Warlock

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The Warlock icon.png Warlock is one of the nine classes in Hearthstone, represented by Gul'dan, Nemsy Necrofizzle and Mecha-Jaraxxus .

Heroes[edit | edit source]

Gul'dan is the default hero for warlocks. Players who have unlocked the Nemsy Necrofizzle or Mecha-Jaraxxus alternate heroes may choose to play as one of them instead when using any warlock deck. All heroes use the same gameplay mechanics; the difference is purely cosmetic.

Gul'dan(618).png Nemsy Necrofizzle.png Mecha-Jaraxxus(89858).png

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.[1]

Hero Power[edit | edit source]

Life Tap(20).png

Hero Powers are unique abilities, specific to each class. Hero Powers cost 2 mana, and can be used once per turn.

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]

INFERNO!(83).png
Soul Tap(22494).png
Siphon Life(62935).png
Tome of Origination(90699).png

Lord Jaraxxus Battlecry will replace the current Hero Power with INFERNO!, as well as replacing the hero.

Justicar Trueheart Battlecry and Baku the Mooneater Start of Game effect will replace Life Tap with Soul Tap.

Bloodreaver Gul'dan Battlecry will replace the current Hero Power with Siphon Life, as well as replacing the hero.

Supreme Archaeology will replace the current Hero Power with Tome of Origination once the Quest is completed.

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. Some cards allow warlocks to use these demons without incurring their drawbacks, such as Possessed Lackey and Skull of the Man'ari.

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, Defile, Felfire Potion, and Twisting Nether can wipe out both sides of the board.

Other warlock-specific cards require the hero to discard their other cards to be put into play. Soulfire, Felstalker 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, healing is premium for Warlocks. They have access to some healing cards like Dark Pact, Drain Soul, Siphon Soul, and Lesser Amethyst Spellstone. A strategy involving Lord Jaraxxus can be also used to heal your hero back to 15 hp when your health has dropped too low. 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 successful 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 Flame 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. Additionally, the large amount of cards they can gather up early game lets them play a Mountain Giant or a high-health Twilight Drake as early as turn 4. While control warlock decks tend to lack offensive burst damage, they employ extremely sturdy minions like Voidlords and their array of board clears to gradually stem the opponent's tide and gradually outvalue them, whether it's summoning a huge Infernal every turn with Lord Jaraxxus or unsealing Azari, the Devourer to destroy their deck and put them into fatigue.

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 and Clutchmother Zavas.

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.

Demonlock employs powerful but expensive Demon synergy cards and capitalize on them. Bloodreaver Gul'dan is the key to their power, and to maximize the impact of its Battlecry, they only a select few high-cost demons into their decks, namely Doomguards and Voidlords. On top of this, they can bring them out with lower cost and zero drawbacks with Possessed Lackey and Skull of the Man'ari and their power can be doubled up with a Carnivorous Cube followed by Dark Pact.

Warlock is also probably the best class for decks built around Reno Jackson, since Life Tap makes it possible to reliably draw Reno early, which is crucial for crushing aggro decks.

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]

For Wild format listings, see Warlock/Wild format

See Spell.

