BIG Warlock (87% WR???) Ft. Darkest Hour

Class: Warlock - Format: dragon - Type: big - Season: season-61 - Style: fun

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Deck Import

Mulligans

General Mulligans

Removal spell for the early game minions. Always keep Rafaam's Scheme, and possibly Darkest Hour in the control matchups.

So at first I was pretty bummed about busting open not only Darkest Hour but also Dr. Morrigan from packs. But before dusting them I thought I’d at least give them a shot given I’ve never seen either of these played before. And WOW I’ve played around 8 games against all the meta classes on the spectrum, from bomb warrior to token druid, and only lost once to a tempo rogue because I couldn’t kill a Hench Clan Thug on three (added Spirit Bomb right after). All in all I’d say give it a shot if you have the cards already. Main goal is to obviously mulligan Rafaam's Scheme with early removal. Keeping the board clear early game is essential until your ready to fill yours up with imps or a taunter at least. 

Matchups:

VS. Control: Against most decks you should be fine with trying to Fiendish Circle / Rafaam's Scheme on 5 into Darkest Hour on 6. This was hard to pilot against the bomb warriors due to brawl, but more often than not I was able to bait it out by either playing fiendish circle with one of the Aranasi Broodmother or Amani War Bear , playing one Rafaam’s Scheme while the other was in hand, or waiting until I could play Lord Jaraxxus or other big things to bait at least one out first. All in all as long as they don’t have brawl in their hand when you darkest hour you’re golden. But even if things go awry and you can’t get it off just play Arch-Villain Rafaam and hopefully you built a tiny bit of board if you had Jumbo Imp in. Golden rule is to wait out any mass clears, or get this off as early as possible and hope it sticks.

VS. Aggro: The early game removal should be enough to keep you stabilized. Here it is much easier to go for a board of imps on early and stick out some taunts or Darkest Hour. I found that Rafaam's Scheme into Plot Twist on 5 could usually net me the DDarkest Hour for turn 6.

Card Explainations:

Mountain Giant is basically your saving grace in slow games. It will help you bait removal or deal with early minions. As usual try to mulligan.

Rafaam's Scheme probably the best card to pair with Darkest Hour. Having this in your opening hand means you can play it on turn 5 and darkest on 6 to pull out as many minions as possible. Also not bad to play in emergency situations as you always have Fiendish Circle for backup.

Plot Twist Let’s face it RNG sucks. Luckily Plot Twist can alleviate some of that pain. Just be careful to not whisk away your upgraded Rafaam's Scheme into the abyss. Best use is turn 5 scheme + plot twist to search for Darkest Hour.

Darkest Hour the main win condition of this deck. Rafaam's Scheme and Fiendish Circle are here to be flexible activators for the spell.

Swaps:

OG decklist had -2 Spirit Bombs, +1 Curse of Weakness, and +1 plot twist. Spirit Bomb seems better though due to the lack of single target removal aside from Shadow Bolt.

Shadowflame has probably been the least performing card out of the bunch. Imps obviously don’t make good targets for this, and by the time you get something big on the board that sticks, the game is usually done. Would probably swap for another Darkest Hour for more consistency.

Conclusion:

Deck probably isn’t what you’re looking for if you want something super competitive, but I was just surprised at how well this deck worked out and how satisfying it was. Feels good to find something different in a game where nearly every opponent is on the same thing. This is also my first guide so I don’t know if there’s bad formatting or anything but if you end up trying the deck just pilot it through a few games and I’m sure you’ll get the hang of it! If anyone has any questions let me know I’ll be experimenting more with this list. 🙂

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