Random Post

May 1, 2020

My Favorite Hearthstone Deck of All Time

I've recently gotten back into Hearthstone after a two-year break, which is something I didn't think would happen. I really got sick of Blizzard making up crappy lore and making Warcraft, my favorite lore franchise of all time, even more messed up that World of Warcraft made it. What with Sir Finley Mrrglson, the "League of E.V.I.L.," and all that garbage. Well, now, they've gone back to their roots of lore bits like Outland, and the Demon Hunter is a pretty cool new class.

I rejoined the game playing mostly with an old Wild deck I made over the course of a long period of months a good 3 or 4 years ago: a warlock deck simply called "Mwoo hoo haa haa." I was delighted to find that, with only a couple of small updates, it is just as amazing of a deck as it was before I took a break from playing. Below is an explanation of the deck and the strategy I employ when playing it.
"Mwoo hoo haa haa"
Class: Warlock
Copy Code:
AAEBAf0GHpMBogL3BN4F7QXbBpIHtgfhB8wIjg7CD9YRwxbYuwKwvALZvALexAKPxwKizQKuzQL3zQKgzgLy0AKX0wKC4gLo5wLD6gKc+AL8owMAAA==
Value: 19,000 dust
Cards, in Order of Mana Cost:
  1. (1)Kobold Librarian. This is a good card to mulligan, since you can play it on turn 1 and essentially get a free Life Tap and a 2/1 minion on the board.
  2. (1)Mistress of Mixtures. Another great card to have in your opening hand. It feels good to play it on turn 1 and then essentially get two free cards from hero powers on subsequent turns, since it heals the damage dealt by Life Tap.
  3. (2)Bloodmage Thalnos. Honestly, this is the least essential card in the deck. I mostly just have it as a way to draw an extra card earlier on, and the spell damage might come in useful in a pinch.
  4. (2)Corrupting Mist. This is a cheap card for a bit of delayed board removal. Pretty good for removing low-attack taunts later in the game. It's also good to play it before another expendable minion when your health is low, because then the enemy can't help but try and remove the minion since they know the minions are going to die anyway, sparing you some health.
  5. (2)Drain Soul. A great 2-damage spell for picking off pesky Knife Jugglers or weakened enemies. And it's got Lifesteal, so it mitigates a Life Tap on use.
  6. (2)Gnomeferatu. This card is most of the time a shot in the dark, but there's always the chance it will discard the one card the enemy is basing their entire deck around. There's nothing more satisfying than discarding their C'thun or Galakrond and seeing them play their "Threaten" emote and concede. The 2/3 stats are also pretty good to have on the board early on.
  7. (2)Zephrys the Great. This is one of the best cards in the game, at least in theory. It can always get you a finishing move if the enemy has low health, though I do get tired of Zephrys wishing for Tirion Fordring or Temple Enforcer when what I really needed was a Mass Dispel. I find it best to play him around turn 6 or 7 to avoid this go-to he seems to fall back on.
  8. (3)Ironbeak Owl. Sometimes there's that one minion that the enemy has buffed all to heck, or a single taunt that's between you an lethal, or a Deathrattle card that'll ruin everything if it dies. It's also pretty useful against those stupid, stupid "Reborn" cards.
  9. (3)Kabal Courier. I love this card so much that I crafted a gold copy of it. Chances are, it'll land you a great Mage, Warlock, or Priest card that'll prove useful. My favorite moments are when I get Frost Lich Jaina or Mind Control to really turn the tide in the late-game.
  10. (3)Mind Control Tech. This is a relatively new addition to the deck. It's just super useful when the enemy has a lot of minions on the board.
  11. (3)Mindbreaker. This card can really mess with decks that rely a lot on hero powers, whether that be to quickly finish a quest or screw things up in the later game. And by the time you need it, you don't need to Life Tap anymore because you have a full deck anyway.
  12. (3)Shadow Bolt. A simple and useful single removal tool.
  13. (3)Zola the Gorgon. This is one of my favorite cards in the game. If you're smart and a bit lucky, you can end up using it to gain multiple wishes from Zephrys, potions from Kazakus, or full heals from Reno Jackson. And the copy you get is in gold!
  14. (4)Hellfire. A great early-game board clear card. And sometimes being able to kill your own Deathrattle cards or "safely" finish off your demons so they can be resummoned later is useful as well.
  15. (4)Kazakus. This card can really turn the tide and mess up certain types of decks, or it can just give you a small edge in a pinch. I try to wait to use this until I'm absolutely sure what the enemy is trying to do to me. For example, a Deathrattle/Resurrection Priest deck can be castrated entirely with a well-placed "transform all minions into 1/1 sheep." More often, though, it's just a nice way to gain a bit of armor early on and clear some 2-health minions.
  16. (4)Shadowflame. This deck needs quite a bit of removal power to be viable, since it involves a lot of stalling for higher-mana cards, and this card doubles as a way to save demons for later or activate a Deathrattle minion while clearing the enemy's board.
  17. (4)Voidcaller. The primary purpose of this card is to summon the Doomguard card, but summoning the Despicable Dreadlord or Mal'Ganis is always a plus. This is a great target for Shadowflame if you have a demon in your hand.
