SN1P-SN4P Warlock is a combo Warlock deck type. SN1P-SN4P Warlock uses and various cost-reduction effects, namely and , to potentially play an infinite number of SN1P-SN4P's. Due to the change to Echo in Descent of Dragons, SN1P-SN4P Warlock is no longer a playable deck. The following content of the article will document the deck in the Saviors of Uldum meta unless specified otherwise.
Unusually, SN1P-SN4P Warlock combined all four common deck archetypes, Aggro, Midrange, Control, and Combo. SN1P-SN4P Warlock was capable of creating a large board in the early-game, gaining tempo in the mid-game, controlling the board for the late-game, and could deal a theoretically infinite amount of damage in a variety of ways if the game was extended further.
In the early-game, SN1P-SN4P Warlock attempts to stay alive, draw cards, and build a resilient board of Mechs, and , , and are perfect for doing exactly that. While most of SN1P-SN4P Warlock's early-game cards are more Control-oriented, an uncontested on turn 2 leading into Coin can kill the oppponent on turn 3. Due to the giant potential of Mechs in the deck, opposing players often prioritize the removal of Mechs even if doing so would expend a disproportional amount of resources. is even more prioritized, as it bascially provides twice the effect of Mechwarper. With the opponent likely removing them, playing Mechwarper and Summoning Portal without an immediate use of their effects is generally considered ineffective.
In the mid-game, opens up more possibilities. With just one Mechwarper and Glinda Crowskin, becomes a potential board clear, and becomes another SN1P-SN4P that clears and heals. It is vital to determine the proper time to play Glinda, as her 7 health means that she is unlikely to be killed in many matchups, while losing her could mean immediate defeat if she was not accompanied by many Mechs.
Against decks with limited removal options, one may often play 0-mana SN1P-SN4Ps just to build a large resilient board. Because it is usually only possible to play around 20 SN1P-SN4Ps in one turn, making 8/12 or 10/15 SN1P-SN4Ps can ensure that there is at least a sizable number of large minions on the field while staying far out of range of even the most powerful AoE damage effects such as and .
SN1P-SN4P Warlock was one of the only decks in Hearthstone that needed to consistently factor in time. A Warrior with a large amount of armor may actually survive theoretically infinite damage due to the lengthy animations, and could critically impact the gameplay of SN1P-SN4P Warlock at times, although it was too slow and ineffective to be an actual counter. Because of such time limitations, it was often vital to maintain a stable connection when playing SN1P-SN4P Warlock, much more so than any other deck.
With the introduction of near the end of Rise of Shadows, SN1P-SN4P Warlock came into existence. While not a deck discovered immediately on launch, it did dominate the meta immediately. With no consistent counter, SN1P-SN4P Warlock was consistently the best deck in the Wild meta throughout Saviors of Uldum.
As the deck got refined, SN1P-SN4P Warlock grew even stronger. Some players even started to abuse scripts to extend their turn to play more SN1P-SN4Ps. This eventually lead to Blizzard banning said scripting players. Notably, this was the first and only time when using scripts could provide a sizable advantage to warrant bans.
After complete dominace for more than 5 months. Echo was nerfed to make Echos not cost less than (1) after the release of Descent of Dragons, resulting in the complete disappearance of SN1P-SN4P Warlock from the meta.
However, it is still possible to be played, building a big minion that, whilst not an OHKO, can pose a serious threat.
The following cards are usually in the deck.
The following cards are played in most or all versions of the deck:
The following cards are played more than occasionally, but not always: