Having tons of cheap card draw options, extremely mana-efficient heals, and the ultimate resource-cheating option in Tamsin Roame, there’s little Warlock can’t do right now in terms of non-interactive combo finishers. How did we get here, and is there a way out?
Tamsin’s Troubles
Of all the Questlines causing troubles in United in Stormwind, Warlock had a special sort of disgusting nature for those interested in playing slower archetypes. Though it was initially Mages who set the world on fire (and frost, and arcane), Warlocks prevailed through the subsequent round of nerfs and proceeded to create truly depressing play patterns where they’d literally draw their whole deck by turn ten and kill their helpless opponent just with fatigue damage.
Right now, it’s Humongous Owl and Tamsin's Phylactery that’s enabling nasty unavoidable OTK play patterns, but the main design concern here is simply how efficient the class’ shell of spell tools has become over time.
First, a combination of cheap and efficient healing (and the added reward for self-damage) makes Life Tap all the more reliable as a tool. This is something that hasn’t traditionally been a part of Warlock’s arsenal: indeed, a quick look at the Classic set features just three health-restoration cards, each woefully inefficient for a reason: Sacrificial Pact was too situational, Drain Life was weak even in 2014 and Siphon Soul is more about removing threats than healing. Indeed, even the Core set doesn’t feature that much in this department: Drain Soul and Siphon Soul are all you get (and maybe, if you squint hard enough, the reworked Lord Jaraxxus).
Mana cheating is also new to Warlock, and they utilize it to devastating effect. (Recruit from KnC, if you count it, was also incredibly strong in the class.) Tamsin Roame once again shows how (0)-cost effects are impossible to balance while Runed Mithril Rod coupled with reliably large hand sizes allow for unmatchable amounts of mana spent on a given turn. Just today, I faced a Warlock who played 16 mana’s worth of cards on turn 8: Humongous Owl, Backfire, Mortal Coil, Mo'arg Artificer, Grimoire of Sacrifice and Drain Soul. I lost my board lead and died soon thereafter.
Worse yet, they didn’t have to sacrifice anything for the privilege. They started the turn with eight cards in hand and 23 hit points: they ended it with seven and 20 respectively, having drawn four new cards in the process. Much like how Ultimate Infestation removed Druids’ punishment for ramping (using cards and therefore running out of resources in hand), Warlocks have no drawback associated with self-damage and healing, drawing fast and chucking out cards.
The addition of Full-Blown Evil has also bolstered their already impressive arsenal of AoE effects, a card that has way too much flexibility for its own good (it compares favorably with Warpath on most boards) and their combo finisher now reliably goes above 30 with just four cards.
Warlocks have rarely had combo decks in the past (which makes sense as their built-in card draw would often make them too efficient at pulling off such strategies, just as we’re seeing now), and the fact that their total damage output has also ramped up considerably also plays a big part in what’s problematic about the current state of the class.
Malylock and More
Though Warlock strategies usually oscillate between Zoo and Handlock (and variations thereof), we’ve seen the occasional combo setup as well. So how did Warlocks burst you down in the past? Well, we originally had Leeroy Jenkins (for a paltry four mana) + Power Overwhelming + Faceless Manipulator for a whopping 20, maybe up to 28 with the 0-cost Soulfires. This, however, required five cards and for you to be able to hold them all back in other advantageous gameplay situations, like copying a huge Taunt to take a board lead.
Darkbomb would eventually become a big part of Malygos-based decks that used them alongside Soulfires and cost reduction from Emperor Thaurissan to set up their finisher. Compare and contrast a 6-mana 5/5 with one-time cost reductions to Runed Mithril Rod and weep.
Actually, that’s about as far as it goes for Combo Warlock archetypes in Standard, and all the tools used in today’s OTK builds have come from recent Standard sets. Wild, of course, has shown a different side of Warlock, with multiple game-breaking archetypes emerging over time: Stealer of Souls was outright banned from the eternal format while decks like SN1P-Lock (featuring SN1P-SN4P and Darkest Hour Warlock would prompt a nerf even from a team so famously reticent to get involved with the balancing of Wild.