  18. (5)Despicable Dreadlord. This can be a great help in finishing off 1-health minions or punishing enemies for running too many tiny minions trying to swarm you. It's an especially fun bonus effect when it's summoned with Krul the Unshackled or Bloodreaver Gul'dan when the enemy's not expecting it. 
  19. (5)Doomguard. I can never, ever bear to play this card on its own unless I have lethal. Its Battlecry is just too risky with this deck, which depends so heavily on every single one of its cards. If it isn'y summoned with the Voidcaller or Krul the Unshackled, it's kind of a waste, so I always hope to get it out early on, and then resummoned when Bloodreaver Gul'dan is in play, preferably with Mal'Ganis so you get a 7-attack charge minion along with all the other demons that appear.
  20. (6)Emperor Thaurissan. One of my primary goals toward the early-middle game is coining out this card. Even being on the board for one turn can make a big difference, bumping down the mana cost of this deck's considerably costly cards or opening up chances to do combos like Zephrys and Zola.
  21. (6)Reno Jackson. Even though its cost is a bit high for a mulligan, I usually keep this in my hand if possible, since it's such an important step in the process of this deck's gameplay. Life Tap, Hellfire, and just general damage from the enemy can add up frighteningly fast, but once this card is played, you usually have a full hand to make a solid stand for the rest of the game.
  22. (6)Siphon Soul. A great removal card for a single, high-threat minion, and it comes with a bit of Lifesteal attached.
  23. (6)Skulking Geist. This is another situational card, but its stats are nice, and it's more often than not worth the risk. Absolutely no harm to you (unless you're still holding a 1-cost Kazakus potion), and there is no better feeling than burning an enemy's precious side quests, a Paladin's arsenal of secrets, or a Jade Druid's entire supply of Jade Idols they've carefully been stowing away for late game.
  24. (7)Lord Godfrey. Yet another board removal card, and its interesting mechanic can be really useful when getting rid of Reborn cards or Deathrattle minions that spawn new minions that can be dealt with immediately. 
  25. (8)Twisting Nether. The ultimate board removal card, useful when there are just too many minions to deal with viably. It's especially useful (and in this way better than the priest card Plague of Death) when some useful Deathrattle minions are on your side of the board, since all the enemy's minions die but you still get some lingering ones to protect you until next turn.
  26. (9)Krul the Unshackled. An essential card to work toward playing as soon as possible, especially if you can get out as many demons from your hand as possible. Even just getting out the Doomguard is worth it, but it feels so good to immediately get a 7/9 minion, deal 1 damage to all enemy minions with the Dreadlord, get a charging 7-attack minion, a bulky 3/9 taunt minion, or possibly Mal'Ganis, who will buff all of the demons you play at once and make you Immune. 
  27. (9)Mal'Ganis. One of my favorite cards in the game. Not only does he buff all your demons and have incredible stats, but you're Immune while he's on the board. This can save you from bombs in your deck, fatigue, and hero-specific targeting cards, or let you use a weapon without worry if you got one somehow. Obviously, his cost is prohibitive, so it's best to get him on the board with a Voidcaller, Krul the Unshackled, or Bloodreaver Gul'dan. 
  28. (9)Voidlord. A great way to stall, especially if you can summon it early using a Voidcaller. It's essentially a paragon of three Voidwalkers that the enemy has to fight twice. I actually don't mind when the enemy Silences my Voidlord, since that means I'll get more of the other demons who died when I finally play Bloodreaver Gul'dan without clogging the board with Voidwalkers.
  29. (10)Bloodreaver Gul'dan. The ultimate goal of this deck and the prestige you work toward the entire game. If you play your demon cards right, playing this hero upgrade summons a board full of minions the enemy has already had to face once before. Bloodreaver Gul'dan's battlecry alone can win you the game, especially if you can get Mal'Ganis and Doomguard out at the same time, or it can help save your life by hedging the way with a Voidlord, giving you a bit of armor, Immunity from Mal'ganis, or even just a hero power that can help you recover health. If you managed to keep Thaurissan on the board for two turns with this in your hand, you get to deal 3 damage and heal for 3 at the same time in addition to summoning your demon army! Oh, and did I mention this is the only Golden Legendary I've ever crafted? I just couldn't resist being able to resummon my demons shinier than ever, not to mention keep my golden hero portrait and hero power in their glorious animated forms.
  30. (12)Mountain Giant. Another recent addition, and just an all-around great card to have in this deck. If the enemy is stalling just like you are, you can punish them by playing this as early as turn 4, and if you're lucky, Zephrys can grant it Windfury and really speed you toward victory. In a pinch, you can pair the Mountain Giant with Shadowflame, which is an incredibly good board clear combo. With as many cards as you generally get in this deck, losing this minion usually hurts the enemy way more than it does you. 

