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.
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]
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.
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|
Destroy a Demon. Restore 5 Health to your hero. This is the reason that Demons never really become friends with Warlocks.
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!
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.
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.
Deal 2 damage. Restore 2 Health to your hero. "I've just sucked one year of your life away."
Deal 4 damage to a minion. It’s a Bolt. Its made out of Shadow. What more do you need to know!
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!"
"Who dares summon me?!"
Discover a Lackey. "So, what's in the sack?"
"Okay, it's a deal."
Deal 4 damage to a minion and your hero. Might take a few episodes to power up.
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
Each player transforms a random minion in their hand into a Demon. Another group project where Jaraxxus doesn't do any work.
Summon 1 1/1 Imp.
(Upgrades each turn!) "When your first plan fails... imp-rovise."
Draw 2 Demons from your deck. Generally demons are pretty obvious and you don’t need a spell to sense them.
Summon four 1/1 Imps. Like a knitting circle, but less evil.
Destroy a minion. Costs (1) less for each minion you control. Or as it’s known in troll, “De bolt, mon.”
Deal 2 damage to a friendly character. Discover a Demon. Wanted on three counts of gnomish possession.
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.
Discard your lowest Cost card. Deal 2 damage to all minions. The first warning sign of an oncoming warlock temper tantrum.
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|
Give all enemy minions -2 Attack until your next turn. Warlocks refer to this as a "balance change."
Shuffle your hand into your deck. Draw that many cards. It's coming from inside the deck!
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!
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.
Destroy a minion. Shuffle 3 Worthless Imps into your deck. With your complexion, Imp Balm is a great demonizer.
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!
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.
Replace your Hero Power and Warlock cards with another class's. The cards cost (1) less. SEE YA DARKNESS!
|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.
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.
Summon copies of all Demons you control. "Zerek! Stay out of my lab!"
Destroy all minions. The Twisting Nether is a formless place of magic and illusion and destroyed minions.
Destroy half of each player's deck. “YOU SIGNED WHAT?!”
Quest: Draw 20 cards.
Reward: Tome of Origination. Archaeology is the discovery of rare and powerful artifacts. Supreme Archaeology is TAKING THEM!
Draw 3 cards. At the end of your turn, discard them. Worst field trip ever.
|Showing all 36 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Taunt No relation to "The Voidsteppers", the popular Void-based dance troupe.
Battlecry: Discard a random card. This puppy chews up cards instead of shoes.
Battlecry: Deal 1 damage to ALL other characters. "INFERNOOOOOOOOOO!" - Jaraxxus, Eredar Lord of the Burning Legion
Stealth. At the end of your turn, give another random friendly minion +1 Health. Imps are content to hide and viciously taunt everyone nearby.
Battlecry: Deal 3 damage to your hero. Imps like being on fire. They just do.
Deathrattle: Give a random friendly minion +2 Health. THIS wood imp. Stop asking!
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!
Battlecry: Summon a copy of this minion. What's worse than finding two imps in your lab? Only finding one of them.
Battlecry: If your hero took damage this turn, summon two 1/1 Bats. Happily married with two kids. It was love at first bite.
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.
|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.
Whenever this attacks, deal 3 damage to your hero. Tough to do skateboard tricks with four legs.
Battlecry: Discard your lowest Cost card. "Reck less!? ME WRECK MOAR!"
Your minions cost (2) less, but not less than (1). NOT LESS THAN 1! Don't get any ideas!
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.
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
Deathrattle: Give all Demons in your hand +1/+1. Conclusion: Nothing there.
Taunt. Battlecry: Destroy one of your Mana Crystals. Yes, he'll fight for you. BUT HE'S NOT GOING TO LIKE IT.
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.
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.
At the start of your turn, deal 1 damage to your hero. Like a sloppy joe for vampires.
Deathrattle: Give two random friendly minions +2/+2. Eager to please, even if it kills him.
Your other Demons have +1 Attack. Has a side hustle as a siegebroker.
Battlecry: Destroy a friendly minion and gain its Attack and Health. He's on the hunt for Togwaggle's missing rat.
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!
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.
Battlecry: If your hero took damage this turn, gain Lifesteal. The itsy bitsy spiders climbed up the village wall. Then came the witch and the spiders ate them all.
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.
Battlecry: Destroy a minion. Your hero takes damage equal to its Health. Brings you face to face with your destructive impulses.
Battlecry: Add 3 random cards you discarded this game to your hand. Reduce, reuse, resoul.
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|
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!
Deathrattle: Swap this with a minion from your deck. She will NOT STOP until she gets tenure.
Minions in your hand have Echo. Summon an unlimited* number of minions!** *Six **Wisps
Battlecry: Replace your hand and deck with Legendary minions. Minions must wash hands before being LIQUIDATED AND REPLACED BY SOMEONE BETTER.
Battlecry: Deal 2 damage to all other minions. If any die, repeat this Battlecry. Betrayed 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.
Battlecry: Destroy your hero and replace it with Lord Jaraxxus. "TRIFLING GNOME! YOUR ARROGANCE WILL BE YOUR UNDOING!!!!"
|Showing all 42 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|
You are out of demons! At least there are always imps...
|Showing all 6 cards|
Weapons[edit | edit source]
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|
|Showing the only card|
Descent of Dragons
The below cards are planned for release with Descent of Dragons, coming December 10, 2019.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Invoke Galakrond. Give your minions +1 Attack. "You have the right to sacrifice an ally. If you do not have an ally, then one will be sacrificed for you."
Battlecry: Invoke Galakrond. Gain +1 Attack for each other friendly minion. Galakrond would be extra mad if he was resurrected with gnaw marks on his bones.
Battlecry: If you've Invoke twice, draw 3 cards. If you're not wearing your regulation cultist clothing, how will Galakrond know to devour you last?
|Galakrond, the Wretched||Legendary||Hero card||Warlock||7|
Battlecry: Summon 1 random demon. It costs (0). (Invoke twice to upgrade.) Fel-flames slowly writhed around the skeleton, until the great bones knit themselves together into a demonic monstrosity. Rafaam shielded his face from the heat but could not hide his grin.
|Showing all 4 cards|
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]
Death Knight (special class)