygos is a good card, but I would consider making a Spell heavy nuke deck around him to make him shine, not a low mana minion based rush deck where he is out of place. :)
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I made this deck and I enjoy it. Which card would you replace for Lord Jaraxxus if any? I luckliy got him in a pack the other day =)
Feel free to swap out Thalnos, the card draw isn't as necessary for a Warlock deck and Spell Damage is a secondary thought. I wouldn't give up any of the other important minions for something as late as Jaraxxus. He really does need a deck to support him, some healing, and more removal to support his low health cap.
Games very often end for me before turn 8, but if you hold those Soulfires, maybe Jaraxxus can save you in a tight situation late game! And with every addition of Jaraxxus, Sense Demons becomes a necessity.
Awesome deck, randomly came across it the other day while searching for a fun deck to try constructed with. I had most of these cards already, sans the Bloodmage. Think I've gone like 15-2 or so since I started, seems really resilient against many other deck types. I was curious if anyone has tried Malygos in the deck? With Soulfire it could create an alternate win condition on occasion. Plus it happens to be my only good Legendary. Thoughts?
Malygos is a card I feel people have been underestimating in general, much like Avenging Wrath, that may garner some respect once people get a workable deck with it. I feel Druid is going to be a prime candidate between their large amount of control and direct damage spells.
This may not be the best deck for it, but it you can try and see for yourself. Malygos could work in this deck as a last resort, but there's not much else to use it with besides Soulfire to end a game. Malygos shines when you play with board clear spells, I have neither Hellfire nor Shadowflame. You would want to add those, but, 9 mana is incredibly late, you need to keep it alive, unsilenced, and get the (somewhat situational) spells to play it. Malygos is more of a control/burn win condition. As always, I encourage you to make the deck how you want to make it, just don't remove core minions and you're okay on keeping the deck strong early game.
To put it into perspective, you can play one more Power Overwhelming and there's +4 damage at 1 mana compared to Malygos's +5 Spellpower. I'm glad you all enjoy the deck. Happy Hearthstoning.
Thanks, kind of what I thought. More wishful thinking that I could find a home for my Malygos than anything. Great point about Power Overwhelming. I'll stick with what I've got and try to put together a more control deck too with some late game cards.
Having a really hard time playing this deck; there just seems to be so much weakness to AoE cards and weapons in general. Nothing is tanky enough to withstand it, and even mid-size taunt cards like Sen'jin cause rather large problems.
Supah, I think it's quite hard to play against any form of AoE decks, it's just how the style of the deck falters. Read the match-up advice against Mage to get an idea of it. You're supposed to be doing damage versus opponents where possible and using the gap-turns where they have no real AoE to boost your hand count and prepare for post-clear to repopulate the board and put more pressure on the board right away. It's tricky to play, exercising moderation in a deck that is meant to rush the opponent is a hard concept to understand at first. Against a card like Sen'jin, you have your Power Overwhelming, Shadow Bolts, and some small creatures or Mortal Coil to clear. With some spell power, it's usually a 1:1 where the rest of your board is being sent straight to the opponent's face.
That's all I can really tell you. If the cards line up right, many people tend to lose unless they can fully grasp the situations presented to them, understand the options of the opponent, then think outside the box. Regard, you just can't win sometimes. If your opponent clears 2 minions and damages your board with a Starfall, you better be ready to drop atleast two minions. If your opponent is moving towards total board clear spells like Flamestrike, you should have enough damage to put them into lethal range and you start to mill for cards. In general, my games don't "last" until late game against Mage, by the time Flamestrike is playable, I should be ready to mill for the win or have enough to put pressure on the board then begin milling. If I'm so soon in Pyroblast range, that should be my own fault for not putting enough pressure on the board that the opponent can deal damage to my hero. In a race, you should always win!
