Warlock cards, game strategy. Budget Warlock Deck Brief Card Analysis

This guide is intended for those new to the game Hearthstone, as well as for those who do not want to invest in the game real money. Below is a basic Warlock deck that does not contain a single common, rare, epic, or legendary card. This deck consists only of those cards that are given for free for completing training and leveling up the Warlock to level 10.

In addition, the following will explain why certain cards are drawn or eliminated, how to best play some of the creatures, and what changes can be made to the deck.

Basic Warlock Deck:

Since this deck only consists of basic cards, it has its weaknesses, but nevertheless, it is balanced and quite strong. It will allow you to cope with AI (both in normal and expert difficulty), and will also be on par with decks with rare, epic and even legendary cards in game mode.

Mana curve:

Strategy:

As a Warlock, you need to gain a card advantage over your opponent using Hero Power. Succubus and Eldritch Infernal allow you to play aggressively in the early game.

When using cards that force you to discard one card from your hand (such as Succubus or Soulburn), you should, if possible, use the most useful maps to make sure they don't get reset. If you manage to use such cards with an empty hand, then very good, but this should not be your main goal. Just use these cards when required and hope for the best.

Map analysis:

The presented deck is quite flexible, which means that it can be changed to suit your own needs and playstyle. This is especially true for neutral cards. Any neutral cards included in this deck in one copy can be safely increased to two. For example, you can remove one Wolf Rider and replace it with another Hero of Stormwind if you wish.

Neutral cards

Acid Slug is the only basic card that allows you to remove your opponent's weapon. When you play against Hunters, Paladins, Rogues, Shamans and Warriors, you should save this creature and use its Charge ability to destroy your opponent's weapon. If you are playing against other classes (or you are sure that your opponent does not have a weapon), you can use this creature as a normal one.

Bloody Marsh Lizard is a cheap creature that costs 2 mana and has 3/2 stats. Thanks to its good attack, this creature is great for trading with your opponent's more expensive creatures.

The Sin'dorei Cleric is a very effective minion with 3/3 stats and a cost of 3 mana. In addition to this, it can boost another of our minions by +1/+1. This is a very useful buff that will allow weaker creatures to trade with stronger ones.

Wolf Rider - allows you to deal 3 damage to any target (ignoring creatures with Taunt) and costs only 3 mana crystals, which makes this creature very effective. In addition to this, if you attack an enemy hero with this creature, the Wolf Rider will survive, making it even more effective. It can also be buffed by creatures such as Hero of Stormwind, further increasing its potential.

Frosty Yeti is a very powerful 4 mana minion that is a consistent choice even in many high-tier decks. Yeti can kill most 4 mana worth creatures and survive. This creature is great for fighting the Priest, as it has 4 attack (Shadow Word: Pain can only kill creatures with attack 3 or less, and Shadow Word: Death kills creatures with attack 5 or more).

While the optimal number of Taunt creatures in a deck is still up in the air, it's a good idea to have at least one or two of these cards. Shield Bearer Sen'jin is one of the best creatures with Taunt in the game, which has high health and a fairly low cost.

Hero of Stormwind - not only has very high characteristics 6/6, but also strengthens other creatures on the field by +1/+1. If you can hold onto this creature for as long as possible, it will allow your other creatures to make profitable trades with your opponent's creatures and help create an advantage on the field.

Special Warlock cards

Two special Warlock cards were not included in the deck: Sacrificial Pact and Corruption. Sacrificial agreement is enough situation map, which can be used on a Demon that will die on the next turn anyway. However, this card did not find a place in this deck. The main problem with the Corruption card is that it allows the opponent to take another turn with the creature chosen for the spell. It will likely find a way to trade with you in the most advantageous way before the creature dies at the start of its next turn. All of the above makes the Corruption card practically useless.

The theater begins with a hanger, and the hero deck begins with a built-in ability. Warlock's ability is Life Tap, which for 2 mana takes away 2 life from the lock and draws a card. Despite the duality of the ability (you have to pay not only with mana, but also with life), I consider this ability to be one of the best in the game. At critical moments, she helps the lock acquire a card that can turn the entire course of the game around.

Sacrificial Pact destroys the demon, restoring 5 health to your lock. Please note that you can also sacrifice someone else’s demon. This card is beneficial when playing against another lock. The coolest thing is that if your opponent used Lord Jaraxxus, then you can kill him and win the game at the same time.

Otherwise, this is a useless card. It will only waste a slot in the deck if the game is not against another lock. There is an exception to the rule when you come across a priest and copy one of your demons.

