Heroes[edit | edit source]
Background[edit | edit source]
- Main article: Warlock
In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them. At first, they command only the service of imps, but as a warlock’s knowledge grows, seductive succubi, loyal voidwalkers, and horrific felhunters join the dark sorcerer’s ranks to wreak havoc on anyone who stands in their master’s way. Warlocks can ignite distant enemies in searing flame, send them fleeing in terror and pain, or afflict them with corrupting diseases and curses that steal the victim’s vitality.
These practitioners of the profane are feared across Azeroth, and many who have felt their wrath now prefer to fight alongside a warlock than against one.
Hero Power[edit | edit source]
The warlock Hero Power is Life Tap, allowing them to sacrifice 2 Health (and 2 mana) in order to draw a card. While this may seem like an unworthy trade, the ability to gain card advantage is very strong, and Life Tap is widely considered one of the strongest Hero Powers in the game. It can be very effective for both early game and late game decks, allowing Handlocks to quickly build a large hand of cards, or an aggressive Zoolock to consistently flood the board with cheaper minions.
Replacement Hero Powers[edit | edit source]
The legendary warlock card Lord Jaraxxus causes the hero to be replaced by Lord Jaraxxus, bringing with him a new Hero Power: INFERNO!. This extremely powerful Hero Power summons a 6/6 Infernal for just 2 mana. The ability to create such a powerful minion each and every turn without consuming cards generally guarantees a victory for the player, unless the opponent can defeat them before they can muster their forces.
Strategy and gameplay[edit | edit source]
Many newer players may find themselves initially turned off from the warlock as the class makes heavy use of "self-abuse" mechanics in order to gain card advantage and summon more minions. Warlock cards generally offer a lower mana cost and higher power than their neutral and other class counterparts, but will come at an alternative price.
This style of play is most evident in their Hero Power Life Tap, which deals 2 damage to the player's own hero in addition to the standard 2 mana cost. However, the ability to draw cards on demand is well worth the higher cost, ensuring the warlock always has something to play.
The warlock features a variety of Demon-class minions, many of whom offer greater power but will drain the warlock's resources in exchange. The Flame Imp and Pit Lord require a portion of the warlock's health on play, but are vastly stronger than other minions of their mana cost. The Felguard is a cheaper defensive minion but lowers mana, while the Void Terror can be a huge threat but requires the sacrifice of up to 2 of the warlock's other minions.
This reckless nature extends to warlock spells as well. Shadowflame is an effective board clear at the cost of one of your own minions, while Power Overwhelming can turn a minion into a kamikaze powerhouse. On an even more destructive level, Hellfire and Twisting Nether can wipe out both sides of the board. Cards such as Sacrificial Pact, Drain Life and Siphon Soul grant further board control while recouping smaller life loss.
Other warlock-specific cards require the hero to discard their other cards to be put into play. Soulfire, Succubus and Doomguard all feature a very low mana cost for their power. A notable strategy to get around this downside is to continually play cards until only these remain, effectively negating the discard effect. Playing around discard effects is a key mechanic of the warlock class.
Due to the warlock's "self-abuse" mechanics, a strategy involving Lord Jaraxxus can be used to heal your hero back to 15 hp when your health has dropped too low. This strategy is employed by many warlocks so your opponent may be expecting it. Although it is a powerful card that may turn the tide of a game, it is best not to play Lord Jaraxxus too early in case your opponent has been hiding large amounts of burst damage in his hand.
The warlock's Life Tap is useful for gaining card count advantages without wasting spots in your deck with draw cards. This ability is what makes warlock succesful as an aggro class, and quite possibly the only class with a competitive zoo deck. These early game rush decks often utilize low cost cards with penalties like Blood Imp as well as efficient, high-quality neutral sticky minions to counter their best counter, AoEs. Especially in conjunction with heavy Life Tap usage, aggressive warlocks are relatively easy for opponent's to finish after they've run out of resources.
