Heroes[edit | edit source]
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. Health is sometimes just as valuable a resource for Warlocks, with powerful cards like Wrathguard and Bloodbloom demanding life as extra payment. Some cards even feed on the warlock's self-inflicted pain, such as Floating Watcher and Zzeraku the Warped.
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 Hand of Gul'dan.
Another strategy is the Handlock, intentionally loading up their hand early for devastating returns. Once again Life Tap plays a key role in this deck, where the extra cards enable cards that scale with hand size like Twilight Drake, Dark Skies, Abyssal Summoner, and Mountain Giant. From there, their slew of board-clearing spells can wrench control back to the Handlock's grasp, before finally finishing them off with a Leeroy Jenkins or Nether Breath after the opponent runs out of threats and their health whittled down.
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||School||Class||Cost||Description|
|Raise Dead||Common||Shadow||0||Deal 3 damage to your hero. Return two friendly minions that died this game to your hand.|
|Ritual of Doom||Rare||Shadow||Warlock||0||Destroy a friendly minion. If you had 5 or more, summon a 5/5 Demon.|
|Altar of Fire||Epic||Fire||Warlock||1||Destroy the top 3 cards of each deck.|
|Demonic Studies||Common||Shadow||Warlock||1||Discover a Demon. Your next one costs (1) less.|
|Felosophy||Epic||Fel||1||Copy the lowest Cost Demon in your hand.|
Outcast: Give both +1/+1.
|Final Gasp||Common||Shadow||Warlock||1||Deal 1 damage to a minion. If it dies, summon a 2/2 Adventurer with a random bonus effect.|
|Grimoire of Sacrifice||Common||Shadow||Warlock||1||Destroy a friendly minion. Deal 2 damage to all enemy minions.|
|Mortal Coil||Common||Shadow||Warlock||1||Deal 1 damage to a minion. If that kills it, draw a card.|
|Shadow Council||Epic||Fel||Warlock||1||Replace your hand with random Demons. Give them +2/+2.|
|Unstable Felbolt||Common||Fel||Warlock||1||Deal 3 damage to an enemy minion and a random friendly one.|
|Wicked Whispers||Rare||Shadow||Warlock||1||Discard your lowest Cost card. Give your minions +1/+1.|
Deal 3 damage to a minion.
|Imp Swarm (Rank 1)||Common||Fel||Warlock||2||Summon a 3/2 Imp. (Upgrades when you have 5 Mana.)|
|Soul Shear||Rare||Shadow||2||Deal 3 damage to a minion. Shuffle 2 Soul Fragments into your deck.|
|Unstable Shadow Blast||Common||Shadow||Warlock||2||Deal 6 damage to a minion. Excess damage hits your hero.|
|Backfire||Common||Fire||Warlock||3||Draw 3 cards. Deal 3 damage to your hero.|
|Fiendish Circle||Common||Fel||Warlock||3||Summon four 1/1 Imps.|
|Free Admission||Rare||General||Warlock||3||Draw 2 minions. If they're both Demons, reduce their Costs by (2).|
|School Spirits||Common||Shadow||Warlock||3||Deal 2 damage to all minions. Shuffle 2 Soul Fragments into your deck.|
|Cascading Disaster||Epic||General||Warlock||4||Destroy a random enemy minion. Corrupt: Destroy 2. Corrupt Again: Destroy 3.|
|Hellfire||Common||Fire||Warlock||4||Deal 3 damage to ALL characters.|
|Hysteria||Rare||Shadow||4||Choose an enemy minion. It attacks random minions until it dies.|
|Soul Rend||Rare||Shadow||Warlock||4||Deal 5 damage to all minions. Destroy a card in your deck for each killed.|
|The Dark Portal||Rare||Fel||Warlock||4||Draw a minion. If you have at least 8 cards in hand, it costs (5) less.|
|Deck of Chaos||Legendary||Shadow||Warlock||5||Swap the Cost and Attack of all minions in your deck.|
|Siphon Soul||Rare||Shadow||Warlock||5||Destroy a minion. Restore 3 Health to your hero.|
|Hand of Gul'dan||Common||Shadow||Warlock||6||When you play or discard this, draw 3 cards.|
|Twisting Nether||Epic||Shadow||Warlock||8||Destroy all minions.|
|Showing all 28 cards|
The following spells are generated by other warlock cards or effects, and are uncollectible.
|Name / Desc||Rarity||School||Class||Cost||Description|
|Soul Fragment||None||Shadow||0||Casts When Drawn|
Restore 2 Health to your hero.
|Imp Swarm (Rank 2)||Common||Fel||Warlock||2||Summon two 3/2 Imps. (Upgrades when you have 10 Mana.)|
|Imp Swarm (Rank 3)||Common||Fel||Warlock||2||Summon three 3/2 Imps.|
Destroy 2 random enemy minions.
Corrupt: Destroy 3.
