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Hearthstone: Heroes of Warcraft Game Guide by gamepressure.com

Hearthstone: Heroes of Warcraft Game Guide

Table of Contents

Warlock | Ready-made decks Hearthstone Guide

Last update: 23 September 2016

Neutral Cards (18) - Warlock | Ready-made decks - Ready-made decks - Hearthstone: Heroes of Warcraft Game Guide

Warlock - Basic deck

Neutral Cards (18)

Warlock's Cards(12)

Geomancer Kobold(2) x2

Soulfire (0) x2

Dalaran Mage (3) x2

Mortal Coil (1) x2

Shattered Sun Cleric (3) x2

Voidwalker (1) x2

Ogre Magi (4) x2

Shadow Bolt (3) x2

Gnomish Inventor(4) x2

Hellfire (4) x2

Sen'jin Shieldmasta (4) x2

Dread Infernal (6) x2

Darkscale Healer (5) x2

 

Archmage (6) x2

 

Lord of the Arena (6) x2

 

This warlock's basic deck is based, first of all, on the offensive spells and the Spell Damage ability. It is, therefore, perfect for direct attacks on the enemy hero or clearing the table of the weaker units. Unfortunately, a lot of these spells deal damage to the player himself and, with a small number of healing cards, this deck should be used carefully.

The Beginning Stage: Use your hero power, additional cards and spells to hold control over the battlefield. .

The Middle Stage: deploy the minions with the Taunt ability to protect units like the Dalaran Mage (3) or the Archmage (6). If you only have the Spell damage, use the offensive spells to eliminate the weaker units or to attack the enemy hero directly.

The Final Stage: watch your own health to prevent losing too much of it. Deploy the strongest units, hide them behind the Taunt and reinforce the Shattered Sun Cleric (3). Hold everything in control with your spells and send the minions against the enemy hero.

Strong points

Weak Points

+ High offensive value of the spells

+ God control of the battlefield

- Considerable number of cards that damage both sides

- No cheap units

- weak healing options

Standard

Reno Warlock Combo

Neutral cards(19)

Warlock Cards (12)

Abusive Sergeant(1) x1

Forbidden Ritual(0) x1

Sunfury Protector (2) x1

Shadow bolt (1) x1

Doomsayer (2) x1

Power Overwhelming(1) x1

Acidic Swamp Ooze(2) x1

Dark Peddler(2) x1

Brann Bronzebeard(3) x1

Imp Gang Boss(3) x1

Earthen Ring Farseer(3) x1

Deamonwrath(3) x1

Defender of Argus (4) x1

Mortal Coil (3) x1

Sen'Jin Shieldmasta (4) x1

Shadowflame(4) x1

Refreshment Vendor (4) x1

Hellfire (4) x1

Twilight Drake (4) x1

Siphon Soul(6) x1

Spellbreaker (4) x1

Twisting Nether(8) x1

Big Game Hunter(5) x1

Lord Jaraxxus (9) x1

Faceless Manipulator(5) x1

 

Leeroy Jenkins (5) x1

 

Sylvanas Windrunner (6) x1

 

Reno Jackson (6) x1

 

Emperor Thaurissan (6) x1

 

Alexstrasza (9) x1

 

The deck focuses on, Reno Jackson (6) and a combo of Leeroy Jenkins (5) + Power Overwhelming (1) + Faceless Manipulator(5), thus you will be able to deal 20 damage in a single turn. Reno Jackson (6) can heal 30 health of your hero, but under one condition - if your deck consists of not more than one copy of every card. Mana has been thought of in a way that will let play a card each turn.

Beginning stage: Start with minions of low cost, such as Dark Peddler (2), Imp Gang Boss(3) , Earthen Ring Farseer (3) or Twilight Drake (4). Shadow Bolt (3) can be used to eliminate any minor threat. When playing against aggressive decks, keep Hellfire (4) in your hand.

Middle stage: maintain control over the board and put pressure on your enemy. If he plays a lot of minions, you can use a couple of AoE spells in the deck: Deamonwrath (3), Shadowflame (4), Hellfire (4).

Final stage: Use your minions as effective as possible. Play Sylvanas Windrunner (6), so your opponent will have to deal with her and waste another turn. This will let you play Emperor Thaurissan (6) and lower mana required for Leeroy + Power Overwhelming + Faceless Manipulator to 10 mana points. If you are in a tough situation and your opponent has strong minions, use Twisting Nether (8), and clear the board. You can always play Lorda Jaraxxusa (9).

Advantages

Disadvantages

+ Very solid deck

+ possible to play minions every turn

+ great control over the board with your minions

+ Reno Jackson can heal 30 hp

- An unlucky draw will make you use special ability and thus lower your health

- a deck that is hard to master

Warlock Zoo

Neutral cards(12)

Warlck Cards (18)

Abusive Sergeant(1) x2

Forbidden Ritual(0) x2

Argent Squire(1) x1

Voidwalker(1) x2

Knife Juggler (2) x2

Power Overwhelming(1) x2

Dire Wolf Alpha(2) x2

Possesed Villager (1) x2

Dark Iron Dwarf(4) x1

Flame Imp(1) x2

Defender of Argus (4) x2

Dark Peddler(2) x2

Gormok the impaler(4) x1

Darkshire Councilman(3) x2

Sea Giant(10) x1

Imp Gang Boss(3) x2

 

Doomguard (5) x2

This deck focuses on minions that require little mana and can be player from the very beginning. Aggressive decks like to fast gameplay but may find it hard to deal with control decks such as Warrior.

Beginning stage: Try to draw cards like: Flame Imp (1), Argent Squire (1), Voidwalker (1), Knife Juggler (2). This will let you play in an aggressive way from the very beginning

Middle stage: Keep control over the board. If you are able to draw Darkshire Councilman (3), play it, and buff it with other minions Forbidden Ritual (0) the very next turn. Strike the hero if possible.

Final stage: Take advantage of your minions, play in an aggressive way, but be smart. If you keep a couple of minions on the board, use Gormok the impaler(4) to deal 4 damage points instantly. Sea Giant(10) and Doomguard (5) are very solid units and will be especially effective in the final stage of the duel.

Advantages

Disadvantages

+ Very fast deck

+ There are minions in the deck that will cause a lot of problems for other players

+ Very high damage

- very few spells

- can be easily blocked by decks that focus on control

Wild

Control/Lord Jaraxxus

Neutral Cards (13)

Warlock's Cards(17)

Shieldmasta (1) x2

Corruption (1) x2

Acidic Swamp Ooze(2)

Voidwalker (1) x2

Emperor's Cobra (3)

Demonfire (2) x2

Spell Breaker (4) x2

Shadow Bolt (3) x2

Gadgetzan Auctioneer (5) x2

Sense demons (3) x2

Fen Creeper (5) x2

Hellfire (4) x2

Alexstrasa (9)

Siphon Soul (6) x2

Molten Giant (20) x2

Twisting Nether(8) x2

 

Lord Jaraxxus (9)

Warlock's deck is centered mainly around the control of the battlefield, big number of cards in the hand and quick loss of health. The requirement is to use the hero power to decrease his health. The lower the hero's health, the stronger this deck becomes.

The Beginning Stage: Keep using the hero power and cards at all times, to draw additional cards. Your main objective is to decrease your health to, around 10-15 and hold control using spells.

The Middle Stage: Do not allow the opponent to take control and keep drawing cards. Do not use the Alexstrasa (9) and Lord Jaraxxus (9) cards before your health drops to 10 .

The Final Stage: This is where fun begins, . If you have some 10 health, the Molten Giants (20) should be nearly for free now. Additionally, you can summon Alexstrasa(9) to restore your character to the level of 15 health. You should try to make up for your losses and bring down the enemy's health. If you have to, regain control of the battlefield, using the Twisting Nether(8), and focus, afterwards on dealing damage to the opponent's hero. If you still need healing, use Lord Jaraxxus (9), to return to the level of 15 and continue your charge, while keeping control of the battlefield.

Strong points

Weak Points

+ Good control of the battlefield

+ Strong offensive capabilities

+ You actually cannot finish with a single card in your hand

- Low-health level game

- Quite weak against Mages, due to their spells.

Charging Warlock

Neutral Cards (12)

Warlock's Cards (18)

Blademaster(2) x2

Blood Imp (1) x2

Ancient Watcher (2) x2

Fire Imp (1) x2

Sunfury Protector (2) x2

Corruption (1) x2

Ironbeak Owl (2) x2

Mortal Coil (1) x2

Defender of Argus (4) x2

Demonfire (2) x2

Stormcity Champion (7) x2

Succubus (2) x2

 

Shadow Bolt (3) x2

 

Sense demons (3) x2

 

Shadowflame (4) x2

This is yet another deck that focuses on the quick elimination of the opponent. To achieve this end, you need two things: hero power and demons. Thanks to cheap demon units, you can quickly gain control over the battlefield and attack the enemy, and the Tap Life (2) will ensure you with reliable control over cards. The rest is boosting your demons and charging at the enemy.

The Beginning Stage: You need to focus on drawing cards, using the Tap Life (2) and by deploying all your units into the battlefield. This should ensure you with strong control at a very early stage. Should the opportunity arise, you should boost your minions and attack the enemy hero.

The Middle Stage: Continue drawing cards and exercising control. You should focus, first of all, on the hero and remove the stronger minions with spells. With a bit of harmonizing of the spells and demons, you should do away with your opponent before turn 10.

The Final Stage: Since the game focuses on rushing at the enemy with your units, it does not do that well in defense and towards the end of the game. If you fail to eliminate the opponent, you should attempt to buy yourself some time and use the Ancient Watchers (2) combined with the Defender of Argus (4) or Sunfury Protector (2), to form an effective defense, while continuing your attacks with demons and spells.

Strong points

Weak Points

+ Quick, reliable offensive

+ Good control of the battle

+ A lot of cheap units

- No stronger units and good defense

- Disastrous in long games

Zoo

Neutral cards (12)

Warlock cards (18)

Abusive Sergeant (1) x2

Voidwalker (1) x1

Nerubian Egg (2) x2

Power Overwhelming (1) x2

Haunted Creeper (2) x2

Flame Imp (1) x2

Knife Juggler (2) x2

Mistress of Pain (2) x1

Defender of Argus (4) x2

Wrathguard (2) x2

Gormok the Impaler (4) x1

Imp Gang Boss (3) x2

Dr. Boom (7) x1

Void Terror (1) x1

 

Imp-losion (4) x2

 

Voidcaller (4) x2

 

Doomguard (5) x2

 

Mal'Ganis (9) x1

Just like in the case of the Zoo type deck, this one focuses on minion-based gameplay and using the mana properly. This deck consists of some solid units and thanks to Voidcaller (4), you can play a random demon from your hand for free!

Beginning phase: The perfect beginning would be to play a Flame Imp (1) or even two, if you play as the second one. Alternatively, you can use Voidwalker (1). In both cases, try to make a strong start and deal some damage to the enemy. However, your priority is to make good trades for enemy minions (preferably 2 for 1).

Middle phase: Try to keep control over the battlefield. If you've managed to play Voidcaller (4), then you should probably have Doomguard (5) or Mal'Ganis (9) in your hand. Both the cards can take the Voidcaller's place. This strategy can end the battle even at this stage.

Ending phase: Try to make the best of your units. Place the most important ones behind the taunts made using The Defender of Argus (4). Remember that in order to place Gormok the Impaler (4) effectively, you need to have at least 4 minions on the table! If you are about to make a trade, play Gormok first and then make the trades so that you don't lose the opportunity to deal 4 damage right away.

Pros

Cons

+ Very fast deck

+ Using Voidcaller properly can largely increase your chances of winning

+ Good control over the battlefield using the units

- Low number of spells

- Can be easily blocked by control-based decks

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