Deck Spotlight: UnLock Warlock
In today's deck spotlight we're taking a look at a deck from Team Soulbound's Modded, the UnLock Warlock deck. UnLock is an Aggro Warlock deck which is designed to have a very strong board presence in the early game, ramp up some strong damage dealing minions in the mid game, and then finish the opponent off with a damage spike, even if they've wiped your board. The deck has an affordable crafting cost clocking in at 2820 dust, the majority of which coming from Leeroy Jenkins. You can knock the affordability of this deck down more if you opt to go with an Argent Commander over Mr. Jenkins.
Modded has written an excellent guide to the deck and will without a doubt teach you something new if you're new to Aggro Warlock. Check out the deck itself below, and the full guide here.
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Minion (23)
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Ability (7)
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I still think Dark Iron is rather crucial, because it has the health to survive AOE board clears that inevitably come. What good does your pint summoner and his cohorts do if they all die together. Not to mention dark iron battlecry potential for trading up your low mana drops for expensive enemy minions that gives value 4/5 times.
There are 2 reasons that Dark Iron Dwarf is not in here.
First, this is NOT a board control deck like Zoo, go for face with this deck.
Second, it's a mana-expensive card, with this deck you want to lower your chances of drawing dead cards.
Yes, this deck is vulnerable to AoE, but then so are most aggro decks.
Zoo always had trouble with killing 5-6hp minions that often come taunted. To pass them you need to lose card advantage and thus rush power that played out so swiftly with pint summoner, dark iron allows you not to suicide multiple minions against a taunt wall but infuriate the opponent with an easy kill. But what do I know. ~
IMHO people should always tailor a deck to their playstyle, and I prefer to not run the dwarfs. To each their own.
looks nice, will definitively give it a try
When you mulligan, what should be looking for as your starting hand?
Nothing but 1 and 2 drop minions, except for Ironbeak Owl. If it's a Shaman matchup, I'll hang on to a Hellfire as it can nuke their Feral Spirit. If it's a Paladin matchup, I'll hang on to Mortal Coil. All other spells are finishers, and the other minions are useless for a turn or 2. One strong hand would be a Pint-Sized Summoner + Shattered Sun Cleric if you're going second, as you can play those 2 right after each other and have a 3/3 and a 3/2 on your 2nd turn.
Awesome, thanks! So far, I'm loving the deck! A breath of fresh air to the zoolock I was running before haha!
I'm glad you're enjoying it, best of luck sir!
I have yet to see a Warlock aggro/zoo deck that's not better with Defender of Argus in it. I'd probably drop the Summoner's for them.
EDIT: Nice idea for a deck though. :)
I passed it over when I originally made this deck because it's an expensive minion (relatively). I'll throw one in to try it once I get a chance to get in game. ;)
I swapped out a single Pint-Sized for a single defender of argus and noticed i had quite a few more options at my disposal while still being aggressive, but that's just from my own experience. The biggest combo I've had with it is slapping it between both argent squires with divine shield still up.