We need another (5)+ cost spell as Groundskeeper has only Tidal Wave and C'thun cards to work from. I'd like to buff Runic Carvings but that could be a dangerous for token druid. I think Dunk Tank is an option: (5) Current Corrupt = baseline. Corrupt: 4 damage to enemy minions. only this is pretty wordy. Not sure but they really left us short re high-end spells imo. Actually (5) 5d + 3 might work.
And, I just played a rush warrior for the first time in a long while... I have my doubts if ALL of the above would help a mid-control Shaman against that spec! :O :/
Dunk Tank costs 4, so that wouldn’t work with Groundskeeper.
Mortal Coil --> 2 damage. One damage less than Holy Smite but can draw a card, with would be fair trade off (-2 dmg is too much).
Siphon Soul --> 3 mana, but no longer heals you. It's slightly better than Shadow Word: Death, so 3 mana would be fair cost.
Hellfire --> 3 mana and deals damage only to minions. 4 mana for symmetrical effect with face damage is too slow and too dangerous in aggro matchups.
Lakkari Felhound --> Remove battlecry. It's basically Sen'jin Shieldmasta (unplayable card from 2013) with just 3 more health. Class cards can be stronger than neutrals and vanilla 3/8 for 4 mana wouldn't make Warlock broken for sure (especially with all that power creep).
Free Admission --> 2 mana, draw 2 cards (not just minions), without any discounts. Like Arcane Intellect (which everyone knows is bad) for 1 mana less.
Wow................
I'm not saying all those cards should be buffed at the same time.
Warlock is second worst class in the game (after Shaman) for like last 3 years and his control archetype wasn't viable since Cube Lock. He is so far behind in terms of power level, that he needs really big boost to be viable and relevant again. Most of all, he's too reactive and too slow (majority of his cards are overcosted, so he never gets any tempo or lead on the board, even after clearing it over and over) and he doesn't have reliable tools to make significant swing turns. Even his most powerful card, Lord Jaraxxus, needs 3 turns to generate real value. Turn 9 is just gain 5 armor and do nothing (which is crazy by itself!), on turn 10 you spawn one 6/6 without taunt or rush, and on turn 11 you can use it for the first time. In comparison Troublemaker is not as strong in a long term, but it gives you immediate, ongoing value, that can swing games. Warlock never gets anything like that, which is a shame.
Warlock needs rework, new cards or huge buff to existing ones, there's no other way. When they nerf Tickatus (and I hope they will), he'll be gone from the game as a dead class with no purpose and place in the meta, outdated and redundant.
Neeru Fireblade generates this consistent value you speak of. 6 3/2’s at the end of every turn for free is amazing.
Tidal Wave > down to 7 mana? Maybe a bit too busted but it is way to slow at the moment.
Vashj Prime > down to 6 mana. You want to have more impact on the turn you play her.
shaman player above. btw you must be stupid to think that mana tide will go up from 3 to 4 health or go down from 3 to 2 mana. That card is played now and it would be broken if it was 2 mana or had 4 health.
No it's not, and you're not shaman player, don't lie to us. Mana Tide Totem is BAD card now.
If they increased Mana Tide to drawing two cards, it most certainly would be played. And Shaman’s draw drought would be fixed.
Dunk Tank costs 4, so that wouldn’t work with Groundskeeper.
Neeru Fireblade generates this consistent value you speak of. 6 3/2’s at the end of every turn for free is amazing.
If they increased Mana Tide to drawing two cards, it most certainly would be played. And Shaman’s draw drought would be fixed.
Mana Tide Totem: Goes up to 4 Mana, but in exchange now draws 2 cards at the end of your turn.
Landslide: Now deals 2 damage, then repeats for 2 more if you are Overloaded.
Molten Blast: Down to 2 Mana.
Tidal Wave: Down to 7.