Warlocks are also considered a suitable class for late game, as their life tap allows them to consistently draw the cards they need to survive, until expensive and powerful cards can be put into play. With a large amount of card draw at their disposal it is also easy for them to create combos which can create strong monsters such as Void Terror. Although many cards inflict self-harm, other warlock cards can offset this by healing the warlock such as Drain Life and Sacrificial Pact. Molten Giants were very effective in warlock decks with their self-harming nature before their nerf, and could be played for little or no mana late into the game. Still most powerful when used by warlocks, Molten Giants have been replaced by Mountain Giants and Twilight Drakes.
Common deck types[edit | edit source]
The warlock can use a wide variety of deck archetypes to great effect.
A highly popular deck is the Zoolock, named because of its focus on low mana-cost, high 'value' minions. Zoolocks aim to seize board control in the early and mid-game with effective minion trading, creating an insurmountable advantage before the opponent's larger minions can even be played. Life Tap is critical in ensuring the warlock has a continual supply of minions and can refill the board in case of removal. Infamous for its power and efficiency, the Zoolock is a common choice at all skill levels. Its low crafting cost also makes the deck perhaps the easiest competitive choice for many new players.
The introduction of Malchezaar's Imp with One Night in Karazhan has given rise to the Discardlock, a discard effect synergy-oriented version of the traditional Zoolock, negating the drawbacks of cards like Soulfire and Doomguard and even turning them to positives through cards like Silverware Golem.
Another strategy is the Handlock, intentionally putting the player at risk to use devastating minions. Once again Life Tap plays a key role in this deck, where the extra cards enable the Mountain Giant and Twilight Drake. These large minions, when combined with the Taunt-granting battlecries of Defender of Argus and Sunfury Protector, can wrench board control back into the Handlock's grasp. From there, the warlock can safely look for finisher combos such as Leeroy Jenkins and Power Overwhelming.
Counters[edit | edit source]
- A highly offensive deck can be very effective to the generally suicidal mechanics of the warlock; generally to counteract the self-harm caused by the warlock spells and hero ability the warlock will have Siphon Soul, Drain Life, different neutral cards and Taunt minions. An offensive deck can hit the warlock after every Life Tap for devastating results.
- Silence or other crowd control is going to be very useful against the powerful warlock minions.
- If you have the ability to drop the warlock below 15 HP, be careful because they may be holding Lord Jaraxxus in their hand and can easily reset any damage that sends them below 15 HP that doesn't kill them.
Spells[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Description|
|Corruption||Free||Warlock||1||Choose an enemy minion. At the start of your turn, destroy it. It starts with stealing a pen from work, and before you know it, BOOM! Corrupted!|
|Drain Life||Free||Warlock||3||Deal 2 damage. Restore 2 Health to your hero. "I've just sucked one year of your life away."|
|Hellfire||Free||Warlock||4||Deal 3 damage to ALL characters. It's spells like these that make it hard for Warlocks to get decent help.|
|Mortal Coil||Free||Warlock||1||Deal 1 damage to a minion. If that kills it, draw a card. If your spells look like horrifying skulls, let's be honest, you should get to draw some cards.|
