• Category for Warlock



Lord Jaraxxus vs. Sacrificial Pact

by JR Cook on

Sacrificial Pact is a pretty terrible Warlock card. 2 mana to destroy a demon and restore 5 health to your hero – most the time you’d have to sacrifice one of your minions to do so unless you happen to be playing in a mirror match against another Warlock, then at that point the card becomes pretty decent. However, the chances of that happening are pretty slim and I just don’t see the card making it in any constructed decks or arena decks for that matter. However, it does have one hilarious use in the mirror match if your opponent happens to play Lord Jaraxxus (a Legendary 3/15 minion that destroys your hero and replaces him with Lord Jaraxxus). See the video below on what happens: So as you can see, Lord Jaraxxus still counts as a demon so Sacrificial Pact destroys him. Since he replaced your hero that means


This is Outrageous! – Blood Imp Edition

by Zenstyle on

I’m a simple man. I like my coffee black and my Pint Sized Summoners to only have two health. I come from a strange land where, most decks I make do not have access to area of effect spells on turn one, and because of that, Blood Imp is an invasive parasite that needs to get out of my life. It’s a familiar story. I see a Warlock deck and I think to myself, ‘nice, free win’, and then come turn one, I see a wild Blood Imp appear. Blood Imp is a Warlock demon that has stealth and gives allied minions plus one toughness. Harmless enough, right? No, see, you’re wrong. It’s awful. Come turn two, Blood Imp is still on the board unless I’m a Warrior with Whirlwind, and now the opposing Warlock is playing some minion that should only have two health, or something that makes two


Hearthstone, while amazing, can present a player with a plethora of difficult conundrums. Given the intended similarities between the CCG and its point of origin, World of Warcraft, the issue of separating ourselves from traditional conventions can be difficult. This is very much apparent when it comes to a mechanic like spell power. We’ve been taught since the release of the MMORPG that  the hallmark of the caster is boosted spell power. Sure, Fireball’s good, but what if it could be made better? It can be, young Mage, it can be. Find yourself some spell power and watch as that torrent of flame deals 8902 damage as opposed to 7103. What’s more, spell power has traditionally been a non-factor for Warriors, Rogues and Hunters. Yet, here we are in the Hearthstone closed beta, where it’s all too common to watch as a Rogue, riding Gadgetzan Auctioneer, deals 18 points of


Card Smart: The Doomguard

by Marc Huber on

Sure, you can play that winning card and step away from your match the glorious victor. But where is the fun unless you can also drop some lore knowledge on your opponent and add insult to injury? In this column, we don’t worry about card values or strategy – all we care about is that sweet, sweet lore. Today, we will be talking about the doomguard, one of the minion cards from the warlock deck. Its flavor text is “Summoning a doomguard is risky. Someone is going to die”, and that holds very much true in doomguard lore as well. Doomguards are massive, winged creatures with cloven feet that stand over 10 feet tall. They will attack and overpower their enemies through sheer brutality and strength, wielding a sword ablaze in fel fire. Originally, doomguards were titan creations, policing and punishing the use of any form of arcane magic. They were

What would you sacrifice for power? Your energy, your allies, your own health? Those are questions the Warlock deck will require you to answer when it comes to both spells and minions. Of course, like any good demon summoner, the answer should be ‘everything’. You would sacrifice everything for the power to crush your foes with shadow, flame and the strength of infernal minions. If that sounds good, read on! Imps Ahh, Imps, because not all Warlocks are rich and can afford nice things. Flame Imp and Blood Imp will not likely win you the game, but they’re reasonable minions to start your match off with. Flame Imp seems like the more solid choice, given the quick damage it can do. You’ll eat two damage yourself, but 3/2 is otherwise great for one energy and can quickly put you out ahead. Blood Imp isn’t awful because of stealth (We haven’t

We’re getting down to the wire on Hearthstone deck previews with only two left after this week. Fortunately, the most entertaining decks have been saved for last. Make no mistake, while all of the decks are viable, the Warlock, Rogue and Druid decks all bring with them a certain degree of flare players are sure to appreciate, assuming they don’t enjoy a more linear experience. Let’s talk Warlock though. Almost no part of this deck plays it safe. Most spells and minions are buffed, but at some kind of additional cost, be it energy, card discard, health or even minion destruction. In return, the Warlock deck is capable of inflicting boat loads of pressure all throughout the game. It all comes down to your ability to keep a close eye on Gul’dan’s health pool. Failure to do so will be damning. Today we’ll touch on the risks of each of


This week the Hearthstone team revealed a new card for you Warlock fans out there. The Void Terror has battlecry and a nasty little ability that states “Destroy the minions on either side of this minion and gain their attack and health”. So let’s say you have a couple minions out there on the field – a 2/3 and a 3/4. You place Void Terror in between them.  Void Terror by itself is a 3/3… but now it destroys the other 2 minions and gains their attack and health and you suddently have a 8/10 minion on the field. The combo they show off with this is really slick, too. You can use the card Power Overwhelming to give an existing minion +4/+4 but the minion dies at the end of the turn. So let’s play that on your minion, attack with the minion – and since the minion is

1 4 5 6