As for The Beast, go ahead and give it a shot. I honestly don't think it's worth the trouble. An excellent card on paper, but if it is directly removed, you're looking at so much lost momentum. Momentum is everything. Consider these two things: the base stats of the card are 9/7, it summons a 3/3 for your opponent, the stat value of the card is essentially a 6 mana for 6/4 (that's not all too impressive). Now, you play The Beast and expect to deal 9 damage the following turn, perfectly normal situation hoping your opponent has no kill or removal. Take a card like Argent Commander in his place: Argent has charge and attacks twice for 8 damage in the time Beast could have attacked once and yet provides more flexibility. The best use I can find for this card is probably as a clear-deterrent. Throw it on the board the turn before Flamestrike or any other popular clear.
As Aishi_ says, Mages are a big pain, and not just for the AoE clears. Frost Nova is pretty devastating as an AoE CC against this deck - I've had Mages stall for critical turns like Turn 3 and Turn 4 to play their Turn 5 Blizzard or for 5 & 6 to play a Turn 7 Flamestrike.
I've also found that Hunters that pull an early 1-2 Explosive Traps are pretty massively annoying too, since a looooot of this deck's early cards have 2 health, and once an Explosive Trap is down, there's very little you can do to stop it from activating unless you just want to idle until you draw into a Blood Imp.
Explosive Trap isn't too scary, Imps, SSC, Argus, and Power Overwhelming on a weaker creature to bypass the damage work pretty well. A good portion of the deck are above 2 health. Frost Nova sucks, but you don't see that many, if at all. I'd be more concerned with Blizzard or SD+1 Arcane Explosion.
Leeroy puts an offensive spin on the deck, he's not bad at all. I had Leeroy pre-wipe, he was a great card in offensive decks. No Mukla unfortunately, I think Mukla is a great card if you had a good early game, you just can't let your opponent get minions out to buff before attack. If you're slightly behind on the board, I foresee Mukla being a bit of a dead card. You also need to play him with removal.
Defending Leeroy ... play taunts, aoes, or simply play, buff, win. Depends on hand and situation of course. If he gets removed by a spell after playing him, it is still okay. you dealt 6 damage somewhere and your opponent lost a spell. Those whelps might come in handy, but sually you can easily deal with them.
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Defending Leeroy ... play taunts, aoes, or simply play, buff, win. Depends on hand and situation of course. If he gets removed by a spell after playing him, it is still okay. you dealt 6 damage somewhere and your opponent lost a spell. Those whelps might come in handy, but sually you can easily deal with them.
What should i remove to replace Leeroy?
While playing against mage, whats the shall "dos" and shouldnt "dos"? I am playing a rush deck, is it good that summon all the low mana minions out once I got them?
Mukla has always seemed like a card that if I dont get it in my opening hand, is kinda worthless.. Id dust it.
Myself I wouldnt worry about defending leeroy, hes going to die at the end of the turn anyway. He is useful as some end game burst damage or possibly as a large minion removal. I like the idea though.
Like this deck, I did well with it so far
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Thanks for the video.
It kinda unintentionally showed that two defenders aren't worth it. (or better phrased, one is enough)
I'll probably finish a deck like yours after I completed my mage deck. But it looks so fun... and I'm often tempted to forgo my mage deck and finish the warlock deck first. (one pyroblast would almost cost more than what it would take to finish the wlock deck :( )
Keep it up!
Also known as 'Emoeritz'
XaszEmoeritz#1504
Oh well, I crafted the remaining cards for the warlock deck. (except Thalnos, he is way to expensive for me right now)
The deck is obviously great and a lot of fun. You have so many options, which leads to many different plays.
But holy moly do I love the doomguard. I had him in an arena draft deck right before crafting this deck, and every time I got him he was quite the match winner. Same goes for this deck, he is just perfect to clean up the board or close the game in later stages and I don't see any other card replacing him. (the battlecry isn't even that bothersome, at some point your hand is pretty empty anyways)
By far, my favourite card in hearthstone right now.
PS: Mages with a lot of freeze cards are nasty
Also known as 'Emoeritz'
XaszEmoeritz#1504
They are! Here's more content coming up since I find this deck has been getting the best reception. All the fun of insane Warlock aggro without the messier drawbacks. This time, we go through two late-game situations against a Mage and Rogue.