Name / Desc Rarity Class Cost Description
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.
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!
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.
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.
Drain Life Free Warlock 3
Deal 2 damage. Restore 2 Health to your hero. "I've just sucked one year of your life away."
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!
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.
Call of the Void Common Warlock 1
Add a random Demon to your hand. "Marco!"
"Polo!"
"Marco!"
"Who dares summon me?!"
Sinister Deal Common Warlock 1
Discover a Lackey"So, what's in the sack?"
"Something... sinister."
"Okay, it's a deal."
Spirit Bomb Common Warlock 1
Deal 4 damage to a minion and your hero. Might take a few episodes to power up.
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
Demonic Project Common Warlock 2
Each player transforms a random minion in their hand into a Demon. Another group project where Jaraxxus doesn't do any work.
Rafaam's Scheme Common Warlock 3
Summon 1 1/1 Imp.
(Upgrades each turn!) "When your first plan fails... imp-rovise."
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.
Fiendish Circle Common Warlock 4
Summon four 1/1 Imps. Like a knitting circle, but less evil.
Demonbolt Common Warlock 8
Destroy a minion. Costs (1) less for each minion you control. Or as it’s known in troll, “De bolt, mon.”
Dark Possession Rare Warlock 1
Deal 2 damage to a friendly character. Discover a Demon. Wanted on three counts of gnomish possession.
Grim Rally Rare Warlock 1
Destroy a friendly minion. Give your minions +1/+1. There’s no “Aiiiieeee” in “Team.”
Plague of Flames Rare Warlock 1
Destroy all your minions. For each one, destroy a random enemy minion. This is fine.
Shriek Rare Warlock 1
Discard your lowest Cost card. Deal 2 damage to all minions. The first warning sign of an oncoming warlock temper tantrum.
Soul Infusion Rare Warlock 1
Give the left-most minion in your hand +2/+2. People called him a soulless monster. We're not sure this is better.
Curse of Weakness Rare Warlock 2
Echo
Give all enemy minions -2 Attack until your next turn. Warlocks refer to this as a "balance change."
Plot Twist Rare Warlock 2
Shuffle your hand into your deck. Draw that many cards. It's coming from inside the deck!
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!
Impferno Rare Warlock 3
Give your Demons +1 Attack. Deal 1 damage to all enemy minions. Imps don't get mad when you set them on fire. They think it's cozy.
Impbalming Rare Warlock 4
Destroy a minion. Shuffle 3 Worthless Imps into your deck. With your complexion, Imp Balm is a great demonizer.
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.
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.
Darkest Hour Epic Warlock 6
Destroy all friendly minions. For each one, summon a random minion from your deck. It's always darkest just before you find the light switch.
Ectomancy Epic Warlock 6
Summon copies of all Demons you control. "Zerek! Stay out of my lab!"
Twisting Nether Epic Warlock 8
Destroy all minions. The Twisting Nether is a formless place of magic and illusion and destroyed minions.
Void Contract Epic Warlock 8
Destroy half of each player's deck. “YOU SIGNED WHAT?!”
Supreme Archaeology Legendary Warlock 1
Quest: Draw 20 cards.
Reward: Tome of Origination. Archaeology is the discovery of rare and powerful artifacts. Supreme Archaeology is TAKING THEM!
The Soularium Legendary Warlock 1
Draw 3 cards. At the end of your turn, discard them. Worst field trip ever.
Showing all 35 cards
Sacrificial Pact(348).png
Call of the Void(90141).png
Corruption(252).png
Dark Possession(89473).png
Grim Rally(90217).png
Mortal Coil(43).png
Plague of Flames(90773).png
Shriek(90179).png
Sinister Deal(90804).png
Soul Infusion(89907).png
Soulfire(529).png
Spirit Bomb(89904).png
Supreme Archaeology(90697).png
The Soularium(89881).png
Curse of Weakness(89434).png
Demonfire(452).png
Demonic Project(89825).png
Plot Twist(90587).png
Bloodfury Potion(49698).png
Drain Life(332).png
Impferno(90635).png
Rafaam's Scheme(90556).png
Sense Demons(327).png
Shadow Bolt(647).png
Fiendish Circle(89465).png
Hellfire(122).png
Impbalming(90704).png
Shadowflame(673).png
Bane of Doom(670).png
Darkest Hour(90672).png
Ectomancy(89941).png
Siphon Soul(573).png
Demonbolt(90261).png
Twisting Nether(398).png
Void Contract(90153).png


Minions[edit | edit source]

For Wild format listings, see Warlock/Wild format

All classes can also use neutral minions in their decks. See Minion.