|Sacrificial Pact||Free||Warlock||0||Destroy a Demon. Restore #5 Health to your hero. This is the reason that Demons never really become friends with Warlocks.|
|Shadow Bolt||Free||Warlock||3||Deal 4 damage to a minion. It’s a Bolt. Its made out of Shadow. What more do you need to know!|
|Soulfire||Free||Warlock||1||Deal 4 damage. Discard a random card. Are you lighting a soul on fire? Or burning someone with your OWN soul? This seems like an important distinction.|
|Blastcrystal Potion||Common||Warlock||4||Destroy a minion and one of your Mana Crystals. There's a fine line between "potion" and "grenade". Wait. Actually, there's not.|
|Demonfire||Common||Warlock||2||Deal 2 damage to a minion. If it's a friendly Demon, give it +2/+2 instead. Demonfire is like regular fire except for IT NEVER STOPS BURNING HELLLPPP|
|Kara Kazham!||Common||Warlock||5||Summon a 1/1 Candle, 2/2 Broom, and 3/3 Teapot. This is what happens when you tell Khadgar to set the table.|
|Sense Demons||Common||Warlock||3||Draw 2 Demons from your deck. Generally demons are pretty obvious and you don’t need a spell to sense them.|
|Bloodfury Potion||Rare||Warlock||3||Give a minion +3 Attack. If it's a Demon, also give it +3 Health. You know what really makes my blood boil? The skyrocketing price of Bloodfury potions!|
|Corrupting Mist||Rare||Warlock||2||Corrupt every minion. Destroy them at the start of your next turn. The most terrifying of Un’goro magics is both silent… AND deadly.|
|Feeding Time||Rare||Warlock||5||Deal 3 damage to a minion. Summon three 1/1 Pterrordaxes. True, they're only 1/1s, but they eat as much as most 4/4s!|
|Felfire Potion||Rare||Warlock||6||Deal 5 damage to all characters. Kazakus has a squad of imps bottling Felfire round-the-clock and he *still* can't keep up with demand.|
|Forbidden Ritual||Rare||Warlock||0||Spend all your Mana. Summon that many 1/1 Tentacles. Actually, C'Thun gives his full support for this ritual.|
|Shadowflame||Rare||Warlock||4||Destroy a friendly minion and deal its Attack damage to all enemy minions. Start with a powerful minion and stir in Shadowflame and you have a good time!|
|Siphon Soul||Rare||Warlock||6||Destroy a minion. Restore #3 Health to your hero. You probably should avoid siphoning your own soul. You might create some kind of weird infinite loop.|
|Spreading Madness||Rare||Warlock||3||Deal 9 damage randomly split among ALL characters Most citizens of Darkshire wear those surgical masks to prevent spreading Madness to tourists.|
|Bane of Doom||Epic||Warlock||5||Deal 2 damage to a character. If that kills it, summon a random Demon. My advice to you is to avoid Doom, if possible.|
|Bloodbloom||Epic||Warlock||2||The next spell you cast this turn costs Health instead of Mana. Help save mana. Donate blood today!|
|DOOM!||Epic||Warlock||10||Destroy all minions. Draw a card for each. We ran out of space for "DOOOOOOOOOOOM!!!!!"|
|Renounce Darkness||Epic||Warlock||2||Replace your Hero Power and Warlock cards with another class's. The cards cost (1) less. SEE YA DARKNESS!|
|Twisting Nether||Epic||Warlock||8||Destroy all minions. The Twisting Nether is a formless place of magic and illusion and destroyed minions.|
|Lakkari Sacrifice||Legendary||Warlock||1||Quest: Discard 6 cards.|
Reward: Nether Portal. They asked, “And what must we give in return?” Gul’dan lowered his hood and answered: “Six… cards…”
|Showing all 25 cards|
The following spells are generated by other warlock cards or effects, and are uncollectible.
