Vlad

Control Warlock

36 posts in this topic

This thread is for comments about our Control Warlock Deck.

Share this post


Link to post
Share on other sites

I'm currently trying to play a burst Variation of Handlock. It started as a fun Deck But it Gas in my opinion some potential. Basically, it Uses alexstasza followed by two evolved Kobolds and 2 soulfire as a win condition. Could you please take a look Stadt the decklist and Tell ne your thoughts on it? Maybe suggestions to make it better? Thanks in advance. Link below 

http://www.hearthpwn.com/decks/832923-combolock

Share this post


Link to post
Share on other sites
9 minutes ago, Guest RE Handlock said:

I'm currently trying to play a burst Variation of Handlock. It started as a fun Deck But it Gas in my opinion some potential. Basically, it Uses alexstasza followed by two evolved Kobolds and 2 soulfire as a win condition. Could you please take a look Stadt the decklist and Tell ne your thoughts on it? Maybe suggestions to make it better? Thanks in advance. Link below 

http://www.hearthpwn.com/decks/832923-combolock

Have you considered Malygos-based combo? In this case it would mean you would only have to add Malygos, as you already have the rest.

Share this post


Link to post
Share on other sites

Yeah i tried malygos, but it is impossibe to one shot your Opponent because of the Rotation of thairissan.  The kobolds Save one mana for anothwr soulfire and it is possible to Play one Kobold 2 soulfire followed by hellfire for 17 dmg 

Share this post


Link to post
Share on other sites

Hey, maybe I'm missing something but why use Doomsayer?

Warlock got this nice Corrupting Mist. Same mana cost as Doomsayer but less vulnerable (maybe Counterspell) and you can cast it and even play a minion afterwards who will not be affected by the Corrupting Mist, well, minions played by your opponent afterwards will not be affected either. that's a downside but if your Doomsayer gets killed you do nothing and wasted a card.

Edited by Caldyrvan

Share this post


Link to post
Share on other sites
1 hour ago, Caldyrvan said:

Hey, maybe I'm missing something but why use Doomsayer?

Warlock got this nice Corrupting Mist. Same mana cost as Doomsayer but less vulnerable (maybe Counterspell) and you can cast it and even play a minion afterwards who will not be affected by the Corrupting Mist, well, minions played by your opponent afterwards will not be affected either. that's a downside but if your Doomsayer gets killed you do nothing and wasted a card.

A big downside of Corrupting Mist is that the opponent can play minions on the following turn, which means you will not gain any tempo. Doomsayer prevents the opponent from playing minions on their turn, which means you will be the one with board after Doomsayer triggers.

Share this post


Link to post
Share on other sites

Yes, I mentioned that myself :D but the vulnerability of the doomsayer to be killed compared to a spell is worth a thought. Or am I totally wrong?

Share this post


Link to post
Share on other sites
8 hours ago, Caldyrvan said:

Yes, I mentioned that myself :D but the vulnerability of the doomsayer to be killed compared to a spell is worth a thought. Or am I totally wrong?

At the very least Doomsayer represents 7 health but at the best it clears the board and helps you gain/regain momentum. Corrupting Mist on the other hand doesn't guarantee anything because the card is limited to only the minions in play at the time of it's casting which means if they play a minion on their next turn then you aren't gaining much ground. 

Share this post


Link to post
Share on other sites
9 hours ago, Caldyrvan said:

Yes, I mentioned that myself :D but the vulnerability of the doomsayer to be killed compared to a spell is worth a thought. Or am I totally wrong?

It is worth a thought, but the strength of Corrupting Mist only shows in control matchups, and, as you know, neither Doomsayer nor Corrupting Mist should be run against control because those cards are anti-aggro techs. Against control, you might want to consider Abyssal Enforcers instead.

Share this post


Link to post
Share on other sites
1 minute ago, Caldyrvan said:

Thank you for the responses :)

It's what we are here for. Sorry for the delay. 

Share this post


Link to post
Share on other sites

So i got a bit stubborn making a viable warlock deck.I've made quite a few tweaks,crafted and dusted cards for the sole purpose of climbing the ladder with warlock.

 

Here is my input and at the end i'll paste you my whole deck.

First of ,rush decks pose the biggest threat for handlock. I found that neither doomsayer or coils,shadow bolts can help you in those situations. For that you need early game board presence. I tried dirty rat but got fairly disappointed with it.Turn 2 hyena is no fun against hunters and to be honest i dont see how summoning an extra creature is going to help you in those early games.You need the exact opposite.

Tar creeper has been marvelous so far.It can definitely slow down those rush 1/2 -2/2 - 3/2 etc health mobs. Opponents often use their abilities that are supposed to land to your face to destroy those taunts.That gives you more room to breath until you can summon your big threats. Another awesome card is friendly bartender. Atm im running with 1x but might consider using 2x as it has been really great in early game board control plus the healing is always appreciated.

