Jump to content
FORUMS
Sign in to follow this  
Damien

[Archived] S7 Hearthstone Basic Warlock Deck

Recommended Posts

Guest wierailia

The thing with corruption is that it combo's really well with taunt cards.

Example 1.You see, if the enemy puts, for example, a high damage and/or high hp minion, you can throw a taunt minion and use corruption on the specific high threat. They can't attack anything else but the taunt minion and you'll kill it next turn.

Example 2. You can kill high hp taunt minion(s) with this if you know most of your minions will die attacking it thus sparing them BUT losing a round and possibly, a trade.

Example 1 & 2 combined will lead to a ''kill combo'' if the enemy has 1 high threat and 1 high hp taunt, or 2 highs/2 taunts which you know you cannot kill without losing your whole board, of course this is situational if you have low hp and you can't survive an attack.

Example 3. Killing high hp Northshire Clerics who somehow got boosted to 10 hp because 1. You didn't kill them 2. Enemy stacked taunts, this spell on 1 of those and bam.

 

 

 

Many more options but i felt these were the most important ones, and as always these only work if you have the spell available, which i (at least from experience) have in about 1 in 3 games, but it's ALWAYS worth it if you get it early, so you can save it.

Share this post


Link to post
Share on other sites

The thing with corruption is that it combo's really well with taunt cards.

Example 1.You see, if the enemy puts, for example, a high damage and/or high hp minion, you can throw a taunt minion and use corruption on the specific high threat. They can't attack anything else but the taunt minion and you'll kill it next turn.

Example 2. You can kill high hp taunt minion(s) with this if you know most of your minions will die attacking it thus sparing them BUT losing a round and possibly, a trade.

Example 1 & 2 combined will lead to a ''kill combo'' if the enemy has 1 high threat and 1 high hp taunt, or 2 highs/2 taunts which you know you cannot kill without losing your whole board, of course this is situational if you have low hp and you can't survive an attack.

Example 3. Killing high hp Northshire Clerics who somehow got boosted to 10 hp because 1. You didn't kill them 2. Enemy stacked taunts, this spell on 1 of those and bam.

 

 

 

Many more options but i felt these were the most important ones, and as always these only work if you have the spell available, which i (at least from experience) have in about 1 in 3 games, but it's ALWAYS worth it if you get it early, so you can save it.

Your examples do not really address the issues with Corruption, and the reasons for which it's a pretty bad card right now.

 

Example 1: Using Corruption here serves no purpose at all. If you had a taunt minion to play, which your opponent would have been forced to attack, then the two minions would have traded anyway. Throwing Corruption in there just causes you to use 2 cards instead of 1, at no additional gain whatsoever.

 

Example 2: If you play Corruption on an opponent's minion, while you yourself have minions on the board, it's practically guaranteed that your opponent will look for a trade. He will just put his taunt minion into your biggest threat. Even if this forces your opponent into a "sub-optimal" trade, you have still lost the traded minion, AND lose the Corruption card. Again, you lost 2 cards to get rid of the opponent's 1.

 

Example 3: This is somewhat valid. There are many scenarios we can think up where having Corruption is better than not having it. But these scenarios are rare, and even then, there are better cards other than Corruption that you can be using.

 

By all means, you should experiment with Corruption and see if you can get it to work, but you haven't really presented anything new here that wasn't already considered in deciding that Corruption is pretty bad (and not just by us, mind you, it's somewhat of a consensus I believe).

Share this post


Link to post
Share on other sites

How do you use Hellfire effectively? 

 

There are many ways to use Hellfire. The ideal situation, of course, is using it when the opponent has minions on the board and you do not. In this case, Hellfire will get you maximum benefit.

 

Sometimes, though, you will need to use Hellfire even when you do have minions on the board. In this case, make sure that any of your minions that will die to Hellfire make their attacks first (either on the opponent's hero, or one any of their minions that need to be brought down into Hellfire range). In this situation, also make sure that any minions you decide to play on that turn are only played after you use Hellfire.

 

You can even effectively use Hellfire as a finisher, since it deals damage to the opponent's hero as well.

Share this post


Link to post
Share on other sites
Guest Frank Hindley

I beg to differ.

 

I found it winning games for me, and against some decks allowing me to gain the shaman and priest decks. Granted there were a few lucky draws, but over all by following the strategy presented, I did well with it.