|Name / Desc||Rarity||Class||Cost||Description|
|Kazakus Potion||None||Mage, Priest, Warlock||10|
|Kazakus Potion||None||Mage, Priest, Warlock||5|
|Kazakus Potion||None||Mage, Priest, Warlock||1|
|Nether Portal||Legendary||Warlock||5||Open a permanent portal that summons 3/2 Imps.|
|Showing all 4 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
|Dread Infernal||Free||Demon||Warlock||6||6||6||Battlecry: Deal 1 damage to ALL other characters. "INFERNOOOOOOOOOO!" - Jaraxxus, Eredar Lord of the Burning Legion|
|Succubus||Free||Demon||Warlock||2||4||3||Battlecry: Discard a random card. Warlocks have it pretty good.|
|Voidwalker||Free||Demon||Warlock||1||1||3||Taunt No relation to "The Voidsteppers", the popular Void-based dance troupe.|
|Abyssal Enforcer||Common||Demon||Warlock||7||6||6||Battlecry: Deal 3 damage to all other characters. The Kabal print this on every package of illicit Mana Crystals: WARNING - DO NOT PUT WITHIN REACH OF ABYSSALS. THIS IS NOT APPROVED FOR USE BY FLAMING DEMONS OF ANY KIND.|
|Blood Imp||Common||Demon||Warlock||1||0||1||Stealth. At the end of your turn, give another random friendly minion +1 Health. Imps are content to hide and viciously taunt everyone nearby.|
|Crystalweaver||Common||General||Warlock||4||5||4||Battlecry: Give your Demons +1/+1. The trick is soaking the crystals in warm milk to soften them up.|
|Darkshire Councilman||Common||General||Warlock||3||1||5||After you summon a minion, gain +1 Attack. Democracy in action!|
|Flame Imp||Common||Demon||Warlock||1||3||2||Battlecry: Deal 3 damage to your hero. Imps like being on fire. They just do.|
|Kabal Chemist||Common||General||Mage, Priest, Warlock||4||3||3||Battlecry: Add a random Potion to your hand. Sure you could have that Polymorph potion, but wouldn't you rather have this mystery potion? It could be anything. Even a Polymorph potion!|
Battlecry: Discard two random cards. Guaranteed to track tar all over your carpet.
|Malchezaar's Imp||Common||Demon||Warlock||1||1||3||Whenever you discard a card, draw a card. Malchezaar used to have an imp named Dobby working for him, but there was a tragic accident.|
|Possessed Villager||Common||General||Warlock||1||1||1||Deathrattle: Summon a 1/1 Shadowbeast. It's like a pinata! A lame disgusting horrific pinata.|
|Ravenous Pterrordax||Common||Beast||Warlock||4||4||4||Battlecry: Destroy a friendly minion to Adapt twice. For better results, feed your pterrordax low-fat, high-fiber minions.|
|Summoning Portal||Common||General||Warlock||4||0||4||Your minions cost (2) less, but not less than (1). NOT LESS THAN 1! Don't get any ideas!|
Has +3 Attack during your opponent's turn. Hi, Tar here. Long time lurking, first time taunting…
|Usher of Souls||Common||General||Warlock||5||5||6||Whenever a friendly minion dies, give your C'Thun +1/+1 (wherever it is). Nothing unburdens your soul like a good ushing!|
|Cruel Dinomancer||Rare||General||Warlock||6||5||5||Deathrattle: Summon a random minion you discarded this game. As that old saying goes: "you don't get into dinomancing to make friends."|
|Darkshire Librarian||Rare||General||Warlock||2||3||2||Battlecry: Discard a random card. Deathrattle: Draw a card. Do NOT be late with your overdue fines.|
|Doomguard||Rare||Demon||Warlock||5||5||7||Charge. Battlecry: Discard two random cards. Summoning a doomguard is risky. Someone is going to die.|
|Felguard||Rare||Demon||Warlock||3||3||5||Taunt. Battlecry: Destroy one of your Mana Crystals. Yes, he'll fight for you. BUT HE'S NOT GOING TO LIKE IT.|
|Kabal Courier||Rare||General||Mage, Priest, Warlock||3||2||2||Battlecry: Discover a Mage, Priest or Warlock card. Hey, you park your kodo under a harpy nest, you get what you deserve.|
|Seadevil Stinger||Rare||Murloc||Warlock||4||4||2||Battlecry: The next Murloc you play this turn costs Health instead of Mana. Pretty harmless unless you're a Seadevil.|
|Silverware Golem||Rare||General||Warlock||3||3||3||If you discard this minion, summon it. From the secret research labs of the Swiss Army.|
|Void Terror||Rare||Demon||Warlock||3||3||3||Battlecry: Destroy the minions on either side of this minion and gain their Attack and Health. If you put this into your deck, you WILL lose the trust of your other minions.|
|Chittering Tunneler||Epic||Beast||Warlock||3||3||3||Battlecry: Discover a spell.|
Deal damage to your hero equal to its Cost. Ear to the ground, he carefully interpreted the chittering noises: “You wanna cast a spell? I wanna cast a spell!”
