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Season 20 Legendary Demonlock GvG Deck

Last updated on Mar 02, 2015 at 12:05 by Sottle 18 comments

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

Demonlock is a deck that has been on the fringes of competitive play for a while, but was recently brought to great popularity by Silent Storm in his ESL winning performance. This deck combines elements from many of the popular Warlock archetypes, while adding in some Demon synergy to create a unique feeling deck.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. S20 Legendary Demonlock GvG Deck

Our deck costs 9,760 Arcane Dust and it is made up of the following cards.

Warlock Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Demonlock is a deck that combines elements from multiple popular Warlock decks. It borrows some early game cards from Zoo, some late-game power from Handlock and Combo Warlock, and adds in a unique twist through the use of Voidcaller to summon huge minions like Mal'Ganis and Lord Jaraxxus onto the board much earlier than should be possible.

In the early game you will look to develop a resilient board presence through cards like Mistress of Pain, Voidwalker and Nerubian Egg. These early game targets can then be buffed with additional cards such as Abusive Sergeant or Power Overwhelming to create strong early game positions for you.

During the early turns, controlling the board is key, since you do not have a large amount of proactive early plays. Cards like Darkbomb and Hellfire will be important to keep the opponent's board in a manageable state if you do not get the perfect opening with all of your early game options. The plan here is to stall the game until you are able to drop your more pro-active minions like Voidcaller.

It is important with this deck to Life Tap as much as possible, similar to playing Handlock. This deck relies on having options in hand, and synergies between multiple cards, meaning that if you neglect to Life Tap when you can, you will usually find yourself with situational cards in hand that do not have the accompanying piece you need to make them powerful.

Voidcaller is a key card in the deck, and marks an important transition in your gameplan from being reactive, to being proactive. Once you drop a Voidcaller onto the board, your opponent immediately has numerous tough decisions to make. You make them decide between killing the Voidcaller immediately and trying to deal with what comes out, letting you kill it on your own turn and have more control of situation, or Silence it if they have such an option available, leaving them exposed to a card like Sylvanas Windrunner later.

It is important to consider your hand when thinking about playing a Voidcaller. If you have a low value demon like Mistress of Pain in your hand, you probably want to play that minion out naturally, so that Voidcaller can target your more powerful Demons. If you only hold a high value target like Mal'Ganis in your hand, then you should probably hold off from using Life Tap, to prevent yourself from drawing a lower value Demon.

The decision on how and when you choose to kill your Voidcaller is also a very important one. Using various cards like Power Overwhelming and Shadowflame, you can engineer your Voidcaller to die in a variety of ways, and create extremely efficient board clears.

Moving into the late-game, the deck plays multiple high threat minions such as Sylvanas Windrunner, Dr. Boom, and Mal'Ganis. Lord Jaraxxus is also a fantastic late-game tool, but you should not be afraid to have it summoned onto the board as a 3/15 minion by Voidcaller, especially if you have the ability to buff it with Defender of Argus.

When it comes time to make the final push for damage to finish the game, many of this deck's utility and removal cards transform into burst damage to let you finish the game. Using various combinations of Power Overwhelming, Defender of Argus, Doomguard, Darkbomb, and Hellfire, you will usually find yourself with multiple options in hand to create large amounts of damage.

3.1. Synergies & Combinations

Abusive Sergeant can be used to buff an opposing minion, allowing it to be targetted by Big Game Hunter. This combination is one of the best ways to deal with a Loatheb from your opponent.

Various cards such as Abusive Sergeant, Power Overwhelming, and Hellfire can be used to activate your Nerubian Egg.

Sylvanas Windrunner + Power Overwhelming can be used as a Mind Control effect, to steal one large minion from your opponent's side of the board.

Voidcaller, as mentioned in the Strategy section is the most important card in the deck, and interacts very well with many of the deck's cards.

3.2. Mulligans & Matchup Specific Strategies

You should mulligan consistently for your early game cards such as Voidwalker, Mistress of Pain, Nerubian Egg and Abusive Sergeant. You can also keep Power Overwhelming if you have Nerubian Egg in your opening hand. Finally, you should keep Darkbomb againt decks that are likely to have early targets for it.

Against slower Control decks, you can keep a Voidcaller in your opening hand, especially if the rest of your hand is good, and try to draw into a high value minion to summon from it using Life Tap.

Against decks that flood the board with small minions early like Mech Mage or Zoo, then Hellfire is a fantastic keep, especially alongside Nerubian Egg.

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