 

Thanks for the deck, it has helped me in trying to design my own deck based on the principles of the basic deck.

Share this post


Link to post
Share on other sites
Guest TideGoesOut

It seems to me that Reckless Rocketeer would be a better choice over Dread Infernal. Sure, you lose one point of damage and some health on the minion, but you want your big guy to be a finisher, not a protector. Otherwise, you might as well replace it with a minion with Taunt.

Share this post


Link to post
Share on other sites

I beg to differ.

 

I found it winning games for me, and against some decks allowing me to gain the shaman and priest decks. Granted there were a few lucky draws, but over all by following the strategy presented, I did well with it.

 

Thanks for the deck, it has helped me in trying to design my own deck based on the principles of the basic deck.

That's great to hear!

 

It seems to me that Reckless Rocketeer would be a better choice over Dread Infernal. Sure, you lose one point of damage and some health on the minion, but you want your big guy to be a finisher, not a protector. Otherwise, you might as well replace it with a minion with Taunt.

 

It's an option, sure. Reckless Rocketeer works well as a finisher, but it has no real durability or longevity past making one attack.

Share this post


Link to post
Share on other sites
Guest DisgruntledNewb

Lost about 10 straight games with this deck in play mode. Deck sucks.

Share this post


Link to post
Share on other sites

Lost about 10 straight games with this deck in play mode. Deck sucks.

At what rank?

Share this post


Link to post
Share on other sites
Guest Sedirex

Lost about 10 straight games with this deck in play mode. Deck sucks.

Have you considered the possibility that you suck?

Share this post


Link to post
Share on other sites

Lost about 10 straight games with this deck in play mode. Deck sucks.

Unfortunately I can't offer help without a good example of deck performing poorly. Give us a good example and we will help you out or try out another deck that might suit you better.

 

Have you considered the possibility that you suck?

The problem is always between the chair and the keyboard, however in these harsh times it is better to be nice and sometimes offer a new chair if the problem can't be fixed biggrin.png

Edited by Poyo

Share this post


Link to post
Share on other sites
Guest Fire damaged

I'd like to offer up a few thoughts on Sacrificial Pact, if I may as the card has saved my games a fair few times over the past week I have been playing the game. Yes it is often a highly situational card, however I feel it does combo well with a Sense Demons as the card will always guarantee two demons, even if they exist merely as fodder, bait or to feed a Pact or Mortal Coil. The combo, especially if I happen to have two Pacts in my hand at the time has made the difference in tight games and provided a buffer for desperate life tapping when drawing has not gone well.

Secondly, even though it only happens occaisionally, I will come up against another warlock. There is no feeling quite like Sacrificial Pact right after they summon up a Dread Infernal.

Similarly to that point I find it helpful to counter some of the mind control nonsense priests throw around. On the same vein it countered a very well thought out Sylvannas play that ended up capturing my own Dread Infernal, and later a Mind Games that got very lucky in pulling my other copy of it out of the deck.

I guess my point is, if you're playing a Warlock you are likely to have demons in your deck. This card provides a small measure of utility and security to a demon deck. It might be that nine times out of ten you don't need to use this card, but the tenth game it could make the difference between victory and defeat, between 0 health and 5 health, between that extra card draw and an empty hand, and maybe, just maybe it could throw a demon sized wrench in an opponent's strategy. But hey, I'm a noob, I only have access to the more basic cards so far, so I'll probably get shot down, but those are my thoughts on a card people seem to have dismissed out of hand.

Share this post


Link to post
Share on other sites
Guest Guest

Are there any cards you would recommend to create using arcane dust that would improve this deck? (I want to improve my warlock deck but don't feel like spending the 1500+ dust to get the next warlock basic aggro deck you posted)...also can anyone link an article explaining arcane dust and strats etc.?

Share this post


Link to post
Share on other sites

Having some troubles with this deck as well.  The advice to aggressively use the character power ( take 2 damage and draw a card ) has been the death of me.  I am not using it unwisely IMO.

 

I have yet in a couple of games to find a place to play Hell-fire or Dread Inferno although I have had them in my hand.  I generally hope they are the ones to discard when I play a succubus.

 

I will give it a few more tries but so far, no fun.

 

Oh, I am playing at Rank 18.