Another thing i noticed was that quite often against rush decks i'd win with really low HP. This is very common against aggro. So why not take advantage of it and bring back some ideas from the past handlock. So i also included Molten Giant x1.

Alexstraza is on the deck as well. 

 

So here is my deck. If you guys try it out let me know how it goes. I've played from 15 to 5 with it.

Best of luck 


AAECAf0GDpMBkwTFBN0E8gWJBrYHzAjcCqmtAuivAsW8AtK/At7EAgj7BfsG4QeNCPMM3bwCysMCxccCAA==

Edit:

 

Share this post


Link to post
Share on other sites

Hi Guys,

 

I am trying this deck, any suggestions for replacement of The Black Knight ?

 

I mot at legend at the moment and I understand it is neccessary to have when you hit Legend rank, but Just to try this deck efficiently what do you recomend as a replacement?

Share this post


Link to post
Share on other sites
9 hours ago, Guest N3RO said:

Hi Guys,

 

I am trying this deck, any suggestions for replacement of The Black Knight ?

 

I mot at legend at the moment and I understand it is neccessary to have when you hit Legend rank, but Just to try this deck efficiently what do you recomend as a replacement?

Depends on what you are facing. A different tech card is what you want to go for in general. Against pirate or other weapon-based decks, second copy of Acidic Swamp Ooze (alternatively Gluttonous Ooze based on personal preference). Against aggressive decks, healing, such as Mistress of Mixtures, is something you should go for. Faceless Shambler or in some cases Lord Jaraxxus can be included against control decks, but The Black Knight is preferred.

Share this post


Link to post
Share on other sites

Hey guys, while Happy Ghoull is a good tool against aggro and midrange I think that Bonemare could help block out greedier control decks with a big burst of damage. Does anyone think thats a viable change?

 

Edited by Jirwin
adding card links

Share this post


Link to post
Share on other sites
4 hours ago, Jirwin said:

Hey guys, while Happy Ghoull is a good tool against aggro and midrange I think that Bonemare could help block out greedier control decks with a big burst of damage. Does anyone think thats a viable change?

Sure. Could work fine if you need some extra anti-control power.

Share this post


Link to post
Share on other sites

I  find myself being utterly destroyed playing this deck vs. any other control deck and have a 50/50 vs. aggro decks. I have not won a single game vs. control priest, seem to straight up counter this and most mage decks seem to laugh at me all the way.

Like most other decks Druids is an issue as soon as that pesky Ultimate Infestation is played, kinda feels gg there most of the time.

New hunters with constant flow of big taunts using Houndmaster, Nesting Roc and Bonemare seem to outlast you in the long run.
Paladins and their Spikeridged Steed, Tirion Fordring discovers and removal seems equally impossible to beat.

I know Warlock struggled a lot in Un'Goro but honestly feels like it's not much better in this expansion :( They got great buffs, very much so but so did everyone else so feels like we just all went up 1 notch meaning Warlocks are still behind everyone else.

Share this post


Link to post
Share on other sites

I know this is off topic and i apologize in advance, but since no one seems to care about the wild warlock decks, i chose to ask my question here. I`m playing warlock exclusively since two years, that´s why i moved to wild with the rotation of Reno Jackson. Could you add a guide for something like Midrange Demonlock or Krul Reno Demonlock? Seems like Wild is underrepresented on this page and on streams, even tough the meta changed a lot.

Second question: Could you have a look at the following and tell me your thoughts about it? Thanks in advance

http://www.hearthstonetopdecks.com/decks/midrange-demonlock-2/

Share this post


Link to post
Share on other sites
20 minutes ago, Guest Anarchy said:

I know this is off topic and i apologize in advance, but since no one seems to care about the wild warlock decks, i chose to ask my question here. I`m playing warlock exclusively since two years, that´s why i moved to wild with the rotation of Reno Jackson. Could you add a guide for something like Midrange Demonlock or Krul Reno Demonlock? Seems like Wild is underrepresented on this page and on streams, even tough the meta changed a lot.

Second question: Could you have a look at the following and tell me your thoughts about it? Thanks in advance

http://www.hearthstonetopdecks.com/decks/midrange-demonlock-2/

Wild decks aren't covered as much as the standard ones because they are simply not as popular.

As for the latter question, the deck seems fine for a midrange demonlock (renolock is still superior). I would swap Bloodfury Potion out for a second Imp Gang Boss, and maybe Sylvanas Windrunner for a second Abyssal Enforcer, based on the meta you are facing.

Share this post


Link to post
Share on other sites

Thanks for the fast reply, i tried the deck with a second Imp Gang Boss, but it is somehow counteractive to Bloodreaver Gul´dan, filling your graveyard with 1/1 imps. I agree that Bloodfury Potion is not that great, but esspecially against, priest it is great to have an early 4/6 Voidwalker or a 4/7 Mistress. As for the Sylvanas Swap, what do you think about Felfire Potion for some extrs burst / board clear against taunt druid?

