Wheel Warlock...no complaints?

If. How many times are you getting that? And often you just have 1. The other doomkin is dead draw.

Overall, there’s no way it’s better. Play a few games with it then change to endgame with fiend taunt summon and the impact is tremendous.

Okay, so just run 1 then.

Maybe put the 2nd copy in an ETC

What i’m gonna say is that Wheel Warlock just Falls apart against rainbow mage.

So if it ever gets popular you can be sure it’s capacity of being some sort of meta tyrant is 0.

EDIT: Never mind. You were talking about loken.

My bad. I just know him as Loken. The rest of the text after that is lost on me lol. I actually had to look it up in the deckbuilder to know what card Schyla was talking about. Makes sense now though.

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Still bad imo. Also, as stated before, it kills your jailer consistently. Cheating out big stat minions turn over turn is huge. Hitting your 15/15 or 6/12 is huge. You also want to draw those faster. Doomkin is anti synergy to all that.

I’ve played both and I’m 100% convinced Doomkin is the weaker version than endgame and taunt summon. It doesn’t even feel close.

At the very least I disagree with your logic. There is no “if you draw this card late then it’s automatically bad” rule. It can be worse than another option but it doesn’t have to be.

What I think honestly is that the sample size for data is still rather small and the meta hasn’t settled enough for a clear answer yet. I do like to bet on you but a bet is not a sure thing.

I am curious though, what minions are you running? Because with Titan, Opera and two others you’re guaranteed Titan or Opera if you haven’t drawn both. What is bringing you up to 5 if you run Doomkin?

Take the vs list.

Get rid of doomkin and anubiseth.

Add in endgame and the 2 cost elemental that draws cards on battlecry and deathrattle. That’s important.

You’ll draw faster and hit major minion sizes on your 4 cost spell faster.

It’s just so much better. You have to play both to get a full understanding of what I’m saying. The curve is really good.

I feel like people are running doomkin in hopes of playing wheel faster. Playing wheel faster isn’t the key. Playing wheel when you have breathing room is and endgame helps give you breathing room.

Turn 4 summon 8/8 or 9/9 taunt. Very hard to remove that really but it happens.

Turn 5 forge and endgame now you have 2 big minions turn 5.
Turn 6-8 then curve out nicely after that giving you lots of breathing room for wheel.

I don’t know how else to explain it. It works way better.

Even if you get doomkin on five or six sometimes you can’t even play it that turn because you’re feeling too much pressure from stuff like demon hunter. Doomkin often feels way too clunky. Endgame turns all that around for you so often.

The games where you get doomkin out on 5 or 6 are not nearly as often as you think. Even if you can, sometimes you can’t afford a turn 6 3/4 and it’s dead in hand even on curve.

When you play the deck with doomkin, within a few games you’ll see exactly what I’m talking about.

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Okay so your minions are Zilliax, Sargeras, Loken and Geode.

So by far the Anubisath is the worst card you replaced, and Endgame is the best of the replacement cards. So let’s consider the first change to be:
2 Anubisath → 2 Endgame
This is a super solid change and in no way dubious. I think it’s fair to say that the Anubisath in their list is objectively an error.

Which makes the second change:
2 Doomkin → 2 Geode
This change is much more questionable. Both cards have very similar performance statistics. Doomkin has a slightly better drawn winrate and Geode has a slightly better mulligan winrate, but they’re really not that far off from each other.

I don’t think that there is any validity in looking at this as Doomkin vs Endgame. It’s minion vs minion. Endgame is already in regardless.

I think if I was making the deck (I’m multiple Legendaries short) that I’d try out Card Grader over Geode. I think spending 0 cards and 2 Health to draw 1 is almost always better than spending 1 card and 4 Health to draw 2. I think that Discover from deck is especially strong when one’s hand is already pretty full. No data on Card Grader though.

I don’t know why people playing doomkin aren’t playing endgame. Couldn’t tell you there.

But you have to stop looking at straight statistics to see why one card performs better.

You’re completely missing the bigger picture.

Look at what each has synergy with.

Elemental has synergy with weapon, Demon summon, gives 4 more card draws leading to better wheels, can be played on 2 and curve, is almost never a dead draw, and the synergy with the summon is direct synergy with endgame stats.

Doomkin does none of this. If you’re running endgame and the summon spell, run geode.

2 mana draw 2 with a body.

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When it was revealed… I already knew it will be a problem… these developers can’t learn from their mistakes… that is obvious… this game is still full of unfair mechanics… there is no more hope left… this game is dead…

Because there is no counterplay to doomkin, its just something that happens to you and ruins your plans for the following turns

And endgame is just another stat block which can be dealt with with one of numerous removals

Basically its only good against people who are not ready for it and cheap aggro decks which run out of gas soon

Might be better in this DHstone meta, I’ill give you that

I havent tried, but it sounds like its more useful than doomkin for sure against DH

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Since they have killed Shroomscavete and Deputization, I have no chance against them… and I used only 1 of each in my deck wasn’t even aggro… good job.

Not on turn 2 it doesn’t. And really there’s no rush, hero power is fine here.

Not really. You get the exact same synergy from hero power. I guess it counts as synergy if the 2/1 body accomplishes more value than you lose by taking 2 to the face.

Only if NOT played on curve, and combined with hero power. Much more likely 1 draw for the first and 2 for the second, but you might only draw 1 anyway. So something like an average of 1.3.

The core problem with Geode is that it doesn’t provide that much more than hero power. And minion slots in the deck are very precious due to Loken. I think it’s very bad in the deck. Just hero power instead. I don’t think the deck wants ANY card draw outside of hero power, what it really wants is card selection like Fracking. And Card Grader is basically Fracking on a stick.

ETC could be another option. Put Doomkin in the band, pull it out only if it’s on curve. Other options to taste.

I don’t know what math you’re trying to math but you’re not mathing right. Geo is two mana Draw two. Better than hero power.Remember the one mana minion that drew 1 and did 2 to face.How much that was played? tons. this is better than that.

The four mana spell will be bigger faster with the geo.

I don’t know how your math isn’t figuring this out.

Turn 4 9/9 Happens because of Geo.

You’re also off on Loken. Even with geo, You will hit a big minion. Count the minions man

If that was a priest deck it would have been nerfed 5 times by now. But Warlock is allowed this bs cause they are supposed to be the Toxic class. Wheel of death is a mistake and should not exist.

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Hero power draws 1, costs 0 cards. Net cards in hand +1.
Geode draws 2 (if it dies), costs 1 card. Net cards in hand +1.
Geode does NOT make Dark Alley Pact bigger compared to hero power. Unless you can get a hero power and Geode off on same turn (not possible before 4 mana).

It’s equivalent to a “trade” (as in the Tradeable mechanic) and a 2/1 minion, for 2 extra health, while hero powering.

No, Geode is nowhere near as good as Tour Guide. Tour Guide never competed against hero power in terms of your choices for the turn; you can’t hero power normally on turn 1. Geode has to compare itself directly against the alternative of hero powering instead.

I was just going to give up on trying to explain to you how the Warlock deck works, but this just solidifies it for me that you haven’t really played much Warlock.

Any Warlock player would know what card I’m talking about. You continually get these things frustratingly wrong

Common · Minion · Kobolds and Catacombs · Battlecry: Draw a card. Deal 2 damage to your hero.

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It’s mainly because it’s 4 turns not 5. If it was a true 5 turns i am almost positive it would have an adjusted win rate down. The lack of that final fatigue hit is a major issue IMO.

First two cards of EVERY Warlock deck when it was in standard.

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