So it's confirmed that the Darkglare nerf is for wild actually. Seems like their design philosophy about standard and wild really changed a lot nowadays then...
Accordind to the current meta, Zoolock in Standard is nowhere near broken and doesn't deserve nerfs like this. If the Darkglare nerf targets to wild Darkglare Warlock, they can just nerf Molten Giant back to 25 mana instead. The fact is that the Molten Giant is the key card that creates such a power level gap between standard and wild pain warlock decks, 4 giants is way more efficient than 2 giants to pain warlock decks that Darkglare Warlock wasn't that broken in wild before 4 giant build replaced 2 giant build. (Kobold Librarian and Loatheb are also problematic but not that much)
Both Shadow Visions and Silence are probably used before you play Mindrender Illucia since they are also considered combo pieces that you'll play before. Raise Dead can be played anytime you want so it won't matter since your minions won't disturb your combo (except Taunt minions from your given Psychopomp but with very low chance that isn't worth considering).
The purpose of Mindrender Illucia in this deck is to provide you a chance to lethal since your opponent won't have anything to deal with your buffed minions with your hand, so its mostly played after you've used all your combo pieces from your hand to create a minion with lethal attack. However, there might be a case you may use Mindrender Illucia even if you haven't collected all combo pieces to create the big minion if you want to throw away your opponent's OTK combo pieces, in this situation you still have condition to win while your opponent will probably just lost the game.
Seems like a good idea for activating High Abbess Alura. The question is that are they worthy enough to be added into this deck just forHigh Abbess Alura's activation since both of them are underpowered cards.
Note that if you have no removal in your hand, you can play Giants with this card the same turn and your opponent will have nothing to deal with them. This shenanigans have potential to actually bring new competitive decks to wild in my opinion.
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So it's confirmed that the Darkglare nerf is for wild actually. Seems like their design philosophy about standard and wild really changed a lot nowadays then...
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Having overload 1 isn't really a downside for it since you can follow Cumulo-Maximus next turn with 5 mana or combo with Vessina played last turn.
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Accordind to the current meta, Zoolock in Standard is nowhere near broken and doesn't deserve nerfs like this. If the Darkglare nerf targets to wild Darkglare Warlock, they can just nerf Molten Giant back to 25 mana instead. The fact is that the Molten Giant is the key card that creates such a power level gap between standard and wild pain warlock decks, 4 giants is way more efficient than 2 giants to pain warlock decks that Darkglare Warlock wasn't that broken in wild before 4 giant build replaced 2 giant build. (Kobold Librarian and Loatheb are also problematic but not that much)
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Added.
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Carnivorous Cube might worth a try.
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You're right. Also, playing Innervate + Biology Project or play Nature Studies a turn before to reduce the cost of Biology Project can also activate the combo.
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Just like Tortollan Pilgrim that draws both Potion of Illusion. You can add a Sphere of Sapience to prevent that if you need to.
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The Northshire Cleric + Wild Pyromancer + Acolyte of Pain package is basically the most reliable draw engine for early game priest. If that's still not enough you might want to run 2 extra Coldlight Oracle. Gadgetzan Auctioneer might also be an option but the whole deck might need rebuild in order to fit it in.
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Both Shadow Visions and Silence are probably used before you play Mindrender Illucia since they are also considered combo pieces that you'll play before. Raise Dead can be played anytime you want so it won't matter since your minions won't disturb your combo (except Taunt minions from your given Psychopomp but with very low chance that isn't worth considering).
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The purpose of Mindrender Illucia in this deck is to provide you a chance to lethal since your opponent won't have anything to deal with your buffed minions with your hand, so its mostly played after you've used all your combo pieces from your hand to create a minion with lethal attack. However, there might be a case you may use Mindrender Illucia even if you haven't collected all combo pieces to create the big minion if you want to throw away your opponent's OTK combo pieces, in this situation you still have condition to win while your opponent will probably just lost the game.
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This card is more similar to Goblin Blastmage than Flamewaker.
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Seems like a good idea for activating High Abbess Alura. The question is that are they worthy enough to be added into this deck just forHigh Abbess Alura's activation since both of them are underpowered cards.
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Seems like most odd decks will be willing to put this into their deck.
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Note that if you have no removal in your hand, you can play Giants with this card the same turn and your opponent will have nothing to deal with them. This shenanigans have potential to actually bring new competitive decks to wild in my opinion.