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. Warlocks are considered a "late game" class with their life tap allowing them to draw cards to survive until expensive and powerful cards can be put into play or 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 are very effective in warlock decks with their self-harming nature and can be played for little or no mana late into the game.
Warlocks are also able to play an early game rush down deck, utilizing low cost cards with penalties like Blood Imp, Flame Imp, Succubus, and even a mighty Pit Lord. Although risky against late game cards and AoE, especially in conjunction with heavy Life Tap usage, using this deck the warlock can finish a game very quickly with careful use of powerful buffs such as Power Overwhelming and Demonfire.
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", so 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.
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, and the life loss enables the Molten Giant. 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 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|
|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.|
|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!|
|Corruption||Common||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!|
|Curse of Rafaam||Common||Warlock||2||Give your opponent a 'Cursed!' card.
While they hold it, they take 2 damage on their turn. This is what happens when Rafaam stubs his toe unexpectedly.
|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|
|Demonfuse||Common||Warlock||2||Give a Demon +3/+3. Give your opponent a Mana Crystal. Very dangerous when attached to a demonbomb.|
|Mortal Coil||Common||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.|
|Power Overwhelming||Common||Warlock||1||Give a friendly minion +4/+4 until end of turn. Then, it dies. Horribly. We cannot even describe how horrible the death is. It's CRAZY bad! Maybe worse than that. Just don't do it.|
|Sacrificial Pact||Common||Warlock||0||Destroy a Demon. Restore #5 Health to your hero. This is the reason that Demons never really become friends with Warlocks.|
|Sense Demons||Common||Warlock||3||Put 2 random Demons from your deck into your hand. Generally demons are pretty obvious and you don’t need a spell to sense them.|
|Soulfire||Common||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.|
|Demonwrath||Rare||Warlock||3||Deal 2 damage to all non-Demon minions. Demons are not angry most of the time. You have to play this card in order to really bring it out of them.|
|Fist of Jaraxxus||Rare||Warlock||4||When you play or discard this, deal 4 damage to a random enemy. * Not actually Jaraxxus' fist.|
|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.|
|DOOM!||Epic||Warlock||10||Destroy all minions. Draw a card for each. We ran out of space for "DOOOOOOOOOOOM!!!!!"|
|Dark Bargain||Epic||Warlock||6||Destroy 2 random enemy minions. Discard 2 random cards. A prime example of lose-lose negotiating.|
|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.|
|Showing all 23 cards|
The following spells are generated by other warlock cards or effects, and are uncollectible.
|Name / Desc||Rarity||Class||Cost||Description|
|Cursed!||None||Warlock||2||While this is in your hand, take 2 damage at the start of your turn.|
|Showing the only card|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
|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.|
|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.|
|Dark Peddler||Common||General||Warlock||2||2||2||Battlecry: Discover a 1-Cost card. I'm offering you a bargain here! This amazing vacuum cleaner for your soul!|
|Darkshire Councilman||Common||General||Warlock||3||1||5||After you summon a minion, gain +1 Attack. Democracy in action!|
|Dread Infernal||Common||Demon||Warlock||6||6||6||Battlecry: Deal 1 damage to ALL other characters. "INFERNOOOOOOOOOO!" - Jaraxxus, Eredar Lord of the Burning Legion|
|Fearsome Doomguard||Common||Demon||Warlock||7||6||8||They were originally called Cuddleguards, but they were not inspiring the proper amount of fear.|
|Flame Imp||Common||Demon||Warlock||1||3||2||Battlecry: Deal 3 damage to your hero. Imps like being on fire. They just do.|
|Imp Gang Boss||Common||Demon||Warlock||3||2||4||Whenever this minion takes damage, summon a 1/1 Imp. His imp gang likes to sneak into Stormwind to spraypaint "Ragnaros Rulez" on the Mage Tower.|
|Possessed Villager||Common||General||Warlock||1||1||1||Deathrattle: Summon a 1/1 Shadowbeast. It's like a pinata! A lame disgusting horrific pinata.|
|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!|
|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!|
|Wrathguard||Common||Demon||Warlock||2||4||3||Whenever this minion takes damage, also deal that amount to your hero. After playing against 5 Annoy-O-Trons, any normal guard will become a Wrathguard.|
|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.|
|Reliquary Seeker||Rare||General||Warlock||1||1||1||Battlecry: If you have 6 other minions, gain +4/+4. The Reliquary considers itself the equal of the League of Explorers. The League of Explorers doesn't.|
|Tiny Knight of Evil||Rare||Demon||Warlock||2||3||2||Whenever you discard a card, gain +1/+1. "No, no, no. I asked for a tiny JESTER of evil."|
|Void Crusher||Rare||Demon||Warlock||6||5||4||Inspire: Destroy a random minion for each player. We like to call him "Wesley".|
|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.|
|Dreadsteed||Epic||Demon||Warlock||4||1||1||Deathrattle: Summon a Dreadsteed. Crescendo himself summoned this steed, riding it to victory in the Grand Tournament. Wherever he rides, an army of riders ride behind him, supporting the legendary champion.|
|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.|
|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.|
|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!!!!"|
|Wilfred Fizzlebang||Legendary||General||Warlock||6||4||4||Cards you draw from your Hero Power cost (0). He can summon anything, even a FEARSOME DOOMGUARD*.|
*He's pretty sure this is going to work out.
|Showing all 25 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|
|Worthless Imp||Common||Demon||Warlock||1||1||1||You are out of demons! At least there are always imps...|
|Showing all 5 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 reward the player with a new basic class card x 2. These cards are not obtainable through any other means.
|Level 2||Level 4||Level 6|
|Level 8||Level 10|
Level 11-60[edit | edit source]
Above level 10, reaching certain levels will award golden versions of existing basic cards. As they are soulbound, 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.
|Level 15/20||Level 23/26||Level 28/30|
|Level 32/34||Level 36/38||Level 40/42|
|Level 43/44||Level 45/46||Level 47/48|
|Level 49/50||Level 51/52||Level 53/54|
|Level 55/56||Level 57/58||Level 59/60|
References[edit | edit source]