 

Share this post


Link to post
Share on other sites
1 hour ago, Guest Anarchy said:

Thanks for the fast reply, i tried the deck with a second Imp Gang Boss, but it is somehow counteractive to Bloodreaver Gul´dan, filling your graveyard with 1/1 imps. I agree that Bloodfury Potion is not that great, but esspecially against, priest it is great to have an early 4/6 Voidwalker or a 4/7 Mistress. As for the Sylvanas Swap, what do you think about Felfire Potion for some extrs burst / board clear against taunt druid?

 

My recommended swaps are pretty much aimed at a faster meta, which is what I have been experiencing lately. If you face slower meta, do not add the second Imp Gang Boss, but something bigger, such as a second Despicable Dreadlord or Lord Jaraxxus
Yeah, Felfire Potion sounds good. Sylvanas Windrunner is included most likely for the 1-off value and pseudoclear against decks with big minions, such as jade druid or big priest, so if you believe that a different card will bring you higher value, feel free to include it. 

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina
      Many players - initially from Korea, but then from all regions - have received a survey about Hearthstone and the latest expansions. One of the questions of the survey asks players how likely they would be to to play the card game within the next 30 days, if there were no Blizzard sponsored tournaments.
      The question has made a lot of people nervous, given that Heroes of the Storm esports were recently axed and the game will go in maintenance mode in the near future. The climate is already heavy with the latest WoW expansion not being received that greatly and all the rumours about Activision meddling into Blizzard. The recent news about two Activision Blizzards CFOs leaving the company and Bungie (the developer of Destiny 2) jumping ship from Activision only managed to spark the rumours that things aren't going that well for Blizzard. Hearthstone also saw its game director and public face, Ben Brode, leave this year - along with other notable Hearthstone devs.
      Significant changed to the structure of the Hearthstone Championship Tour were announced less than two months ago, so Hearthstone esports have a future for 2019 at least. Of course, the conspiracy lovers immediately pointed out that HotS devs promised that HGC would continue in 2019, only to announce its cancellation less than a month afterwards.

      The full survey was shared on Reddit by u/HelixFossil89.
      It is important to put this matter into perspective without panicking. First of all, this was a single question in a 35-question survey about the game in general and Rastakhan's Rumble in particular. The conductors of the survey obviously want to get the general opinion of their playerbase on major issues. Just because they asked this particular question, it doesn't necessarily mean they are considering axing Hearthstone esports.
      Second, there is no indication that Hearthstone isn't doing well. Sure, it may have lost some players but it probably still is Blizzard's second best earner. Its competition has definitely not managed to thwart it and the latest balance changes - while they weren't exactly successful in creating a healthy meta - were received with excitement and positivity by most of the community.
      On the other hand, Blizzard has spent quite a lot of money on the Hearthstone professional scene and perhaps there is a limit of how much they can keep throwing at it. There is also the matter that even though Hearthstone has been successful as an esport, it has managed that without being taken totally seriously - even by its own players. The 2019 plans also seem a bit vague-ish, although it should be noted that the January qualifiers are well underway.
    • By Zadina
      This brand new Tavern Brawl challenges you to build a deck with cards from 2 Wild expansions and 2 Standard ones.
      Specifically, you will need to construct a deck using only cards from Goblins vs Gnomes, The Grand Tournament, The Witchwood and The Boomsday Project. We remind you that this month is dedicated to Wild mode with a new Wild Bundle and thematic Tavern Brawls being available.
      Newer players or players that don't have a lot of Wild cards in their collection can pick a Class and a single card and the game will autofill a deck for them with cards they don't have!
      If you don't have cards from GvG and TGT, but still want to make your own deck, Baku the Mooneater and/or Genn Greymane are your best bets. Odd Rogue and Odd Paladin are performing well and Even Shaman is also a decent choice.
      If you have all the cards needed, then it's a great opportunity to show off your Mech power. Mech Hunter and Mech Paladin are absolute beasts, with the Mechs from GvG and The Boomsday Project synergising perfectly.
      This is a very interesting Tavern Brawl, since it creates a whole new meta on its own and it satisfies the players who are asking for yearly/monthly rotations with a specific amount of random sets from all of Hearthstone's history. Sometimes, Tavern Brawls foreshadow future games modes so perhaps this is a small hint on something different being worked on!
    • By Starym
      Here comes another update, once again focusing on Arena balance as classes get the appearance rates of cards tweaked so everyone has a comparable win rate. We're seeing Hunters, Rogues and Warriors getting their rates nerfed, while Druids, Mages, Paladins, Shamans and Warlocks get theirs buffed. This is coming after the more comprehensive update last month that saw some bigger Arena changes, including the removal of Mind Control Tech.