Name / Desc Rarity Subtype Class Cost Atk HP Description
Voidwalker Free Demon Warlock 1 1 3
Taunt No relation to "The Voidsteppers", the popular Void-based dance troupe.
Felstalker Free Demon Warlock 2 4 3
Battlecry: Discard a random card. This puppy chews up cards instead of shoes.
Dread Infernal Free Demon Warlock 6 6 6
Battlecry: Deal 1 damage to ALL other characters. "INFERNOOOOOOOOOO!" - Jaraxxus, Eredar Lord of the Burning Legion
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.
Flame Imp Common Demon Warlock 1 3 2
Battlecry: Deal 3 damage to your hero. Imps like being on fire. They just do.
Witchwood Imp Common Demon Warlock 1 1 1
Stealth
Deathrattle: Give a random friendly minion +2 Health. THIS wood imp. Stop asking!
EVIL Genius Common General Warlock 2 2 2
Battlecry: Destroy a friendly minion to add 2 random Lackeys to your hand. You do not want to be on the business end of this intellect!
Doubling Imp Common Demon Warlock 3 2 2
Battlecry: Summon a copy of this minion. What's worse than finding two imps in your lab? Only finding one of them.
Duskbat Common Beast Warlock 3 2 4
Battlecry: If your hero took damage this turn, summon two 1/1 Bats. Happily married with two kids. It was love at first bite.
EVIL Recruiter Common General Warlock 3 3 3
Battlecry: Destroy a friendly Lackey to summon a 5/5 Demon. I'm starting to think the lackeys aren't evil, just taken advantage of.
Neferset Thrasher Common General Warlock 3 4 5
Whenever this attacks, deal 3 damage to your hero. Tough to do skateboard tricks with four legs.
Reckless Diretroll Common General Warlock 3 2 6
Taunt
Battlecry: Discard your lowest Cost card. "Reck less!? ME WRECK MOAR!"
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!
Aranasi Broodmother Common Demon Warlock 6 4 6
Taunt
When you draw this, restore 4 Health to your hero. She's got a big brood and a big mood.
Blood Troll Sapper Common General Warlock 7 5 8
After a friendly minion dies, deal 2 damage to the enemy hero. Main supplier of Blood Troll Syrup to the Intercontinental Hut of Funnel Cakes.
Expired Merchant Rare General Warlock 2 2 1
Battlecry: Discard your highest Cost card.
Deathrattle: Add 2 copies of it to your hand. The "best by" date is more like a guideline.
Spirit of the Bat Rare General Warlock 2 0 3
Stealth for 1 turn.
After a friendly minion dies, give a minion in your hand +1/+1. Nah nah nah nah, nah nah nah nah, nah nah nah nah, nah nah nah nah
Void Analyst Rare Demon Warlock 2 2 2
Deathrattle: Give all Demons in your hand +1/+1. Conclusion: Nothing there.
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.
Nethersoul Buster Rare Demon Warlock 3 1 5
Battlecry: Gain +1 Attack for each damage your hero has taken this turn. Why did the demon cross the streams? To get to The Other Side.
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.
Blood Witch Rare General Warlock 4 3 6
At the start of your turn, deal 1 damage to your hero. Like a sloppy joe for vampires.
Eager Underling Rare General Warlock 4 2 2
Deathrattle: Give two random friendly minions +2/+2. Eager to please, even if it kills him.
Siegebreaker Rare Demon Warlock 7 5 8
Taunt
Your other Demons have +1 Attack. Has a side hustle as a siegebroker.
Ratcatcher Epic General Warlock 3 2 2
Rush
Battlecry: Destroy a friendly minion and gain its Attack and Health. He's on the hunt for Togwaggle's missing rat.
Diseased Vulture Epic Beast Warlock 4 3 5
After your hero takes damage on your turn, summon a random 3-Cost minion. He's off the twig! He's kicked the bucket! THIS IS AN EX-VULTURE!
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.
Deathweb Spider Epic Beast Warlock 5 4 6
Battlecry: If your hero took damage this turn, gain LifestealThe itsy bitsy spiders climbed up the village wall. Then came the witch and the spiders ate them all.
Omega Agent Epic General Warlock 5 4 5
Battlecry: If you have 10 Mana Crystals, summon 2 copies of this minion. They don't just find the truth. They give it a ten second head start, then hunt it down.
Riftcleaver Epic Demon Warlock 6 7 5
Battlecry: Destroy a minion. Your hero takes damage equal to its Health. Brings you face to face with your destructive impulses.
Soulwarden Epic General Warlock 6 6 6
Battlecry: Add 3 random cards you discarded this game to your hand. Reduce, reuse, resoul.
Jumbo Imp Epic Demon Warlock 10 8 8
Costs (1) less whenever a friendly Demon dies while this is in your hand. Jumbo in size! Huge in E.V.I.L.!
High Priestess Jeklik Legendary General Warlock 4 3 4
Taunt, Lifesteal
When you discard this, add 2 copies of it to your hand. If you love Jeklik, set her free. YOU CAN'T GET RID OF HER.
Dark Pharaoh Tekahn Legendary General Warlock 5 4 4
Battlecry: For the rest of the game, your Lackeys are 4/4. He'll get that League of Explorers and their little murloc too!
Dr. Morrigan Legendary General Warlock 6 5 5
Deathrattle: Swap this with a minion from your deck. She will NOT STOP until she gets tenure.
Glinda Crowskin Legendary General Warlock 6 3 7
Minions in your hand have EchoSummon an unlimited* number of minions!** *Six **Wisps
Arch-Villain Rafaam Legendary General Warlock 7 7 8
Taunt
Battlecry: Replace your hand and deck with Legendary minions. Minions must wash hands before being LIQUIDATED AND REPLACED BY SOMEONE BETTER.
Lord Godfrey Legendary General Warlock 7 4 4
Battlecry: Deal 2 damage to all other minions. If any die, repeat this BattlecryBetrayed the Alliance. Betrayed the Horde. All for 200 achievement points and a sweet, sweet hat.
Fel Lord Betrug Legendary Demon Warlock 8 5 7
Whenever you draw a minion, summon a copy with Rush that dies at end of turn. Nobody else likes rush hour.
Hir'eek, the Bat Legendary Beast Warlock 8 1 1
Battlecry: Fill your board with copies of this minion. REPEL’S EFFECT WORE OFF.
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 41 cards
Blood Imp(196).png
Flame Imp(85).png
Voidwalker(340).png
Witchwood Imp(89468).png
EVIL Genius(90591).png
Expired Merchant(90723).png
Felstalker(208).png
Spirit of the Bat(90149).png
Void Analyst(89886).png
Doubling Imp(89908).png
Duskbat(89397).png
EVIL Recruiter(90736).png
Felguard(236).png
Neferset Thrasher(90816).png
Nethersoul Buster(89906).png
Ratcatcher(89469).png
Reckless Diretroll(90180).png
Void Terror(119).png
Blood Witch(89396).png
Diseased Vulture(90752).png
Eager Underling(90577).png
High Priestess Jeklik(90182).png
Pit Lord(402).png
Summoning Portal(566).png
Dark Pharaoh Tekahn(90777).png
Deathweb Spider(89395).png
Omega Agent(89822).png
Aranasi Broodmother(90551).png
Dr. Morrigan(89890).png
Dread Infernal(36).png
Glinda Crowskin(89352).png
Riftcleaver(90735).png
Soulwarden(90181).png
Arch-Villain Rafaam(90546).png
Blood Troll Sapper(90264).png
Lord Godfrey(89359).png
Siegebreaker(90683).png
Fel Lord Betrug(90602).png
Hir'eek, the Bat(90150).png
Lord Jaraxxus(482).png
Jumbo Imp(90640).png