Corruption is a curse that destroys an opponent's card at the end of their next turn. As an antidote, you can use a card with Silence. Another dubious card that may give way to someone in the deck.

Overwhelming Power - Places a buff on the card (+4/+4), which is destroyed at the end of your turn. Used to destroy particularly thick opponents. This map can be used in conjunction with Void Horror. First, apply a buff to the minion next to the Abyssal Horror, which will receive this buff, and he himself will not die at the end of your turn.

Demon fire has a dual effect. Deals 2 damage to a creature if it is not a friendly demon. In the latter case, the friendly demon will receive a buff (+2/+2).

Drain Life - Deals 2 damage to enemy creatures and adds 2 health to your hero. The card is good for destroying small minions and finishing off large ones, including the enemy hero.

Demon Sense is another dubious card. Finds two random Demons from your Deck and puts them into your hand.

Darkness Arrow - deals 4 damage to a creature. It is useless against heroes.

Hellfire - deals 3 damage to all characters (friends and others). Either helps cement your dominance on the board, or helps clear a handful of enemy minions off the board when no other options are available.

Flame of Darkness - Sacrifices your creature, and deals damage to all enemy minions equal to the power of the sacrificed creature. She saved me many times. There will always be a place for it in my deck. Never found it in my booster packs. I only tried it in the arena. Then I crafted it, and 100 units of extra arcane dust appeared.

With this card you can stir up another combo using Overwhelming Power. We take a cheap card, put Overwhelming Power and Flame of Darkness on it. If the card initially had an attack of 1, then now we will get an AoE of at least 5. We can go further. Choose a card with zero attack (totems of the shaman and the creatures cursed by him in the form of a toad) and AOE with power 4 to destroy the palisade of enemy mobs. 🙂

Scourge of Fate - deals 2 damage. If this leads to the death of the creature, then a random demon is summoned to the field. Please note that the summoned demon will not use Battlecry because it was not summoned using the standard method.

Soul Siphon - Destroys a creature and restores 3 health units to the hero. The spell is similar to the Eliminate Rogue spell except for the health and cost 1 more mana.

Twisting Nether - destroys all creatures on the field. Sometimes I was saved at the end of the match, when enemy creatures surrounded me like a wolf with flags. One of the first cards that I will craft next time, if I don’t come across it in boosters earlier. Sometimes it’s better to spend 400 units of dust on 4 rare cards, rather than on one epic one.

Going back to the beta, I was excited about the extra challenge brought on by the overload mechanic, and the Shaman was my favorite class. Not surprisingly, I soon felt the need to change classes and started trying out Warrior and Paladin. I was so hooked on the latter that Paladin became the first class I took to legend. After that, I tested Handlock for a month, then another month for Paladin. I'm currently playing a Warlock and don't think I'll be switching classes anytime soon.

Warlock, warlock is always changing

Warlock has always been one of the biggest winners when expansions open. From the Curse of Naxxramas, Zoolock received powerful new creatures such as Haunted Crawler, Nerubian Egg, and Voidcaller. This true grunt-death trio has greatly increased the durability of the deck and cemented the love for the sticky creatures. At the same time, Handlock received the Slime Belcher control card. Finally, the Servant of the Sun can retire. Then there were Goblins and Dwarves, and with them a crazy legendary: Mal'Ganis. Lord Jaraxxus has set the bar high, but "immunity" is an extremely powerful keyword in Mal'Ganis' defense. You only need three mana with a coin to pull off the Void Summoner -> Mal'Ganis combo. The merciless explosion turned the dream into reality, and made the Dagger Juggler even more effective. Another important GvG introduction is Dark Bomb, which adds a classic answer to single threats and early-game removal to Gul'dan's spell set.

Black Mountain also added new capabilities to the Warlock. Life Tap plays into the hands of the synergy of dragons, and the Twilight Dragon, which was previously registered with the Warlock, receives scaly support. Thanks to the Blackwing Technique and the Blackwing Destroyer, as well as Emperor Thaurissan, Malilok began to sparkle with new colors. Blackrock also provided two great class cards: Imp Band Leader, an incredibly effective midrange minion, and Demonic Wrath, another AoE spell.

Grand Tournament was the first Hearthstone expansion that left Warlock feeling deprived of class cards. Demonic Force and Wilfred Nepopums proved to be unviable, although this may change in future expansions. Common creatures have found a place in some Warlock decks, with Spearman making its way into many Zoolock decks, Handlock dabbling with Vendor's snack, and Twilight Guardian helping solidify Malilock as one of the strongest options in the Dragon deck. However, these cards are difficult to compare in importance to cards like Mysterious Challenger, Totem Golem, and Draconic Envoy.

