This deck will probably never beat hunters and can also lose to rogues/mages but has a good chance against anything else.
Thanks and you are correct, the problems ive been having lately come from mages and hunters who just burst me down immediately. the taunts i can deal with, but I got the questing adventure piece from mrbitter, since it works really well with sense demons and the zero cost molten giants. when im around 10 health i usually plop down questing adventurer first 2 molten giants and defender of argus, plus whatever i can drop down with the excess 3 mana if its turn 10 at the earliest. with that combo i basically have a 5/5 minion and 2 9/9 taunters along with argus.
I'll try your strat with mountain giants, seems legit, but the mage and hunter control decks i find cant keep up with their burst.
How about the idea of emperor cobras for cheap removal?
Emperor Cobra will most likely by instantly removed, seems like a waste of mana.
The problem is that it absolutely sucks ass against hunter, rogue and mage rushes. But it can destroy druids and it's a bit of a 50/50 against paladins.
To be honest the only difference I see is 2x Mortal Coil, the rest is still turn 3+ and requires some luck against rushing.
true, but those two coils(leeroy+coil or early game removal for paladins recruits/young priestess etc.) are a huge factor and you're substitute's don't seem to balance out the deck imo
Thing is if you don't draw those Mortal Coils early on you are just as screwed. Anyway Doomsayer wasn't working out so I added in 1 Mortal Coil and 1 Shadowflame again. Maybe I will try using 2 of them, I just wish there was better early removal for warlock like Wrath.
In the end this deck can beat everything aside from rush and mage decks, I suppose that would be fair if there weren't 500.000 of those decks at high ranking.
not necessarily, late game say they have board control then u follow with ancient+shadowflame more often then not you drop their 5 hp minion(for example) down to one hp then you coil+card draw. excellent vs sylvanyas. you have to think if there was better removal for this deck it would be OP as F. what I've recently done is made a paladin control deck as plan b. they handle argo really well imo.
good talks and happy gaming ^^
The problem I have is against decks that have 4 buffed up minions out by turn 4, unless you played your Ancient Watcher at turn 2 or 3 (if you even got one) and have a Shadowflame in your hand, you will have a problem.
To be honest the only difference I see is 2x Mortal Coil, the rest is still turn 3+ and requires some luck against rushing.
true, but those two coils(leeroy+coil or early game removal for paladins recruits/young priestess etc.) are a huge factor and you're substitute's don't seem to balance out the deck imo
Thing is if you don't draw those Mortal Coils early on you are just as screwed. Anyway Doomsayer wasn't working out so I added in 1 Mortal Coil and 1 Shadowflame again. Maybe I will try using 2 of them, I just wish there was better early removal for warlock like Wrath.
In the end this deck can beat everything aside from rush and mage decks, I suppose that would be fair if there weren't 500.000 of those decks at high ranking.
Have you found that almost every time you follow jaraxxus with deathwing that people just concede right then and there? That his been my experience. Also my edited and tweaked deck is very similar to yours.
Yeah but sometimes I can't get Lord Jaraxxus in and just have to Deathwing with him in my hand, still wins the game though.
But I wish Lord Jaraxxus had 20 health orso, too many classes can do 15 damage of burst with spells and a charge minion or something. Sometimes I just set up 3-4 taunts and play him at high health, then the hero power and Deathwing can deal with anything else.
I have been running this deck as of late and am on my way to rank 3 now.
I haven't had very much luck with Doomsayer yet but it has stalled a few turns for me. Deathwing on the other hand has already won me 3 games after my opponent dumped his hand when I was low on health and had no answer for him.
The best play is to use Deathwing after Lord Jaraxxus with his hero power you have unlimited minions anyway.
I just got completely wrecked on the Slowroll Paladin deck at rank 5 by a lock who played something similar to this, but he also had 2xSea Giant, 2xMountain Giant and used a Void Terror to consume 2x Power Overwhelming.
I am really questioning at what rank people who say the deck performs well are playing, I get rushed down every single game before I can even set up a taunt and I am playing around rank 5.
Unless you keep the board clear or actually control it, almost every class will simply do 10+ damage in a single turn which is why this deck is not played much (I never see it around rank 5).
The only warlocks I ever see are murloc and minion rush decks, I think I saw Jaraxxus ONCE. And personally I agree with this because I also have way too much trouble getting any wins with this deck with all the direct hero damage cards out there.
I am afraid that a control oriented jaraxxus deck just won't do well in this meta.
I've been trying this deck for the past week and finally have made some progress (rank 12 to 5).
The early iterations were very problematic as they were very spell heavy. The biggest problem was that the deck would essentially stall until you have Lord Jaraxxus on the board. This wasn't good because the player didn't really have to do much of anything to get at that point. By the time Lord Jaraxxus got out (if I was that lucky) they steam rolled over me.
I moved to a more low level minion based version (much fewer spells) and it felt very weak. I could get some stuff out but they were so easily taken out. Again, it felt that the deck was a Lord Jaraxxus deck and you had to stall for him to actually win.
