Gates of Hell 3.0 – “Demonwrath”

Class: Warlock - Format: wild - Type: midrange - Season: season-22

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Deck Import

Mulligans

Aggro Mulligans

Get your Void Callers and Flame Imp's out and play aggressively. If you can get your Mistress out and buff her, this is a hard minion for aggro to deal with.

Midrange Mulligans

Fight for board control if you can, but if you've got hellfire and and eggs on the board, let your opponent play their weak minions, then wipe them and activate your eggs at the same time with  hellfire.

Combo Mulligans

 Pressure them by playing on curve as much as you can, watch your health. If you get too low and think your opponent has lethal, try to get behind taunts, and don't forget to use sacrificial pact on your demons to heal yourself. Remember - if you use Power overwhelming on a demon, it's dead anyway. That's a good opportunity to get 5 health back. 

Control Mulligans

Set up your combos, take your time. If you play your Big guys at the right time in the right order, you should have more threats than your opponent has answers.

So here’s my revised version of my Demon deck I’ve been working on for a while (deleted the old one).

With less demons in the deck, I took out Demonwrath and replaced it with the more consistent Hellfire. Still a good way to activate your eggs, but also doubles as a finisher when you need those extra few points of damage for lethal. I juggle Soulfire and Ironbeak Owl in and out of the deck. No soulfire in the current version, I haven’t found I’ve needed it for finishing damage, more so for removal, but discarding your cards is not something you want to do with this deck. For that same reason I’ve also taken out 1 Doomguard. You really want this to get pulled on the board by voidcaller unless you’re going to kill your opponent the turn you play it, discarding your cards is really painful with this deck. Losing your Mal’ganis when you were setting up for your combo will lose you the game a lot of the time.

I took out one Faceless Manipulator after much consideration. I did have one match where I pulled my Mal'Ganis on turn 5, and copied it with Faceless Manipulator once on that turn, and again the next turn. 3 Mal’ganis’ with 13/11 and my void walker was a 7/9. The awesomeness of this made it very hard to take out a faceless knowing that plays like this would no longer be possible, but it was just overkill.

So that’s it guys, let me know what you think.

Edit – Made quite a few big changes, been having more success with this version.

Added 2 Mistress of Pain‘s.

Took out the hellfire. WIth more early game minions, hellfire usually hurts your board too much.

Took out 2 dark bombs for 2 demonfire’s. This is to buff the Mistress of Pain‘s mostly. If you can get them buffed and get them doing repetitive damage, you can get a lot of health back with these cards, which is where this deck struggled.

Took out the sludge belchers for defender of argus. Works better with cards like nerubian egg, mistress of pain and Imp-plosion, but still gives you some taunt.

Took out a mortal coil for an extra Imp-plosion for the synergy.

These changes seem to make this deck a lot more consistent and less reliant on the Mal’ganis combo’s for wins.

Thinking about ditching the Sacrificial pact and the Mortal Coil or maybe Bane of Doom to get the two dark bombs back.

Second Edit:

This deck is really starting to get some chops, and that means less and less room for super situational cards.

Went ahead and took out the Sac Pact and the Mortal Coil for the Darkbomb‘s. This deck isn’t great at making comebacks, so getting a good start is vital.

Took out the Abusive sergeants for Flame Imp. This small change has made a huge difference and improved this decks early game heaps, due to how many early game minions with 3 health are out there at the moment.

With the abusives gone, I needed more ways to activate Nerubian Egg. This deck lacked AOE, so I decided to add a Demonwrath, which I was running in a previous version of this deck. It’s proven to be pretty good, and I think fits in this deck better than Hellfire. Made room for it by taking out an Imp-plosion, the RNG was really starting to bug me, I was only getting 2 damage more than 50% of the time.

Looks like this deck is drifting more towards the demon synergy concept I started with, which is pretty cool I guess.

Tempting to take out Bane of Doom for Loatheb. Bane of doom can be so good sometimes though it’s hard to take it out. Will continue testing with this in mind.

Third Edit:

Finally got enough dust to craft Lord Jaraxxus! Here’s the latest changes:

Took out 2 defender or Argus’ for a second Demonwrath and a Spellbreaker for silencing. (Chose this over ironbeak owl as the deck lacked 4 drops)

Took out Bane of Doom for a second Doomguard. (it became pretty obvious that most wins with this deck depend on bursting your opponent down with Doomguard and Power Overwhelming.

Took out a Dread Infernal to make room for Lord Jaraxxus.

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  1. Ampact
    January 23, 2016 at 1:35 PM

    Alright!!! Glad to see you revised it! I’m gonna give this a go tonight!