The important part to understand against AoE heavy classes, is that this is a rush deck, not a swarm deck. Actually... the difference doesn't even matter. once you get an advantage on the board, you need to hold your cards! If you're dealing 5~8 damgae a turn, this is more than perfect. This is where you need to tap and build up more cards as a Warlock, you need to to have the potential to repopulate the board ASAP once you get board control. Remember, if you haven't won by turn 7, don't play anything that won't get minions above 5 health for Flamestrike range. I think at one point, I just held a Harvest Golem. I mean, what's the point of playing something when it's going to die? The mage or whatever class dedicates an entire turn to board clear, that means you easily have initiative to place what you want on the board the following turn.
The deck is great fun to play against other classes, but the heavy AoE decks like Shaman, spell power Rogue, control Warlock and Mage is where your skills are tested.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Hi,
Thanks for the deck, I've had relative success with it but I use a Dread Infernal instead of Thalnos because I can't afford him.That said, I'm not sure that a dread infernal works well with a deck like this. What would be an optimal and relatively cheap replacement for Thalnos?
He notes it in his original post.
You can replace Thalnos with a Kobold Geomancer.
Awesome deck, randomly came across it the other day while searching for a fun deck to try constructed with. I had most of these cards already, sans the Bloodmage. Think I've gone like 15-2 or so since I started, seems really resilient against many other deck types. I was curious if anyone has tried Malygos in the deck? With Soulfire it could create an alternate win condition on occasion. Plus it happens to be my only good Legendary. Thoughts?
Malygos is a card I feel people have been underestimating in general, much like Avenging Wrath, that may garner some respect once people get a workable deck with it. I feel Druid is going to be a prime candidate between their large amount of control and direct damage spells.
This may not be the best deck for it, but it you can try and see for yourself. Malygos could work in this deck as a last resort, but there's not much else to use it with besides Soulfire to end a game. Malygos shines when you play with board clear spells, I have neither Hellfire nor Shadowflame. You would want to add those, but, 9 mana is incredibly late, you need to keep it alive, unsilenced, and get the (somewhat situational) spells to play it. Malygos is more of a control/burn win condition. As always, I encourage you to make the deck how you want to make it, just don't remove core minions and you're okay on keeping the deck strong early game.
To put it into perspective, you can play one more Power Overwhelming and there's +4 damage at 1 mana compared to Malygos's +5 Spellpower. I'm glad you all enjoy the deck. Happy Hearthstoning.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
There's a time and place for every card, and a deck that makes best use of steering gameplay so you can play the card when it counts most. Malygos would be an odd card in this deck, it's mana cost is too high to be played early enough for it to normally be of use.
Malygos is a good card, but I would consider making a Spell heavy nuke deck around him to make him shine, not a low mana minion based rush deck where he is out of place. :)
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
Feel free to swap out Thalnos, the card draw isn't as necessary for a Warlock deck and Spell Damage is a secondary thought. I wouldn't give up any of the other important minions for something as late as Jaraxxus. He really does need a deck to support him, some healing, and more removal to support his low health cap.
Games very often end for me before turn 8, but if you hold those Soulfires, maybe Jaraxxus can save you in a tight situation late game! And with every addition of Jaraxxus, Sense Demons becomes a necessity.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Thanks, kind of what I thought. More wishful thinking that I could find a home for my Malygos than anything. Great point about Power Overwhelming. I'll stick with what I've got and try to put together a more control deck too with some late game cards.
Having a really hard time playing this deck; there just seems to be so much weakness to AoE cards and weapons in general. Nothing is tanky enough to withstand it, and even mid-size taunt cards like Sen'jin cause rather large problems.
Hey Aishi,
I've been having great success with this deck thus far.
Quick question: I recently got The Beast .Is it worth integrating it into the deck? And if so, what should I replace it with?