Now, the rot has spread to Standard: and who knows, maybe it is on purpose.
A Glimpse of the Future?
In many ways, Warlock’s current state seems to represent what Team 5 views as the optimal gameplay experience these days: shorter matches (in terms of rounds) with the decision-making (with a focus on sequencing and optimization) strictly in the hands of the player acting on the turn. Little to no disruption though, because that is not fun!
There may be four or five cards drawn, and the same amount played on back-to-back turns, stretching and tearing the fabric of what your nominal mana allocation may allow, while the other player is stuck twiddling their thumbs, helplessly watching as ridiculous things happen. Usually, combo decks only get to do so after carefully assembling their key pieces and pulling off their finisher to cap off the match: now, it happens multiple times over, making you unable to attempt anything other than relentless aggression.
In terms of framing expectations, one of the balance goals of Alterac Valley is to make slower strategies more viable. While we don’t want to micromanage exactly which cards are/aren’t allowed to succeed, any changes we make will have that goal for balance softly in mind.
— Celestalon???????? #ABetterABK???? (@Celestalon) December 2, 2021
Celestalon’s gone on record stating that the goal of the new set is to promote slower strategies. It’s early days yet, but with Handbuff Paladin and Quest Warrior topping the charts, that goal seems like a failure – especially because when and if the aggro wave subsets, it isn’t a set of slow archetypes waiting in the wings, but Tamsin and her phylactery. We’re patiently awaiting the balance update to see where the meta heads – hopefully towards a brighter (and slower) future.
Hearthstone is a dying game.
Agreed, but frankly this meta is not completey unbalanced but it is super boring. I main Mage, and Mozaki mage is just as dumb as OWL-TK lock right now. Everyone is just doing their own thing and waiting for theirs draws to come in, and hope you don’t bottom deck a key piece.
The sad part is that Combo is the only way to win with all of these buff-pallys completely dominating the board. Hoping for more decisions and more interaction.
maybe we can have hope in a future rotation? warlock have way too much healing and it’s weird moarg was not nerfed or banned.
Too much healing now, but was necessary for Demon Seed to even be achievable(just overturned that it currently provides too much). A ton of the toolkit will rotate soon(printed before Demon Seed was even in early design) that I question if it will even be viable without Tour Guide, Backfire, Giants, Raise Dead…
For full transparency, I want to begin stating that I’m a warlock main. I also want to thank you for putting together this article addressing warlock’s overall design, which I agree needs to be discussed.
However, I have to say that this comes off incredibly biased and one-sided, grossly skewed towards the current state of the class, and failing to acknowledge other classes that have also utilized similar toolsets. For example, mana cheating in some form has been used by mages(Incanter’s Flow) and most other classes at some point during Hearthstone’s history. We’re also in the 3rd set of a rotation, meaning the healing and removal/AOE card pool for all classes is at its highest possible point, not just warlocks.
Now, long term warlock design is and has been a major challenge. In my opinion, the biggest problem is the inability to design balanced warlock archetypes for standard outside of Zoo, which seemingly end up being either OP(Cubelock/Demon Seed) or uncompetitive(discard/plot twist) with little in between. I also believe that, similar to WoW, warlock lost a significant portion of it’s class identity/design space when demon hunter was introduced(let’s be honest, Big DH feels like a warlock archetype). Disruption is also supposed to part of warlock’s identity, but Tickatus is a perfect example of how the community throws a fit when such a card is printed, and so far, Team 5 seems hesitant to embrace disruption in Hearthstone overall, which is an important tool for most card game control strategies.
Again, thank you for bringing up this topic for discussion, and I look forward to any reply
i agree about disruption. it’s hard to allow a meta around combo and nerf all disruption. reddit killed the Post. they really need to work on an acceptable disruption mechanic and i really hate their dev philosophie of bullshit being balanced by bullshit (i do my combo, you do yours: 50%wr it’s balanced!).
