Optimized Suicide-lock

Class: Warlock - Format: wild - Type: combo - Season: season-43 - Style: theorycraft

Rate this Deck

Like or Dislike? Take a second to tell us how you feel!

+3

Deck Import

Mulligans

Introduction to Suicide-lock

Suicide-lock is a deck based on killing yourself as fast as possible. Therefore, this is not a deck that you should try to ladder with (I did climb from 25 to 20 with it however). It chips away at its health pool with Warlock’s hero power Life tap, and residual damage from cards such as Flame Imp to end the game turn 5 or 6 with Bloodbloom or Unlicensed Apothecary combos.

Core Cards

  • Unlicensed Apothecary – Amazing card, and is the main lose condition. It also is the primary reason that the 0 cost minions and Youthful Brewmaster are in the deck. Be wary of your opponent killing this however. Sometimes the right play is holding this on 3 to wait for turn 4 or 5 when you have guaranteed damage.
  • Bloodbloom – The second most common lose condition. It enables massive self damage for only 2 mana when comboed with cards such as Felfire Potion(11 damage) and DOOM!(10 damage). 
  • Wrathguard – It is amazing synergy with Felfire Potion and Hellfire. A turn 4 Wrathguard > Bloodbloom > Felfire Potion is a quick 16 damage to yourself. 
  • Chittering Tunneler – A simple but effective card, and the best non-combo card in the deck, with the possible exception of Flame Imp. It lets you do up to 10 damage to yourself with a DOOM! selction, or can enable combos with Bloodbloom.
  • Life Tap – Warlock’s hero power is vital to this deck. It simultaneously damages yourself, and draws a card, which in this deck are both positives. You almost always want to tap turn 2, and coining out a tap on turn one is also an option if you have a lackluster hand.

Mulligans

Core card. WIth this in hand, keep 0 cost minions.

Core card. With this in hand, keep Felfire Potion or DOOM!.


Should only be kept with Bloodbloom or Felfire Potion.

Why is __________ not included?

Bomb Squad – Too slow. Compared to Pit Lord it is a straight up worse card, as it sometimes kills an enemy source of damage, costs one more, and needs to die to be affective. Pit Lord is actually a relatively weak card, so this does not make the cut.

Cho'Gall – A fairly strong option, but the goal is to die on turn 5 or 6 by the latest, so this costs too much.

Spreading Madness – RNG. If you’re feeling lucky, go for it.

Bittertide Hydra – Suffers from the same problems as Bomb Squard and Cho'Gall. Too slow.

Mirror Match Tech

  • Zombie Chow – Solid card to combo with Apothecary, and heal your opponent when a player does Bloodbloom board clears.
  • Dirty Rat – Can remove the useful battlecries of cards such as Chittering Tunneler or Pitlord, while also protecting your own board for combo or bounce setup.
  • Voodoo Doctor – The battlecry can be more effective that Zombie Chow‘s deathrattle, which can not save your the game sometimes.

Possible Card Substitutions

Pit Lord can often be too slow, as you want to tap as much as possible, and do small amounts of damage to yourself with excess mana to build your devastating combos. Dark Peddler is a fairly cheap card, and can excellent cards such as Flame ImpSoulfire, or any one drop to combo with Unlicensed Apothecary.

Even though Bloodbloom > Hellfire only does 7 damage compared to Bloodbloom > Twisting Nether‘s 8, the combo potential with Wrathguard, and the option to play it from hand on later turns make Hellfire the superior card.

Youthful Brewmaster is a fairly slow card, and needs to combo with either Flame Imp, Chittering Tunneler, or Unlicensed Apothecary. Therefore, it is pretty marginal. Emeral Reaver is more consistent, and one mana cards are very easy to sqeeze into the curve.

Leave a Reply

One Comment

Discuss This Deck
  1. Wetworks
    February 11, 2018 at 2:26 PM

    This is awesome!!
    I was laughing so hard and so loud my Family came running into the room to see if I was ok.