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Season 20 Mid Budget Warlock Combo GvG Wild Deck

Last updated on Jan 22, 2015 at 12:05 by Sottle 2 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Disclaimer: this deck has been archived.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.

The following guide outlines how to play a Combo based Warlock deck, it plays out similarly to Handlock in some respects, but relies on an Arcane Golem burst combo to kill your opponent as opposed to the traditional Giants. It takes a certain amount of finesse to play successfully, but offers fantastic rewards once the player has come to grips with its nuances.

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 Mid Budget Warlock Combo GvG Wild Deck

Our deck costs 2,300 Arcane Dust and it is made up of the following cards.

Warlock Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Combo Warlock is a deck that plays out similarly to classic Handlock decks. However, instead of the Giants that are usually found in the deck, this build instead plays a 24 damage burst combo in the form of Arcane Golem + 2 x Power Overwhelming + Faceless Manipulator. The gameplan of the deck is to use Warlock's efficient removal spells and valuable Neutral minions such as Zombie Chow and Twilight Drake to control the board and stall out the game until you are able to draw into all the necessary pieces of the combo to finish your opponent.

In the early-game, the deck plays out a little differently from Handlock. In Handlock you will often spend the first few turns using Life Tap in order to develop a large Twilight Drake or Mountain Giant on turn 4. With this deck on the other hand, you will often look to fight for the board in the early turns using cards like Zombie Chow and Darkbomb. With this said, however, you should pay close attention to situations where you are able to hold on to your individual removal spells and instead wait until turn 4 to sweep the board with Hellfire.

In the mid-game, you will start to be more pro-active, using cards like Twilight Drake, Sludge Belcher, and Imp-losion to develop a board state. Although the eventual plan is to burst your opponent down with the Arcane Golem combo, it is important to at least deal a few points of damage to the opponent through minion combat in order to get them below the 24 health necessary to seal the game.

The deck features a large amount of healing in order to prolong the game long enough, because of this it is very important, as in Handlock, to be very liberal with your life total. You will want to use Life Tap on every turn if possible in order to cycle through your deck quickly enough to reach the necessary combo pieces. Since the deck does not play Molten Giants, you are free to use your healing whenever you feel it is appropriate, since the deck offers no particular benefit to being at low health.

A large number of tech cards such as Big Game Hunter and Ironbeak Owl are included in the deck. The reasons for this are that the deck draws so many cards, you are very likely to have access to the appropriate cards when you need them. Furthermore, between the Siphon Souls and Big Game Hunters, you will more often than not have access to appropriate removal for your opponent's late-game threats. This is important, since if your opponent is able to build too much of an imposing board presence, you will be unable to answer it effectively. Without access Shadowflame in the deck, you will struggle to clear a board of multiple large minions if you are unable to answer them one at a time.

The Ironbeak Owls are also important tools, both to Silence annoying Taunts in the late-game to clear the path for your Arcane Golem combo, and to deal with problematic Deathrattle effects like Sylvanas Windrunner or Tirion Fordring.

Obviously, the combo cards like Power Overwhelming and Faceless Manipulator should be saved for the final burst combo. However, there are situations where you will be forced to use one of them to gain an advantage, or to prevent yourself from being overwhelmed. It is vital in these situations that you assess the state of the game carefully. You should consider the cards that are left in your deck, your own life total, as well as your opponents, and make a considered decision about whether using one of the combo cards early will give you an increased chance of winning the game.

Patience is key with this deck. It is uncommon for you to be able to combo your opponent down immediately on turn 10, but if you are able to keep efficiently dealing with their threats and defences, eventually they will run out of ways to prevent your damage from getting through. It is not at all rare for games using this deck to approach the fatigue stages before you are able to seize your opportunity to activate your combo.

3.1. Synergies & Combinations

Arcane Golem + 2 x Power Overwhelming + Faceless Manipulator is a 24 damage burst combo that is used as your primary finisher. If you lose access to one Power Overwhelming, the combo does 16 damage.

3.2. Mulligans & Matchup Specific Strategies

The key cards to look for early are Zombie Chow, Darkbomb, Twilight Drake, and Hellfire. As mentioned previously, you will not spend the early turns life tapping, but instead look to control the state of your opponent's board.

Against Aggro, you can prioritise keeping Mortal Coil and Ironbeak Owl as a higher priority. Mortal Coil is a great tool to answer opposing minions like Leper Gnome and Clockwork Gnome, and since it is unlikely that an Aggro deck will have problematic Taunts that need to be Silenced in the late game, your Ironbeak Owls are best used as an early game option to answer early minions like Undertaker or Mad Scientist. Darkbomb is also a vital card against Aggro since it provides such an efficient answer to an early Undertaker.

Against Control you can sacrifice a little of your early game removal in order to try and secure some mid-game options like an Twilight Drake. Since Control decks will get off to a slower start, you are less likely to need access to your Mortal Coils and Darkbombs early.

3.2.1. Card Swaps

Alexstrasza can be included in place of one Earthen Ring Farseer to function both as a way to set your opponent's health low enough for you to kill them with the Arcane Golem combo, and to function as an emergency heal for yourself.

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