      We're also getting changes to Rumble Run in this update, featuring better synergy for your shrine with new cards picked, boss deck adjustments and the ability to re-pick the shrine you lost with. Check out the full details below:
      January 10 (source)
      This Hearthstone update mixes Rumble Run up for a refreshing new change, while also bringing in some updates to Arena buckets together with the cessation of December 2018’s dust refund. Read on for details!
      Arena Updates
      Following our Arena update last December, we have adjusted the appearance rate of each individual card available in Arena to ensure the overall win-rate of each class remains as close as possible to our ideal of 50%.
      Hunter, Rogue, and Warrior have had the average quality of their Arena picks lowered. Druid, Mage, Paladin, Priest, Shaman, and Warlock have had the average quality of their Arena picks raised. December Update
      The dust refunds that were available following our last update in December 2018 are no longer available as of this post.
      Rumble Run Changes
      Champions, rumblers, and trolls of all sizes! We’ve watched you spend a month punching faces in the Rumble Run, and we think there’s room for some changes based on how things have gone. Here’s what’s new with the Rumble Run.
      Weighted Card Rewards We’ve increased the possibility of synergistic cards for your shrine appearing more often. One of our primary goals with this mode was to showcase the nine troll champions and have you really get to know them. We wanted you to “live the dream” of fighting in the Gurubashi Arena, and to do so, we had to make sure that each Run had its own strong theme. Adjusting the card bucket offerings for decks and re-adding bonus buckets will help strengthen that experience.
      Boss Deck Adjustments One of our design goals with the Rumble Run was to provide huge, overpowered combat. Balancing at such a high power level is a challenge. When it works, it works great. You get epic, monumental combat against overwhelming odds. But when it doesn’t work, it feels random and swingy – like when the AI pulls an overwhelming combo. And since no one likes being repeatedly hit in the face with a club, we’ve pruned some of the power from the boss decks so that your Runs will play out more moderately. We have a lot of data about which bosses have the biggest body counts, and we’ve used that to target the worst offenders. Rumble Runs are now a little easier, but more importantly, they’ll feel a little more fair.
      Shrine Selection Changes In early builds of the Rumble Run, we allowed players to pick a class and shrine before playing. What we found was that playtesters immediately picked their favorite class, gravitated to a certain shrine, and played that shrine repeatedly.
      We had wanted to encourage players to try different shrines, especially to experiment with stuff they normally wouldn’t, so we put the current random shrine drafting in place. While that helped achieve our initial goal, it removed that feeling of mastery – the ability to choose a shrine and play with it until you feel you’ve mastered it or exhausted its possibilities.
      So we want to bring that back. With this update, whenever you lose, you can expect to always be offered the shrine you just lost with. The shrine that the boss used to beat you in your last run will also be offered, per the status quo.
      Some Final Rumble Ruminations
      We always prefer to experiment, try extreme ideas, and get feedback rather than play it safe. In true troll fashion, we went big with the Rumble Run and tried some different ideas to give this expansion a unique feel and to capture the thrill of stepping into an arena against known opponents for some superpowered brutality. It’s wallop or be walloped in there, for better or for worse.
      One of the things we experimented with—and heard great feedback on—was about the earlier pack rewards for the Rumble Run. Previous Hearthstone missions awarded packs via quests for completing content. For The Boomsday Project, we gave packs out without a quest to celebrate the launch of the expansion’s missions. This time around, we front-loaded the rewards and gave players three extra packs on launch day instead of during the Rumble Run. We felt that packs might be more interesting to people during the initial weeks of the expansion.
      As many of you have pointed out, this decision just made the missions feel especially un-rewarding. It’s always more gratifying to earn packs by competing a quest, rather than just being given them. To this end, we’re adding the new quest described above, and going forward, we’ll keep this feedback in mind for the launch of new single-player content.
      We had a ton of fun making mode and really appreciate the time that many of you took to write out thoughtful feedback. Everything we learn helps make future content better.
      And now, it’s back to the Rumble Run!
    • By positiv2
      This thread is for comments about our Imperius guide.
    • By Zadina
      This January is dedicated to the Wild format: apart from the Wild Open qualifiers taking place this month, you can now get a card Bundle with packs from previous expansions that are not usually available.
      The Wild Bundle contains 10 packs from each of the following expansions, that have rotated out of Standard: Goblins vs Gnomes, The Grand Tournament, Whispers of the Old Gods and Mean Streets of Gadgetzan. The Bundle costs 25 Euros or 25 USD.
      If you are interested in the Wild format - or perhaps you even want to complete in it, the Wild Open qualifiers will be taking place this January.
      Lastly, most Tavern Brawls are in Wild and this will continue being the case throughout this month.