 

I have not spent any money on this game, but have found at this rank a lot of specialized cards... Legendary etc.

Edited by Howcho

Share this post


Link to post
Share on other sites
Guest Guest

I have tried the deck with the only exception instead of 2 Novice Engineer i used 

1 Novice Engineer 

1 Siphon Soul (Rare Card)

 

So instead of what we want with corruption, we get it instantly + 3hp heal.

 

I used my power very often (every game finished under 17 health) and every game reached 10th round, and that's the problem of this deck. It takes too long to finish the other player and if he counters all your minions you won't win.

 

Hellfire is used as mentioned (if opponent has minions in the battlefield, or you want to destroy stronger minions and first you attack and then use hellfire).

 

Do you think there are improvements for this deck for late game? (because most of the times you face late game)

Share this post


Link to post
Share on other sites
Guest Jack

Thank you for posting this. I needed a Warlock deck for a daily quest and found this one. I went 5 for 5, mostly against rush decks. Between the Hellfires and Dread Infernals this deck is deadly against Zoo, Murlock and similar decks. I don't like Succubus and not a big fan of Elven Archer and since I had some better cards I made a few changes.

 

2 Succubus replaced with Knife Juggler, Flame Imp

2 Elven Archer replaced with Worgen Infiltrator and Young Priestess

1 Novice Engineer replaced with Loot Hoarder

 

If I had to go with an all basic deck I'd keep the Novice Engineer and Elvin Archers but replace the Succubus with Bloodfen Raptors. I feel the card discard of Succubus is not worth the extra stats, especially as you will want to play it early game when you most likely won't be able to empty your hand first and don't have the mana to replace the card. Of course YMMV.

Share this post


Link to post
Share on other sites

As Jack so well points out, this deck is really designed around having a very limited selection of cards (only the Basic cards). If you have better cards, then by all means include them in the deck. The Succubus, for instance, is indeed not considered a very good card at other levels, so replacing it (especially with some strong cards like Knife Juggler or Flame Imp) makes perfect sense.

Share this post


Link to post
Share on other sites
Guest Oliveira

very good deck i just passed from rank 20 to 17 in a couple of minutes txs guys

Share this post


Link to post
Share on other sites

very good deck thank you

You are welcome!

Share this post


Link to post
Share on other sites
Guest 4ndR3F

Shoudlnt Gurubashi Berserker be in this deck, i though it was considered a good and synergises very well with all the damage who end up giving to your minions.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By positiv2
      This thread is for comments about our Outlaw Rogue Leveling Guide.
    • By positiv2
      This thread is for comments about our Shadow Priest Leveling Guide.
    • By positiv2
      This thread is for comments about our Vengeance Demon Hunter Leveling Guide.
    • By positiv2
      This thread is for comments about our Holy Priest Leveling Guide.
    • By HSEnthusiast
      Today, we're recapping the four Shaman cards revealed by Gamespot. We also have some dev clarifications on how they work.
      If you missed our previous Warrior recap, you will find it here.

       
      What a way to kick things off; this card looks insane! The dream is that Drakuru takes out two of your opponent’s minions, resurrects them on your side, and survives combat somehow. You’re looking at a 5-for-1 exchange on board.
      In the more likely scenario that it doesn’t survive, that’s still a complete flip of the board state. Even if it’s trading into a single big minion on the opponent’s side, that’s still a 2-for-1, with that 1 on your side being a big tough-to-kill minion. The only worry is that there will sometimes be late-game scenarios where the 6/8 stat line won’t be enough to get you any resurrections, but I’m hopeful those are few and far between.
      Still, even if the Big Shaman archetype doesn’t catch on for Shaman, I expect this card, in particular, to find a home in Renathal Control Shaman lists. This card is doing much of the same work that Sylvanas and Insatiable Devourer are without having to run through the trouble of infusing first.