My current version is essentially a Lock Giants deck. I aim for early (round 4) Mountain Giants or high health Twilight Drakes and apply pressure on the opponent. If they drop the giant as soon as he hits the board, but he used 3-4 cards to do it, he did his job. As I get lower on health, I bust out Molten Giants and make them have taunt as applicable. Now, I don't feel that I am tethered to Lord Jaraxxus. He is now used to finish the player rather than feeling that's when the deck started.
That still leaves you useless until turn 4 and even if you do drop your drakes or giants you will just be rushed or killed with spells before they can do anything.
I am still getting my ass handed to me by aggro decks... Rogue, Mage, Paladin, other Warlocks. I feel that the Sunfury Protector is too reliant on minions that we don't have to be useful, sure you can combo it with a Twilight Drake but when that gets silenced I begin to cry inside.
I've tinkered around with the deck a little bit adding in more reliable early game control:
Well, Voidwalker can be hard to kill early on but you won't always get them, maybe Worgen Infiltrator? I'm just thinking of 2 dmg minions or taunts that can defend you for turn 1-3 so you don't take tons of damage before then.
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Emperor Cobra will most likely by instantly removed, seems like a waste of mana.
Questing Adventurer and all of those taunts are not needed at all, the entire idea of this deck is to put up Mountain Giant and Molten Giant with Sunfury Protector or Defender of Argus while using your spells to remove minions and Lord Jaraxxus when shit hits the fan.
This deck will probably never beat hunters and can also lose to rogues/mages but has a good chance against anything else.
This deck also works well against a warrior rush if you can get taunted giants/drakes in place.
Currently I am running this deck:
The problem is that it absolutely sucks ass against hunter, rogue and mage rushes. But it can destroy druids and it's a bit of a 50/50 against paladins.
The problem I have is against decks that have 4 buffed up minions out by turn 4, unless you played your Ancient Watcher at turn 2 or 3 (if you even got one) and have a Shadowflame in your hand, you will have a problem.
Thing is if you don't draw those Mortal Coils early on you are just as screwed. Anyway Doomsayer wasn't working out so I added in 1 Mortal Coil and 1 Shadowflame again. Maybe I will try using 2 of them, I just wish there was better early removal for warlock like Wrath.
In the end this deck can beat everything aside from rush and mage decks, I suppose that would be fair if there weren't 500.000 of those decks at high ranking.
To be honest the only difference I see is 2x Mortal Coil, the rest is still turn 3+ and requires some luck against rushing.
Yeah but sometimes I can't get Lord Jaraxxus in and just have to Deathwing with him in my hand, still wins the game though.
But I wish Lord Jaraxxus had 20 health orso, too many classes can do 15 damage of burst with spells and a charge minion or something. Sometimes I just set up 3-4 taunts and play him at high health, then the hero power and Deathwing can deal with anything else.
I have been running this deck as of late and am on my way to rank 3 now.
I haven't had very much luck with Doomsayer yet but it has stalled a few turns for me. Deathwing on the other hand has already won me 3 games after my opponent dumped his hand when I was low on health and had no answer for him.
The best play is to use Deathwing after Lord Jaraxxus with his hero power you have unlimited minions anyway.
I just got completely wrecked on the Slowroll Paladin deck at rank 5 by a lock who played something similar to this, but he also had 2xSea Giant, 2xMountain Giant and used a Void Terror to consume 2x Power Overwhelming.
Equality and Aldor Peacekeepers are nice, but when playing against 6 giants with taunts and a 15/10 Void Terror, things become difficult.
EDIT: Trying out the giants deck right now, BARELY beat a mage thanks to double Siphon Soul and I managed to create a 20/17 Void Terror lol.
I am really questioning at what rank people who say the deck performs well are playing, I get rushed down every single game before I can even set up a taunt and I am playing around rank 5.
Unless you keep the board clear or actually control it, almost every class will simply do 10+ damage in a single turn which is why this deck is not played much (I never see it around rank 5).
The only warlocks I ever see are murloc and minion rush decks, I think I saw Jaraxxus ONCE. And personally I agree with this because I also have way too much trouble getting any wins with this deck with all the direct hero damage cards out there.
I am afraid that a control oriented jaraxxus deck just won't do well in this meta.
That still leaves you useless until turn 4 and even if you do drop your drakes or giants you will just be rushed or killed with spells before they can do anything.
I am still getting my ass handed to me by aggro decks... Rogue, Mage, Paladin, other Warlocks. I feel that the Sunfury Protector is too reliant on minions that we don't have to be useful, sure you can combo it with a Twilight Drake but when that gets silenced I begin to cry inside.
I've tinkered around with the deck a little bit adding in more reliable early game control:
Well, Voidwalker can be hard to kill early on but you won't always get them, maybe Worgen Infiltrator? I'm just thinking of 2 dmg minions or taunts that can defend you for turn 1-3 so you don't take tons of damage before then.