Charles's Comments
Apxvoid's #1 Legend Aggro Secret Mage - July 2018
…Zoo is a really easy target for this deck. Warlocks have to destroy their health bar to play Flame Imps and Librarians, as well as use their Life Tap. Explosive Runes kills their snowball minions while burning face. As someone who regularly plays Zoo at ranks 1 and 2, I can easily say Face Mage wins many games by getting 2-3 hits in with Mana Wyrm and Kin Tor Mage, then ends the game 2 turns later with Fireballs and Frostbolts. It’s very one sided.
Loogiiqq's Top 100 Legend Spiteful Warlock (May 2018)
Also, do you think Skull is necessary?
Loogiiqq's Top 100 Legend Spiteful Warlock (May 2018)
You should trademark this deck as Frankenstein Warlock, or FrankenLock if I may.
Gaelstrom Legend Rush Warrior (May 2018)
I like it! I agree that the Rabid Worgen needed to go, but now I feel like the deck lacks 3 drops. What about subbing something out for a Tar Creeper?
Mind Blast Control Priest Deck List Guide - Boomsday - August 2018
Spirit Lash has actually saved my life so many times. Gaining 4-6 health with it while putting minions in range of your other board clears is insanely good against decks like Murloc Paladin. I feel like I only need 1 copy of Divine Hymn because I can easily discover a second or third copy of it against the likes of Face Mage, but I’ll experiment with a bunch of different combinations.
Garchomp's Dragon Elemental Control Mage (May 2018)
You could try Baleful Banker in a pinch. It’s about equal in value, but not adding it immediately to your hand is definitely a downside. At least it costs 1 less mana kappa.
Azazel's Legend Witchwood Midrange Hunter (May 2018)
It’s a shame it’s not as cheap as traditional Midrange Hunter, but that’s more of Blizzard’s fault. Looking forward to trying this deck out.
Zetalot's #1 Legend Mind Blast Priest ft. Squashling (May 2018)
So why does this deck not run Mind Control?
rayC's Witchwood #16 Legend Control Big Spells Mage ft. Voodoo Doll
If you properly use your Arcane Artificer to simply gain a ton of armor, you should be pretty well set. It’s perfectly okay to just Artificer + Flamestrke in order to start tanking up. If they aren’t playing many minions and have a lot of low-cost spells it should be pretty easy to figure out that you’re up against one before the Alexstraza your face.
Even if all goes south, your DK Jaina is far superior than DK Anduin in this matchup. You should easily be able to stabilize and heal out of his Mind Blast range. Save Meteor for Alexstraza specifically so you can quickly gain 6 armor and remove 8 of his damage.
Mind Blast Control Priest Deck List Guide - Boomsday - August 2018
I love this deck. Anduin and Velen were 2 of my first 3 legendary cards. However, I’m really struggling to find a purpose for Divine Hymn. It seems like it’d just be better to run Spirit Lash instead. I’ve yet to be in a situation where using Divine Hymn would restore enough health to turn the game around, and it seems really wasteful to use it for Wild Pyro.
I’ve started running 1 copy of Spirit Lash and 1 copy of Divine Hymn, but I’m thinking of cutting that single copy as well. Is there something I’m missing about this card? I’d rather just have even more board clear.
rayC's Witchwood #16 Legend Control Big Spells Mage ft. Voodoo Doll
What? DKJaina completely crushes this deck by itself. You’ll never be in range to be burned out. Only way to lose is if she’s in the bottom 5 cards of your deck.
Tempo Warrior
I like it, but there’s a few changes I personally would make.
1) Dire Mole needs to go. There’s no other beast synergy here, and there are some other cards that could easily replace him.
2) Battle Rage should give you enough card draw to not need Acolyte of Pain. If anything, only run 1 of each.
3) Rampage is a really win-more card that could probably be swapped for something more reliable. I’m a little iffy on this, however, since the Rush mechanic really could change how effective the card is.
4) The Pirate Package has a really solid place in this deck if everything else is removed. Southsea Deckhand is a good 1-drop that synergizes well with weapons; same with Bloodsail Raider and Dread Corsair. Southsea Captain adds internal synergy between those 3 cards, however I don’t think it’s as necessary as it was when Patches was still a thing.
Overall however, I really do like the core of this deck. I’ll probably build it when the meta settles a little, and everyone starts playing decks to counter Cube Warlock that this deck can prey on.
So what makes the quest an important part of this deck? Couldn’t you just play a control deck filled with other removal like Wild Pyro, and sustain like Divine Hymn?