      Once again, another big expensive card and a solid showy effect to go along with it. Obvious deathrattle/reborn synergy, as well as good with big minions in general. At 10 cost, it will take up your entire mana pool for the turn, though there are things you can do to play around that as a shaman.
      We’ve gotten some clarification from the devs on the mechanics of this one:
      All the copies summoned die at the end of the effect trigger after having attacked. Unfortunately, it won’t be some corruption-style aura effect that a cheeky Showstopper effect can silence off. Your copies are made from your hand from left to right until no more board spaces are available. Beware that Colossals will summon their appendages and take up potential board space from your other copies. Windfury minions will only attack. Sorry Drakuru, no double freebies for you ? Minions that enter Dormant won’t attack, but they won’t die either! The interaction of getting free dormant minion copies on board is interesting, but is there enough to build a deck around? In standard, there is Gangplank, Slimescale, and Pelican Divers, but outside of From De Other Side “synergy,” they might not be worth it. In Wild, at the very least, there is meme potential with getting Magtheridion and The Darkness out with this and getting their battlecries to awaken both copies when you play them out the turn after.
      There’s obvious synergy with the other big cards revealed here, with Prescience loading up your hand with some beefy bois, getting get off reborn, lifesteal and deathrattle value, summon a minion from Overlord Drakuru.

      That’s a lot of keywords for a single card, but they work together to become the stuff of nightmares for any board-based aggro deck. Taunt and lifesteal make this a nightmare to trade into, and even with enough removal to clear the main body and the reborn one, the deathrattle effect still will hit for 3 twice and heal you for 6. So while the 3 attack won’t be anything to write home about, plopping this down will buy you a good deal of time. There’s also the possibility to make use of the leftover reborn 3/1 body to evolve into a 9 or 10 drop.

      This card will get you 2 Mana 2/3 Ghostly Apparitions with the Undead minion type, which can matter for cards like Unliving Champion, or Invincible, for instance. Suppose you trigger the secondary ability here both times. In that case, that’s a pretty sweet deal right there, advancing a Big Shaman win con in 2 ways: The taunt on the Ghostly Apparitions advances your gameplan of stalling the game out until you can stabilize on board enough to play the 5+ Mana minions you’ve tutored out of the deck.
      We’ve theory crafted 3 potential builds that can use this package of Shaman cards.
      First, consider diving head first into the Big Shaman theme, bringing in Vanndar Stormpike and forgoing all other sub-5 cost minions to get max value out of Prescience and From De Other Side. We’re also going to run with the evolve subtheme to take advantage of any leftover bodies that we might get from Stoneborn General, Overlord Drakuru, or Blighblood Berserkers. The departure of the Knights of the Frozen Throne set will make evolving 10 drops better again now that there are no more Snowfury Giants in the Evolve pool, and we get to re-roll for the generally better bodies from the 10 costs. We’re adding in some early-game removal to compensate for the lack of early drops so we can better survive the early game.
      Deck code / link: 
      AAECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Next, let’s try to use the standard Renathal Control Shaman archetype that’s doing rather well in the meta as a starting point. One safe idea is to look at slotting Overlord Drakuru and potentially Brightblood Berskerker and From De Other Side into this standard XL Renathal Control Shaman as ways of fighting back on board while getting your infuse cards stacked up.
      Deck code / link: 
      AAECAaoIFKjuA6bvA4b6A6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBNWyBODtBIqSBdWyBPuRBfSgBbzwBODtBArG+QPTgASVkgTblATgtQSWtwSywQTFzgS12QS22QQA
      We could instead also try and drop all the duplicates from the list and convert it into a Reno deck, as the deck was already playing a lot of one-offs. That gives us just enough room for one of each of these bad boys, which together with Reno will up the turnaround potential of the deck at the cost of a little bit of consistency. Doing so we can end up with this list:
      Deck code / link: 
      AECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Why not use both and make it a Reno-thal deck? Prescience and Windchill will try to compensate for the loss of card draw from droping one copy of Gorloc Ravager and Famished fool. We are adding in Convincing Disguise to have still enough evolve effects around. The idea of including Bracing Cold and Far Sight is to hopefully discount From De Other Side or the evolve cards so we make use of any leftover bodies in the same turn. Ozumat’s in here not just to get us up to 40 cards, but because it’s a near guaranteed board clear combo with From De Other side, if you manage your hand and board space just right, that leaves you with all its appendages afterward.
      Deck code / link: 
      AAECAaoIKKjuA6bvA6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBMb5A9OABJWSBNuUBNWyBOC1BJa3BLLBBMXOBMbOBLXZBLbZBODtBLzwBIb6A6/ZBPrsA/SgBcSsBNnsA4fUBIXUBLGwBJrUBLzOBIahBfigBYqSBfuRBQAA
       
×
×
  • Create New...