Basic Strategy:
The first order of business every single game is draw, draw, draw. My first priority is to Life Tap up to a full hand so that I can play a card on each turn and still have 9 other options at my disposal, ready to deal with any challenge the enemy throws at me. This deck has enough removal, Discover cards, and board clear to deal with almost anything, and the primary goals are:
  • Stall
  • Raise an army of demons and let them die safely (that is, not get stolen from the enemy, reshuffled, or polymorphed into other minions)
  • Use Reno Jackson when you're at 8–12 health or so to essentially start "Round 2"
  • Use combos of whatever Kazakus, the Kabal Courier, or Zephrys
  • Become Bloodreaver Gul'dan, resummoning the demon army and gaining the power to devour your enemy and stave off fatigue until you win.
This deck does have a few weaknesses: Mill decks are dangerous to go up against, since you may have too many cards, and burning any of the cards in this deck could mess up its perfect synergy. Decks that are too aggressive are also hard to go against if Reno never shows up, and Bombs and other harmful cards that lurk in your deck waiting to be drawn are almost certain to mess up this deck's goals of keeping a full hand for the whole game.

However, I've found that despite these exceptions, this deck has an answer for almost every situation, which is a very satisfying experience that fits perfectly with my play style. So far, I've reached Rank 7 of Platinum on Ranked play using exclusively this one deck, so it's treating me pretty well. Feel free to try this deck out and let me know what you think of it. But please... play with Gul'dan as your hero, and not freaking Nemsy Nezofickle or whatever her name is. Have some dignity for the warlock class.

No comments:

Post a Comment

I love feedback and suggestions. Please comment with your thoughts!