Destroy 3 random enemy minions.
|Showing all 5 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
|Flame Imp||Common||Demon||Warlock||1||3||2||Battlecry: Deal 3 damage to your hero.|
|Possessed Villager||Common||General||Warlock||1||1||1||Deathrattle: Summon a 1/1 Shadowbeast.|
|Spirit Jailer||Common||Demon||1||1||3||Battlecry: Shuffle 2 Soul Fragments into your deck.|
|Apothecary's Caravan||Rare||General||Warlock||2||1||3||At the start of your turn, summon a 1-Cost minion from your deck.|
|Boneweb Egg||Rare||General||Warlock||2||0||2||Deathrattle: Summon two 2/1 Spiders. If you discard this, trigger its Deathrattle.|
|Darkglare||Epic||Demon||Warlock||2||2||3||After your hero takes damage, refresh a Mana Crystal.|
|Imprisoned Scrap Imp||Rare||Demon||Warlock||2||3||3||Dormant for 2 turns. When this awakens, give all minions in your hand +2/+1.|
|Kanrethad Ebonlocke||Legendary||General||Warlock||2||3||2||Your Demons cost (1) less.|
Deathrattle: Shuffle 'Kanrethad Prime' into your deck.
|Tiny Knight of Evil||Rare||Demon||Warlock||2||3||2||Whenever you discard a card, gain +1/+1.|
|Blood Shard Bristleback||Rare||Quilboar||Warlock||3||3||3||Lifesteal. Battlecry: If your deck contains 10 or fewer cards, deal 6 damage to a minion.|
|Kabal Outfitter||Common||General||Warlock||3||3||3||Battlecry and Deathrattle: Give another random friendly minion +1/+1.|
|Luckysoul Hoarder||Rare||General||3||3||4||Battlecry: Shuffle 2 Soul Fragments into your deck. Corrupt: Draw a card.|
|Man'ari Mosher||Common||Demon||Warlock||3||3||4||Battlecry: Give a friendly Demon +3 Attack and Lifesteal this turn.|
|Revenant Rascal||Epic||General||Warlock||3||3||3||Battlecry: Destroy a Mana Crystal for both players.|
|Shadowlight Scholar||Rare||General||Warlock||3||3||4||Battlecry: Destroy a Soul Fragment in your deck to deal 3 damage.|
|Tamsin Roame||Legendary||General||Warlock||3||1||3||Whenever you cast a Shadow spell that costs (1) or more, add a copy to your hand that costs (0).|
|Void Terror||Rare||Demon||Warlock||3||3||4||Battlecry: Destroy the minions on either side of this minion and gain their Attack and Health.|
|Brittlebone Destroyer||Rare||General||4||3||3||Battlecry: If your hero's Health changed this turn, destroy a minion.|
|Disciplinarian Gandling||Legendary||General||4||3||6||After you play a minion, destroy it and summon a 4/4 Failed Student.|
|Fire Breather||Rare||Demon||Warlock||4||4||3||Battlecry: Deal 2 damage to all minions except Demons.|
Battlecry: Discard your two lowest-Cost cards.
Battlecry: Discard your highest Cost card.
|Stealer of Souls||Rare||Demon||Warlock||4||2||6||After you draw a card, change its Cost to Health instead of Mana.|
|Envoy Rustwix||Legendary||Demon||Warlock||5||5||4||Deathrattle: Shuffle 3 random Prime Legendary minions into your deck.|
|Felsoul Jailer||Epic||Demon||Warlock||5||4||6||Battlecry: Your opponent discards a minion.|
Deathrattle: Return it.
|Neeru Fireblade||Legendary||General||Warlock||5||5||5||Battlecry: If your deck is empty, open a portal that fills your board with 3/2 Imps each turn.|
|Void Drinker||Epic||Demon||Warlock||5||4||5||Taunt. Battlecry: Destroy a Soul Fragment in your deck to gain +3/+3.|
Costs (1) while your deck has 10 or fewer cards.
|Dread Infernal||Common||Demon||Warlock||6||6||6||Battlecry: Deal 1 damage to ALL other characters.|
|Keli'dan the Breaker||Legendary||General||Warlock||6||3||3||Battlecry: Destroy a minion. If drawn this turn, instead destroy all minions except this one.|
Deathrattle: Summon two 3/2 Imps.
|Tickatus||Legendary||Demon||Warlock||6||8||8||Battlecry: Remove the top 5 cards from your deck. Corrupt: Your opponent's deck instead.|
|Enslaved Fel Lord||Common||Demon||Warlock||7||4||10||Taunt. Also damages the minions next to whomever this attacks.|
|Soulciologist Malicia||Legendary||General||7||5||5||Battlecry: For each Soul Fragment in your deck, summon a 3/3 Soul with Rush.|
|Archwitch Willow||Legendary||General||Warlock||8||5||5||Battlecry: Summon a random Demon from your hand and deck.|
Deathrattle: Summon a 5/5 Dreadlord with Lifesteal.
|Flesh Giant||Epic||General||8||8||8||Costs 1 less for each time your hero's Health changed during your turns.|
|Showing all 38 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|
|Burning Blade Portal||None||General||Warlock||At end of your turn, fill your board with 3/2 Imps.|
Battlecry: Shuffle 2 Soul Fragments into your deck and draw a card.
Battlecry: Remove the 5 top cards from your opponent's deck.
|Kanrethad Prime||None||Demon||Warlock||8||7||6||Battlecry: Summon 3 friendly Demons that died this game.|
|Showing all 13 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|
See Hero card.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Lord Jaraxxus||Legendary||Hero card||Warlock||9||Battlecry: Equip a 3/8 Blood Fury.|
|Showing the only card|
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]