Needless to say, we are still feeling the impact of the League of Explorers. Black Archaeologist's flexibility has given it a place in every deck except Handlock, and like Blackrock Dragons, Reno Jackson benefits greatly from Life Tap. Bran Bronzebeard quickly became friends with Zoolock and Malilok, not to mention Handlock due to his combo with Ancient Healer. As a result, Renolock was born, Handlock returned with new strength, and Zoolok and Malilok received new powerful combos.

The most interesting thing about Warlock's growth is his modesty. With the exception of Malygos, neutral card, the class never received a real addition in the form of a killer card. There is no Mysterious Challenger, or Goblin Blastmage or other class cards that allow you to turn the tables on the table in your favor. Even Mal’Ganis never shouted “Play me!” like the Paladin or Mage class cards. Warlock's true strength lies in his core cards and basic design.

Important information about the warlock

The Warlock is best described as a constant self-destructor. The ability to sacrifice life to gain card advantage has given rise to one of the most interesting and wild playstyles in Hearthstone, where you can do terrifying things to your own and your opponent's creatures. This makes Warlocks less predictable than Warrior and Druid, who are more straightforward and monumental. All this thanks to the Life Tap, the most flexible hero power in existence.

Looking at Naxxramas, the Warlock was able to in the best possible way use the death rattle mechanic. No other class has been able to use Nerubian Egg and Haunted Crawler with such stunning effect. Zoolock was the only deck that had room for all the buffers of Abusive Sergeant, Dire Wolf Leader, Defender of Argus, and Overwhelming Power, giving it an advantage over competing midrange decks.

Warlock has such a diverse set of class cards that it is a prime contender for testing out new mechanics. The class has powerful burst damage, tons of AoE, strong creatures, effective spells and a unique mechanics of sacrificing creatures. Oh, and let's not forget the best card draw in the game! As a result, the warlock has amassed one of Hearthstone's most prolific arsenals.

Warlock is always in the meta

Zoolock, Handlock, Malilock, and Renolock are all top tier decks that give Warlock 4 solid options in the meta. This puts it above all other classes, at least in terms of overall deck popularity. The Warrior has control and cartridge, the Priest has control, dragons and burst, the Paladin has midrange, secret and murloc, the shaman has nothing but burst, the Rogue has oil and Malygos, the Druid has ramp or combo mostly. The Mage is the only class that can rival the versatility of the Warlock - Freeze Mage, Tempo Mage, Echo Mage, and Mech Mage.

If aggro flares, Renolock comes out. Likewise, Handlock is always ready to overpower deck control. When midrange decks flood the ladder, Zulok can tear them all apart. Even combo decks don't feel safe as long as Malygos and Hellfire exist. We can use all this in the modern meta. Secretpal and midrange druid dominate the ladder and you can pit Renolock and Zoolock against them, respectively.

This is not to say that the Warlock is always the strongest class and its styles are always superior to other classes. Control warrior can hit Handlock and midrange can hit Zoolock. Warlock's genius lies in his unwavering relevance and creativity. There is no such thing as a bad meta for Warlock because you always have multiple cards available for a suitable solution.

Warlock is a great class for beginners because it uses a lot of replaceable cards. This is the basis of innovation, as it makes it possible to support almost all playstyles. This a good choice for tournaments because it has few bad matchups compared to other classes. This makes Warlock my absolute favorite class in Hearthstone.

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We are finishing a series of articles devoted to basic decks in . This time we will look at the Warlock deck, made up of cards that you got during the training campaign and for leveling up your character to level 10. Of course, the basic deck has certain limitations, but it is well balanced and quite competitive. She will allow you to defeat the Innkeeper (as in normal mode, and in expert mode), as well as some players (including those who play rare, epic and even legendary cards).

In addition to the card list, we also explain why certain cards should not be used, how to play certain creatures, and what changes you can make to the deck.

Remember that success or failure directly depends on the decisions you make during the game. That is why we advise you to read additional articles: and.

Strategy for playing a basic Warlock deck

Basic Warlock cards are deservedly considered the worst base maps in Game. Despite this, this class is suitable for beginners thanks to the hero power - Life Tap. Card advantage plays a huge role in Hearthstone, and Warlock's Hero Power helps avoid card shortages.

The deck's main strategy is to gain an early advantage through efficient trades, and then maintain that advantage by playing a big player. Chief Frostwolf or buffing the entire board Hero of Stormwind. This is why you should eliminate enemy creatures so that your own creatures remain alive. For example, hitting Bloodfen Lizard Dwarf inventor, you will leave the gnome alive. On the next turn, he will be able to kill another enemy creature, increasing the effectiveness of the cards you play later.