Supah, I think it's quite hard to play against any form of AoE decks, it's just how the style of the deck falters. Read the match-up advice against Mage to get an idea of it. You're supposed to be doing damage versus opponents where possible and using the gap-turns where they have no real AoE to boost your hand count and prepare for post-clear to repopulate the board and put more pressure on the board right away. It's tricky to play, exercising moderation in a deck that is meant to rush the opponent is a hard concept to understand at first. Against a card like Sen'jin, you have your Power Overwhelming, Shadow Bolts, and some small creatures or Mortal Coil to clear. With some spell power, it's usually a 1:1 where the rest of your board is being sent straight to the opponent's face.
That's all I can really tell you. If the cards line up right, many people tend to lose unless they can fully grasp the situations presented to them, understand the options of the opponent, then think outside the box. Regard, you just can't win sometimes. If your opponent clears 2 minions and damages your board with a Starfall, you better be ready to drop atleast two minions. If your opponent is moving towards total board clear spells like Flamestrike, you should have enough damage to put them into lethal range and you start to mill for cards. In general, my games don't "last" until late game against Mage, by the time Flamestrike is playable, I should be ready to mill for the win or have enough to put pressure on the board then begin milling. If I'm so soon in Pyroblast range, that should be my own fault for not putting enough pressure on the board that the opponent can deal damage to my hero. In a race, you should always win!
As for The Beast, go ahead and give it a shot. I honestly don't think it's worth the trouble. An excellent card on paper, but if it is directly removed, you're looking at so much lost momentum. Momentum is everything. Consider these two things: the base stats of the card are 9/7, it summons a 3/3 for your opponent, the stat value of the card is essentially a 6 mana for 6/4 (that's not all too impressive). Now, you play The Beast and expect to deal 9 damage the following turn, perfectly normal situation hoping your opponent has no kill or removal. Take a card like Argent Commander in his place: Argent has charge and attacks twice for 8 damage in the time Beast could have attacked once and yet provides more flexibility. The best use I can find for this card is probably as a clear-deterrent. Throw it on the board the turn before Flamestrike or any other popular clear.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
As Aishi_ says, Mages are a big pain, and not just for the AoE clears. Frost Nova is pretty devastating as an AoE CC against this deck - I've had Mages stall for critical turns like Turn 3 and Turn 4 to play their Turn 5 Blizzard or for 5 & 6 to play a Turn 7 Flamestrike.
I've also found that Hunters that pull an early 1-2 Explosive Traps are pretty massively annoying too, since a looooot of this deck's early cards have 2 health, and once an Explosive Trap is down, there's very little you can do to stop it from activating unless you just want to idle until you draw into a Blood Imp.
Hi Aishi, will King mukia or Leeroy fit into this deck?
Explosive Trap isn't too scary, Imps, SSC, Argus, and Power Overwhelming on a weaker creature to bypass the damage work pretty well. A good portion of the deck are above 2 health. Frost Nova sucks, but you don't see that many, if at all. I'd be more concerned with Blizzard or SD+1 Arcane Explosion.
Leeroy puts an offensive spin on the deck, he's not bad at all. I had Leeroy pre-wipe, he was a great card in offensive decks. No Mukla unfortunately, I think Mukla is a great card if you had a good early game, you just can't let your opponent get minions out to buff before attack. If you're slightly behind on the board, I foresee Mukla being a bit of a dead card. You also need to play him with removal.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
If i had to put Leeroy, how should i defend it?
I play 1 against mage just now, but lost badly, how would u play against a mage?
Defending Leeroy ... play taunts, aoes, or simply play, buff, win. Depends on hand and situation of course.
If he gets removed by a spell after playing him, it is still okay. you dealt 6 damage somewhere and your opponent lost a spell.
Those whelps might come in handy, but sually you can easily deal with them.
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
What should i remove to replace Leeroy?
While playing against mage, whats the shall "dos" and shouldnt "dos"? I am playing a rush deck, is it good that summon all the low mana minions out once I got them?
Mukla has always seemed like a card that if I dont get it in my opening hand, is kinda worthless.. Id dust it.
Myself I wouldnt worry about defending leeroy, hes going to die at the end of the turn anyway. He is useful as some end game burst damage or possibly as a large minion removal. I like the idea though.
Like this deck, I did well with it so far