Uncollectible[edit | edit source]

For Wild format listings, see Warlock/Wild format

The following minions are generated by other warlock cards and effects, and are uncollectible.

Name / Desc Rarity Subtype Class Cost Atk HP Description
Bat None Beast Warlock 1 1 1
 
Imp None Demon Warlock 1 1 1
 
Worthless Imp None Demon Warlock 1 1 1
You are out of demons! At least there are always imps... 
Worthless Imp None Demon Warlock 1 1 1
 
EVIL Demon None Demon Warlock 5 5 5
 
Infernal Common Demon Warlock 6 6 6
 
Showing all 6 cards
Bat(89403).png
Imp(89479).png
Worthless Imp(230).png
Worthless Imp (Impbalming).png
EVIL Demon(90763).png
Infernal(121).png

Weapons[edit | edit source]

For Wild format listings, see Warlock/Wild format

Skull of the Man'ari is the only collectible weapon available for the Warlock class. Playing Lord Jaraxxus will grant them the weapon Blood Fury. This weapon is uncollectible, and cannot otherwise be acquired.

Name / Desc Rarity Class Cost Atk HP Description
Blood Fury Common Warlock 3 3 8
 
Showing the only card
Blood Fury(669).png


Leveling rewards[edit | edit source]

As a hero reaches various levels they are awarded new cards, with each class having its own rewards. All cards awarded by gaining levels are soulbound, and cannot be crafted or disenchanted.

Levels up to 10 award new basic class cards, while levels after this award only golden versions of existing cards.

Starting cards[edit | edit source]

All warlocks start with the following class cards.


Drain Life(332).png
Hellfire(122).png
Shadow Bolt(647).png
Felstalker(208).png
Voidwalker(340).png

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.

Corruption(252).png

Level 2
Mortal Coil(43).png

Level 4
Soulfire(529).png

Level 6
Sacrificial Pact(348).png

Level 8
Dread Infernal(36).png

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 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.

Sacrificial Pact(348) Gold.png

Level 15/20
Dread Infernal(36) Gold.png

Level 23/26
Soulfire(529) Gold.png

Level 28/30
Corruption(252) Gold.png

Level 32/34
Voidwalker(340) Gold.png

Level 36/38
Felstalker(208) Gold.png

Level 40/42
Mortal Coil(43) Gold.png

Level 43/44
Drain Life(332) Gold.png

Level 45/46
Shadow Bolt(647) Gold.png

Level 47/48
Hellfire(122) Gold.png

Level 49/50
Boulderfist Ogre(60) Gold.png

Level 51/52
Grimscale Oracle(510) Gold.png

Level 53/54
Ogre Magi(659) Gold.png

Level 55/56
Gurubashi Berserker(624) Gold.png

Level 57/58
Kobold Geomancer(479) Gold.png

Level 59/60

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."[2]

References[edit | edit source]