Card selection

In this section, we discuss some cards and their effective use. We hope this information will help you achieve success and shape other decks to your liking.

Soul Burn is one of the few powerful spells available to a warlock at the start. For just 1 crystal you can eliminate an enemy creature worth 3 or 4 crystals. This will leave you with enough mana to continue your move. Before using Burn, try to play the cards you need so you don't lose them.

Murloc Wavecatchers and Razorfen Hunter were included in the deck due to the ability to summon an additional creature. The more creatures are on the board, the more effective the game will be. Chief Frostwolf or Hero of Stormwind. You can play a Murloc or Huntress on turn 2 or 3 if you have no other options. However, sometimes it's worth saving them for turn 7 or 8 to Chief Frostwolf received an instant buff.

This deck uses River Crocolisk, but not Blood Marsh Lizard, because A crocolisk has more health than a lizard. It is preferable to play a 3/2 creature on turn 2, because it can be used to effectively trade with most creatures for 3 crystals. However, thanks To the priest Sin'dorai and Face of Decay, you can deal an additional point of damage if necessary.

Hellfire - very important card, which allows you to rectify the situation if the enemy is superior to you. The flame allows you to clear the board and start the fight for control again. Obviously, Hellfire should not be used when your board presence is already strong enough.

Eldritch Infernal is another powerful Warlock class card. Battlecry, which deals 1 damage. damage, allows you to make a very profitable exchange. However, if you have 1-health minions on the board, try to trade them before playing Infernal.

Chief Frostwolf And Hero of Stormwind are used at the final stage of the game. By placing a Leader or Hero in the presence of 2 or more of your creatures, you will create significant problems for the enemy. Try not to play powerful cards if your table is empty. However, if necessary, you can field a Leader with 5/5 stats.

Other cards

In this section, we will look at cards that are not included in the deck to determine their weaknesses.

Void Demon is a good card, but it's not suitable for this deck. Without buffs from cards from expert sets (for example, Swearing Sergeant or Leader of the Dire Wolves) The Abyss Demon does not pose much of a threat to the enemy. Let's imagine that you played a Demon on the first turn, and the enemy answered you with a 3/2 creature on the second turn. As a result, the Demon will die without killing anyone, and the opponent will gain an advantage on the table and cards.

Corruption is another card that seems quite powerful at first glance. It allows you to kill any creature for just 1 crystal. However, the effect does not trigger immediately, meaning that the enemy will be able to trade a creature affected by Corruption for one of your creatures. As a result, you will waste the card. As mentioned above, card advantage plays a huge role, so you should avoid situations where one enemy minion removes two of yours before dying.

The Succubus is another deceptive card. It may seem that a creature with attack power of 4 units. on the second move - this is a very strong move. However, the Succubus has 3 health, and the enemy will be able to trade their 3/2 minion for it. It is these characteristics that are most often found in creatures that cost 2 crystals. As a result, you will discard the extra card without gaining any advantage.

Replacing cards

Of course basic deck can be improved in various ways. By getting new cards and dust, you will be able to make some replacements.

If you have , consider the following cards:

2x Possessed Creeper instead of 2 Murloc Wavecatchers. Possessed Creeper It's harder to get off the board than Murloc, so it's a worthy replacement in almost any situation.

2x Slime Belcher instead of 2x Shield Bearer Sen'jin. There are quite a few cards in our deck that cost 4 crystals. By replacing shield bearers with belchers, you will fill the slot with 5 crystals.

1x Delicious Zombie instead of 1x Razorfen Hunter. By adding a Delicious Zombie to your deck, you can gain an advantage on the table in the first turns. Having gotten rid of the Huntress, you will forget that the Infernal can kill your creature with 1 unit. health.

Below are other successful replacements from Expert sets. It should be noted that it is not worth spending dust on creating these maps. It will be better to get them from sets, and the dust will still be useful to you for creating budget decks.

2x Amani Berserker instead of 2x River Crocolisk. An excellent replacement in all respects, especially for a warlock.

2x Harvest Golem instead of 2x Razorhide Hunter X. Harvest Golem is one of the most effective turn three cards. With its help, you can exchange one of your creatures for two enemy ones.

1x Knight of the Hand instead of 1x Dwarf inventor. As mentioned above, this deck is loaded with 4-crystal creatures. By replacing one of them with a 5-cost crystal minion, you'll flatten the mana curve and the Knight will help provide board presence. The absence of an inventor does not allow you to get an extra card, but if necessary, the warlock can always use the hero power to eliminate the deficit.



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