Strongly agree with this. Like you said, there’s another side to this story and, spoiler: everyone will never be happy at once. It’s very important to recognize that different people enjoy different versions of Hearthstone, so the feedback you see online will always contradict itself 5 months later because things have flipped since then. Either people are hating on uninteractive combo decks and begging for disruption, or people are tired of 25 minute long games and want to be able to kill people with their cards.
Right now, we’re in the 3rd Expansion phase which translates to everyone’s pissed because every deck except their own is broken. Warlock is very, very strong and has flaws. But you can’t ignore the power level of all the other classes. Paladin takes half damage, heals a ton, and takes board control! Freeze shaman makes your board irrelevant and has the stats to close games out quick! You can NEVER introduce cards and end up with a lower to equal power level and/or slower games; unless you overwhelm the format with cards that break other archetypes (Spreading Plague, anyone?). The meta will speed up and get stronger. This is NOT a problem in and of itself.
I’d recommend listening to the most recent episode of the Vicious Syndicate podcast, the part after class reviews. ZachO makes two very important points: players can’t pinpoint the causes of their dismay, and (related) the issue with unfair strategies is 99% of the time attributable to MANA. See, the issue isn’t with strong decks existing. We’ll always have a deck to hate, even if its just a strong counter to our favorite deck. Popular, infamous decks are different. They are strong AND consistent. The only difference between popular, good, hated decks and fringe otk decks is the consistency. Owl warlock should have been fringe, but one thing enabled it: MANA. The strong decks aren’t strong because of draw (see face hunter) or because of infinite damage/resources (cariel, warlock quest, paladin quest, warrior quest, so many more). The decks are strong because they manipulate mana. If mithril rod didn’t exist, OwLock would be a million times weaker because it couldn’t draw AND PLAY 7 cards in the same turn. Mage still has strong draw, infinite damage, and good control tools. But, it’s dead because it doesn’t cheat mana efficiently enough anymore. Even quest warlock is blamed on mana; the fatigue version can only burn through its deck so quickly because backfire costs three and you have mithril rod, while the giants/anatheron version is based on minions with mana discounts. Every strong deck is strong because it accomplishes things in a mana-efficient way.
The article still has a fair point. Warlock has some toxic play patterns. It doesn’t look to be entirely offensive or gamebreaking so far, but it isn’t exactly fun to play against. However, people need to be aware of what they want. We don’t want to kill the deck off, but it needs to feel more fair; and to do this, it needs to be slowed down in the most general way possible: mana.
yep, it’s mana and draw, combining this 2 always end in stupid things.
I totally agree with your response. Whoever is following VS and has listened to the latest podcast should realise what the problem is. I don’t think the article contributes to anything or makes us wiser. Telling us about retro archetypes that are irrelevant these days or expressing their biased because of this fixation the last few months of not having these so-called slow metas or because their main class is dead atm.
Just 2 points. 1. I would prefer any kind of meta (as toxic as it might be) more than any attrition-priest meta. And that was Team 5 goal and they achieved it. They created new exciting cards and strategies, away from one of the most boring meta ever (Barrens). From a client’s perspective who is not free-to-play, I really enjoyed paying for stuff in stormwind and playing as much as I could until 2nd nerfs. Same goes for Scolomance ofc.
2. Seems that classes like Pala and Warlock always receive a lot more criticism or cause outrage when they have their overpowered meta compared to Rogue, Warrior even Mage. I think that top legend players have to do with this since it is usually mentioned that these strategies/classes are brainless, boring, or not challenging enough to deserve such strong decks. How long did it take (and I haven’t seen similar complaints or bans in formats) to get rid of Warrior’s million armor (oh actually Skipper was never nerfed) or Rogue’s 0 mana decks (Galakrond meta was hilarious), not to mention that Garrot was untouched for a whole expansion. Everyone was referring to a solitaire meta (which was an illusion) being caused by other decks but not Rogue?
You will never have everyone happy. It all depends on whether the reactions from the community and specific content creators are big enough to mobilise Team5.