Warlock Turtle Deck - Not Gimmicks
After the latest Hearthstone patch, sticking minions seems harder and hard, and more players tend to play control deck, especially for Warlock. Recently some Warlock decks built around giant minions gain their appearance in PvP, so I share one of these decks – it is not gimmicks. The main idea is similar with most Warlock Turtle deck and I just make some amendments. Also you can make some amendments for your play style.
Although it is built around deck control and late game, I still pick some traditional hot minions for Warlock, such as Blood Imp, Flame Imp Voidwalker. And I believe these low cost minions would allow you to do something in early stage when you are playing against rush / swarm decks instead of keeping massive big guys in hand. In addition, I pick Young Priestess as well. She works as Blood Imp and allows you to do something if she can survive in the next turn.
I replace Hellfire with Shadowflame since I am amaniac fan of Blood Imp and don’t like to see it become a sacrifice of self-abuse system. Another reason is that you can cast Shadowflame on Ancient Watcher if you miss Sunfury Protector, Ironbeak Owl and Defender of Argus in early / mid stage. 4 damage AoE would definitely wipe most minions dropped early on. Well, I think you can pick Hellfire to suit your play style as well. I tend to pick dual Ancient Watchers, but there is no enough room for one more. Actually I pick one Priestess of Elune for instead and she would help you restore some HP in late game when you attack enemies with your face. When talking about healing, Earthen Ring Farseer enables your self-abuse system under your control, preventing your hero to be OTK.
Totally this deck will restore 16 HP for your hero and that would enable you to delay the game to your sweet point. Siphon Soul plays both as a removal and HP restoring, especially when you are playing against Druid or Priest.
Twilight Drake would be an excellent deck control in mid game and frequently go 3-1, if your opponent has no any silences or removals. Either way, it allows you to drop some fatties in late game without any threat after baiting out some removals like Hex. In addition, casting Showflame on TD is a good choice if TD is silenced.
Once your HP is around 10, go your big fatties and buff them with Sunfurry and Argue to give your opponent a tide pressure.
I think it is just start of this deck. Use it only when behind taunts or when you are facing lethal. Usually, go the face with your weapon and rule the board with your infernal. It would be better if you have already dropped fatties and buffed them with Sunfury or Argus. However, since his max health is 15 and put you at the range of Mage and Rogue’ combo, so drop him when you are save or you are sure to make a game finish in the next turn. Saving one or two healing minions for the late game would be a smart strategy IMHP.
If you have any comments or questions, please leave them below and I will try my best to give you a decent answer.
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