Mulligans
General Mulligans
Basically just plan on mid range control and keep drawing for the cards you need to counter the class your against and try not to waist a board clear card unless they have 4 or more minions, You have the right cards to handle bigger minions if you play it smart with your spells, Your opponent is most likely going to be in a rush to kill you, this deck punishes them when they have more space in their hand for more abyssal curses to be brought in which might give you some more time to find better control options until your combos pop off.
So basically, if you learn how to maximize both battle cries and spell duplication for this deck all you need to really do is just let your opponent play their deck while you play yours while your hand gets bigger until you have a desired win condition and there are at least 6 or more if known how to do right. I even ran the numbers for the possible damage you can achieve, And the quest helps cover your card draws and mirror match-ups for easier quest completion and protects you from possible late game if by some miracle this deck is countered or nerfed.
So first things first, you will always have your quest in your starting hand, don’t worry about healing too early with the lack of shadow spells, with well played spice bread bakers without brann would be 18 or double it with a Brann after you make a golden copy for safety measure for other win conditions, for 32 health overall and 32 damage board clear with the Entitled Customer as well as you have 2 or possible 4 other Full-Blown Evil cards from Nagalings created by School Teacher which can go up to 50 damage over the board if you reduce the cost of both Full-Blown Evil’s along with the rest of your deck with some lucky Runed Mithril Rod card reductions.(The rod is very important when pulling off these combos efficiently, please do not replace!)
The quest will be completed if you take 24 self damage by pressing your hero power for 12 turns without Dreadlich Tamsin to take away that self damage hero power if you aren’t playing against another abyssal or mill warlock. if you, would like to experiment with using Jaraxis Hero card as a substitute for a faceless manipulator just incase you would like a bigger minion generation with a weapon to go face on minions for quest completions and hitting your opponents face by hitting their biggest minions with your face after you complete the quest if all else fails. I’ll explain why I have both those cards later on the guide just so we can cover the basics of the deck first.
So now for the Damage information for the combos, with 2 curse of agonies and if played with Brann, zola, Queen, and 2 faceless manipulators to make at least 5 Tamsin Roame cards to duplicate a fatigue drawing to do up to 7,971 D.O.T (Damage.Over.Time), without the 5 Tamsin combo you are allowed to 2,598 fatigue of only 3 Tamsins and if your lucky with 2-4 nagalings to have that exact spell paired with Queen’s ring to copy the spell twice.
Now for the Mill Strategy, If again you would like to replace Reno and Mutanus for the faceless manipulator to generate the 5 Tamsin combo you can have your opponent draw 280 cards on an empty deck. That would mean they would suffer a total of 39,310 in just card draw fatigue damage alone if you don’t play any of your D.O.T cards. does this mean you shouldn’t go for this nutty win condition? I don’t see why you shouldn’t at least try! But however if by some miracle you play everything perfectly for a double fatigue spell cast for the Tamsin’s Phylactery paired with a solid Curse of Agony play you can give the opponent a maximum of up to 82,591 damage in fatigue.
Now for the Abyssal Battle cry combo. With Nagalings generating a possible 4 Abyssal curse spells after the buffs without using Tamsin Roame to copy any of your spell yet. you can give your opponent a total of 18 Abyssal curses which if they allow themselves to get damaged by them for both of the possible turns they can keep an abyssal curse in hand it would damage them for a total of 342 possible damage of the Battle cry combo alone… but if you do use Tamsin to Duplicate the other 4 Abyssal spells then the damage in total would be, after giving them a total of 26 abyssal curses mixed with for a total of 702 Damage if you also have the chance to get a couple rings from Queen Azshara for an extra 4 curses paired with Tamsin Roame for 30 curse total of a maximum 930 D.O.T but if they do remove the curses from their hands, they would have to spend a total of 60 Mana in total to just get rid of the battle cry Abyssal combo win condition and you might burn some of their cards in the process when their hand keeps filling up with curses. Is it possible to do that 930 damage combo? No, it’s just an example of how much curses you can possibly give in a short amount of time if the hand limit wasn’t 10 (or 12 in wild) but even with your opponent having a full hand of 10 curses that damage would be 110 if not removed But half is 55 and still lethal. and you only need 5 curses to do a full 30 damage if they never take them out of their hands BUT if they do play them the next turn after receiving them then you will only need to just give them 7 for a base of 28 damage and you have many other cards to cause emotional damage for your opponent after that.
Now for the Abyssal Spell combo. If you are nutty enough to attempt the 5 Tamsin spell combo with abyssal spells as the primary focus then if done right can help generate up to 30 Curses with just the spells which again does 930 damage if ignored. If you would like to keep it simple then mix the battle cry and spell combo by playing your Brann first then drop your Tamsin Roame second then duplicate Tamsin then bring one out on the board then play your Queen to get those 2 rings and start discounting as much abyssal spells you have in hand while keeping the 0 cost generated copies for another turn (if your opponent has no minions target your own). The extra Tamsin is mainly insurance incase they have too many cards in their hand and you want to slowly and steadily keep adding more of your cards to their hand as much as possible for more turns to come, like I said Before, you just need a minimum of 5-7 abyssal curses to really do some damage. Just for fun though, Hypothetically speaking the amount of curses you can give to your opponent if your playing against a moron that lets you do this without killing your Brann after the turn you play it and if you could hold as many of these cards in hand then it would be 44 curses given which would add up to a total of 1,980 D.O.T
if you are going to play this deck, Just understand Greed can be fun with this deck, just don’t make the mistake of being greedy for too long, you might lose to OTK (One turn kill) just as well. All you need to do is draw cards, be patient with your board clears and heals early game unless absolutely necessary and fish for your Runed Rods to reduce the cost of your cards to make playing these combos easier, but other than that have fun with this deck! 🙂 Let me know what you think, or post it on your live stream or youtube channel if the deck is better than you thought. because i’m shocked no one has tried to play warlock specifically like this and I’ve searched for similar ones but not one i see ever tried to attempt this multiple win condition deck which i find it to be mathematically over powered for standard if the different combos in this deck can generate over 100k worth of damage, I don’t know how no one else tried to count these cards yet.