|Kabal Trafficker||Epic||General||Warlock||6||6||6||At the end of your turn, add a random Demon to your hand. She ships illicit mana crystals around the world in packages marked: FUNNEL CAKE.|
|Pit Lord||Epic||Demon||Warlock||4||5||6||Battlecry: Deal 5 damage to your hero. Mannoroth, Magtheridon, and Brutallus may be dead, but it turns out there are a LOT of pit lords.|
|Unlicensed Apothecary||Epic||Demon||Warlock||3||5||5||Whenever you summon a minion, deal 5 damage to your Hero. Get the ingredients wrong on ONE healing potion and they take your license. What a world!|
|Cho'gall||Legendary||General||Warlock||7||7||7||Battlecry: The next spell you cast this turn costs Health instead of Mana. Even after all this time, Gul'dan still makes Cho'gall go get donuts and coffee.|
|Clutchmother Zavas||Legendary||Beast||Warlock||2||2||2||Whenever you discard this, give it +2/+2 and return it to your hand. A bit of a snob: still refuses to drive anything with automatic transmission.|
|Kazakus||Legendary||General||Mage, Priest, Warlock||4||3||3||Battlecry: If your deck has no duplicates, create a custom spell. The mysterious leader of the Kabal is NOT a dragon, and does NOT deal in illegal potions. Any public statements to the contrary will be met with litigation and Dragonfire Potions.|
|Krul the Unshackled||Legendary||Demon||Warlock||9||7||9||Battlecry: If your deck has no duplicates, summon all Demons from your hand. Spicklefizz pondered his life choices as he looked at the chain around his neck. "Become a warlock," they said. "You get to enslave demons," they said.|
|Lord Jaraxxus||Legendary||Demon||Warlock||9||3||15||Battlecry: Destroy your hero and replace it with Lord Jaraxxus. "TRIFLING GNOME! YOUR ARROGANCE WILL BE YOUR UNDOING!!!!"|
|Showing all 33 cards|
Uncollectible[edit | edit source]
The following minions are generated by other warlock cards and effects, and are uncollectible.
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
|Kabal Demon||None||Demon||Mage, Priest, Warlock||5||5||5|
|Kabal Demon||None||Demon||Mage, Priest, Warlock||2||2||2|
|Kabal Demon||None||Demon||Mage, Priest, Warlock||8||8||8|
|Sheep||None||Beast||Mage, Priest, Warlock||1||1||1|
|Worthless Imp||Common||Demon||Warlock||1||1||1||You are out of demons! At least there are always imps...|
|Nether Portal||Legendary||General||Warlock||At the end of your turn, summon two 3/2 Imps.|
|Showing all 14 cards|
Weapons[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
|Showing the only card|
Leveling rewards[edit | edit source]
Starting cards[edit | edit source]
All warlocks start with the following class cards.
Level 2-10[edit | edit source]
Up to level 10, reaching each even-numbered level will award the player two copies of a new Basic class card. These cards are not obtainable through any other means.
Level 11-60[edit | edit source]
Above level 10, reaching certain levels will award golden versions of existing Basic cards. As they are uncraftable, it is not possible to disenchant these cards, making the reward purely cosmetic. Reaching each required level will award one golden card. Levels after 10 award golden Basic class cards, whereas levels after 50 award golden Basic neutral minion cards.
Trivia[edit | edit source]
- In August 2016 Ben Brode stated that of all the classes he felt the team had the hardest time designing warlock spells, stating "We need to carve out more design space for them."
References[edit | edit source]