Warlock's Current Weaknesses:

(20 characters required)
(Seriously why is nothing being done about this bull****, easy mode, zero interaction, dev favourite class)

Aggro demon hunter, miracle rogue, quest hunter all handle them very well. Quest hunter is particularly built to punish the curse variety. The other two look to end the game sooner and the fact that the dack often damages themselves helps and when 1/3 taunts, that may get buffed but probably not too worrisome that early are their only face protection it makes them prime for cutting down fast.

2 Likes

So you have to be playing one of only three decks with cards that work together to be able to deal with it. That’s it? That’s balanced for average players?

1 Like

That moment when you can’t handle a lil Warlock so you make up lies and whine.

Curse Imp Warlock has been the best deck for weeks now according to HSreplay. Very little in counters available as well. But please, continue defending this broken, brainless deck.

2 Likes

I rarely lose to it with either variant of ping mage, 30 or 40 card, the non deathborne 40 card variant. And am 50 50 with 30 card thief rogue, the more aggro version with wicked stabs and what-not.

What curse implock is realy good at is punishing late game decks with very little early game like ramp druid.

Are you talking about Curse Implock or just Curse lock? I haven’t really seen a pure Curse lock deck, it’s always Curse Implock. Curse Implock most definitely has an early game and it’s extremely strong.

Players whined and cried about Hunter decks so now Warlock is out of control and the hypocrites are all cool with it.

Pure curse lock disappeared as soon as imp lock came in.

I don’t like the deck but it is a counter to ramp druid. who cares if you will eventually have 20 mana if you are going to take 40 damage from curses turn 6 to 10.

The biggest problem with Imp Curse is the ability to hyper reload the board while spamming curses. You should not be able to do that, especially when you can drop 4 1/1’s for 3 mana (turn 2 with coin). Why anyone thought that was balanced is beyond me.

Second, the cost to discard the curse “double tap” should be lowered to 1. It becomes too oppressive from turn 5 and up, as Warlocks have such amazing draw, it’s almost a lock (pun intended) to pull all three legends, which have unbelievable synergy.

Lower the curse discard to 1, nerf the imp summon card to 4, and I would consider HOF Tamsin.

I think you just need to nerf the curses to 1 mana. 2 mana is a really hard lock out, especially when you’re already up against the ropes after having to deal with the aggressive early game. The turn 5 turn especially is such a brutal turn for curving out a 3/4 minion with curse and then dropping a library to buff a minion up huge.

Fiendish circle is such an MVP but it’s only good because of the Imp Synergy from everything else (infusing, library, librarian). 3 mana summon 4 1/1’s isn’t necessarily broken as seen with other cards before it. The problem is that it’s SO synergistic with all the other early cards. It wouldn’t be good as just a regular card if it wasn’t for those other cards making it a powerhouse.

I would be completely happy with the cost being lowered to 1. Everything else would be tolerable…

I would just take away the scaling damage from them entirely and set it to like… A fixed 3 damage.

They are basically a free tack on to other playable cards that also hand clog and Mana burn if the opponent wants to avoid the damage… They don’t also need to be a scaling win condition inevitability.

Blizz has gone so off the deep end designing cards meant to just end the game without any consideration of if it’s fun to play against whatsoever.

1 Like

Imps+curses are pretty strong, but I have seen relic DH handle them pretty well. You just need to keep the pressure on them and prevent the warlock from doing what he wants to do. Once you get the relics going, it’s pretty difficult for the warlock to deal with 4 fat bodies being pumped out in one turn.