Imp doesn't have an Imp tribe? It must be an oversight, right? If so, then Baritone Imp and Crazed Conductor can go into Imp Lock, but otherwise the whole Fatigue Pack seems weak.
Deck of Chaos never saw play, because it was too restrictive in terms of deck building. You had to use otherwise bad minions (with high cost and low attack) and cross your fingers to play DoC on curve, before you draw any of your key minions.
This one however allows you to play any minion you want, with no additional restrictions. So if the game gets slow enough, you can put it in just for extra value.
In the right deck, say Charge Warrior, this can be very strong. Grommash Hellscream will be 18/17 and Mr. Smite will become 13/12 (plus other pirates...), Captain Galvangar will be 15/15 and so on.
I don't think this compares to Deck of Chaos or Lady in White as it doesn't limit deckbuilding in any way. If I understand correctly, it basically adds stats to any minion in your deck, 1 mana 1/3 becomes 1 mana 2/4, 2 mana 3/2 becomes 2 mana 5/4, and so on, right? Because it doesn't say "set" or "change" but "give", like e.g. Vicious Bloodworm. So that looks super strong in a minion-based deck, like Survival of the Fittest, but better.
I don't think this card works well with discards, even in a dream scenario. Because even if you trigger this and hit 2 cards you want to discard, say Silverware Golem and High Priestess Jeklik you still lose 2 cards while your opponent loses 4... Is it even good enough to run this card in your deck? This is by no means a win condition or even a guarantee of a favorable outcome for you, so why take that risk at all? To MAYBE hit some of your opponent's key cards? Sounds really awful to me...
Yet another "will never see play" Warlock legendary and wasted card slot. There's pretty much only one archetype where such card could work, one where you don't care about any particular card in your deck and emptying your deck means winning, something like The Demon Seed. Without it, it's just a meme.
It's a pirate with an aura effect, so you can probably cheat it out somehow and then play Myra's Unstable Element. This card will most likely break the wild at some point...
To be fair, Construct Quarter is often the reason why you can't hold any board against Aggro Frost DK. A free 4/5 with rush allows him to make some really good value trades and keep up the pressure by forcing you to defend (removals, healing, armor) instead of playing minions. He can also empty your board quite easily and then play Marrow Manipulator in your face in the same turn.
Chad Warlock is what's called a "scam deck", meaning it works, except when it doesn't and then Warlock just dies. It's already very slow and inconsistent deck with some really bad matchups, so it can't be considered good by any means. Making it even slower or less consistent or less "scammy" would definitely kill it.
Still, I understand the dislike for Chad Warlock, as I don't like scam decks myself. At the same time, I believe that the discussion should not be about whether or not this deck should exist, but rather whether this type of decks should be allowed in HS. If so, then there's no issue. If not, Evolve Shaman, Miracle Rogue, Ramp Druid (especially the combo version), Big Spell / Cassino Mage and any other deck based on cheating huge amounts of mana or value should also be removed from the game. You can't just kill one random deck and say problem solved.
Window of their usefulness is also very narrow. On the one hand, because past turn 4 it's really difficult to build your board from scratch and deal any damage with it, thanks to effective removals, freezes and devolutions. On the other, because the lack of pressure gives your opponent space to breathe, often allowing him to develop something that you won't be able handle (e.g. huge ghosts from Miracle Rogue or tons of value from Ramp Druid).
But if you think about it, it makes perfect sense, because if you don't draw your imp-oriented cards, what are you left with? Crude version of Pure Curse Lock, aka one of the worst decks in the game...
I have around a 63% win rate with this deck so far, which is fine and above average, but it definitely feels RNG driven and draw dependent.
0
Oh yeah you're right, I missed that. Still, I'm fed up with Imp Lock already, as it's been the only truly playable Warlock deck in the last year.
-1
Imp doesn't have an Imp tribe? It must be an oversight, right? If so, then Baritone Imp and Crazed Conductor can go into Imp Lock, but otherwise the whole Fatigue Pack seems weak.
0
This clearly goes into the Imp Package, so there will be yet another year of Imp Lock? Looks like Control Lock was just a bait. Disappointing.
1
And it lasts at least 2 turns unless you have a way to destroy or replace your own weapon. Mage, Warlock, Priest and Druid love this...
Rogue will probably be super strong for at least the next few weeks as Team 5 has given her some really amazing cards (also via Core Set).
2
Deck of Chaos never saw play, because it was too restrictive in terms of deck building. You had to use otherwise bad minions (with high cost and low attack) and cross your fingers to play DoC on curve, before you draw any of your key minions.
This one however allows you to play any minion you want, with no additional restrictions. So if the game gets slow enough, you can put it in just for extra value.
0
In the right deck, say Charge Warrior, this can be very strong. Grommash Hellscream will be 18/17 and Mr. Smite will become 13/12 (plus other pirates...), Captain Galvangar will be 15/15 and so on.
2
I don't think this compares to Deck of Chaos or Lady in White as it doesn't limit deckbuilding in any way. If I understand correctly, it basically adds stats to any minion in your deck, 1 mana 1/3 becomes 1 mana 2/4, 2 mana 3/2 becomes 2 mana 5/4, and so on, right? Because it doesn't say "set" or "change" but "give", like e.g. Vicious Bloodworm. So that looks super strong in a minion-based deck, like Survival of the Fittest, but better.
0
I don't think this card works well with discards, even in a dream scenario. Because even if you trigger this and hit 2 cards you want to discard, say Silverware Golem and High Priestess Jeklik you still lose 2 cards while your opponent loses 4... Is it even good enough to run this card in your deck? This is by no means a win condition or even a guarantee of a favorable outcome for you, so why take that risk at all? To MAYBE hit some of your opponent's key cards? Sounds really awful to me...
0
I hope you're right, otherwise it's just wasted potential and another useless legendary for Warlock.
1
Yet another "will never see play" Warlock legendary and wasted card slot. There's pretty much only one archetype where such card could work, one where you don't care about any particular card in your deck and emptying your deck means winning, something like The Demon Seed. Without it, it's just a meme.
2
It's a pirate with an aura effect, so you can probably cheat it out somehow and then play Myra's Unstable Element. This card will most likely break the wild at some point...
3
To be fair, Construct Quarter is often the reason why you can't hold any board against Aggro Frost DK. A free 4/5 with rush allows him to make some really good value trades and keep up the pressure by forcing you to defend (removals, healing, armor) instead of playing minions. He can also empty your board quite easily and then play Marrow Manipulator in your face in the same turn.
4
Chad Warlock is what's called a "scam deck", meaning it works, except when it doesn't and then Warlock just dies. It's already very slow and inconsistent deck with some really bad matchups, so it can't be considered good by any means. Making it even slower or less consistent or less "scammy" would definitely kill it.
Still, I understand the dislike for Chad Warlock, as I don't like scam decks myself. At the same time, I believe that the discussion should not be about whether or not this deck should exist, but rather whether this type of decks should be allowed in HS. If so, then there's no issue. If not, Evolve Shaman, Miracle Rogue, Ramp Druid (especially the combo version), Big Spell / Cassino Mage and any other deck based on cheating huge amounts of mana or value should also be removed from the game. You can't just kill one random deck and say problem solved.
0
After about 300 games played with Curse Imp Lock, I can confirm that it's strong but also very inconsistent deck. If you want to be successful with it, in most matchups you need to draw your key cards very early on, specifically Flustered Librarian, Flame Imp, Wicked Shipment, Vile Library and Fiendish Circle. And not just one of them, because Flustered Librarian or Vile Library does nothing without Imps, and Imps are useless without Vile Library, Impending Catastrophe or at least Mischievous Imp or Imp King Rafaam in your hand.
Window of their usefulness is also very narrow. On the one hand, because past turn 4 it's really difficult to build your board from scratch and deal any damage with it, thanks to effective removals, freezes and devolutions. On the other, because the lack of pressure gives your opponent space to breathe, often allowing him to develop something that you won't be able handle (e.g. huge ghosts from Miracle Rogue or tons of value from Ramp Druid).
But if you think about it, it makes perfect sense, because if you don't draw your imp-oriented cards, what are you left with? Crude version of Pure Curse Lock, aka one of the worst decks in the game...
I have around a 63% win rate with this deck so far, which is fine and above average, but it definitely feels RNG driven and draw dependent.
0
On turn 2, in standard? How?