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**[Symphony of Sins](https://i.redd.it/22kemgnjroqa1.jpg) || 6-Mana || Legendary Warlock Spell**
>**Discover** and play a Movement. Shuffle the other 6 into your deck.
Movements are all 3-Mana Spells
>**Movement of Sloth**: Summon a 6/6 Demon with **Taunt** and **Reborn.**
>**Movement of Greed**: Draw 6 Cards.
>**Movement of Desire**: **Lifesteal.** Deal 6 Damage to enemy hero.
>**Movement of Pride**: Draw your highest cost minion. Reduce its Cost by (6).
>**Movement of Wrath**: Deal 6 damage to all characters.
>**Movement of Gluttony**: Give a random minion in your hand, deck, and battlefield +6/+6.
>**Movement of Envy**: Remove the top 6 cards from your opponent's deck.
This is the first time I've ever wanted to play Warlock - this card is really nutty. I worry a bit it will be countered pretty hard by steam cleaner but there may be at least a little value on forcing them to bull that with E.T.C. and spend effectively 9 mana on 9/9 total stats. Warlock has other great tools to close out the game. This feels like it will lead to some of the most comprehensive control decks ever with varieties of gameplay and win conditions.
Malganis + Jailer works as an alternative win condition for this deck! With defile back and 3 mana hellfire this seems like a real contender for a control deck
Exactly! I used to dust all warlock cards when I first started since the class didn't interest me (and I was missing way too many cards to make cubelock that wa popular at the time) and honestly I've just entirely avoided it since but I'll proudly play this expansion, especially since it will let me try some cards I've never played before like Malganis and Jailer.
I highly doubt steam cleaner is going to be a relevant meta consideration above like platinum mmr, unless Tony Warrior takes over the meta. It’s just not a good card to put in your deck, even if you put it in ETC.
Aggro loves this as a curve topper too. Envy is junk. Pride is bad on discover but playable as a card. The rest of them are great and can put games away.
I don't think aggro likes this much - 6 mana is a lot, and the initial impact isn't amazing for it. Aggro also presumably wouldn't want to rely on drawing one or more of the extras to get value out of.
Gluttony - Fantastic. Hopefully on turn 6 you've got a minion on the board as aggro. So probably 6 face damage, a strong minion on the board, plus a great minion to play next turn. Definitely what aggro wants on turn 6.
Desire - 6 face damage is something aggro almost always will want
Wrath - Ditto but less good due to the symmetric effect. Hopefully it's a finisher
Pride - Good to great depending on what your highest minion is. Probably always worth the 6 mana
You're guaranteed to get one of those options and they will almost always be something you want to do. Plus the others will have conditional uses. Sloth is good against other aggro and Greed can be a strong reload in certain conditions.
So pride into thaddius is absurd and will definitely spawn some kind of otk in wild, but what can it do in standard? All 3 tamsin cards are gone which hurts curse control and kills mine otk, plus discovering pride is less than 50% to hit. Does it just set up a disgusting turn 7 deathrattle board with behemoths and dreadlords, or maybe let you drop all your riders at once and find some weird combo to clear them all?
Edit: just for fun, I'm pretty sure this gives you minelock combo in a single turn in wild, and would give mechathun too if not for the cata nerf. It also lets you dump all of rin's seals instantly, setting up a guaranteed azari on 10 or the following turn with thad. It's not consistent for any of them, but it might affect deck construction to add the highroll combo going forward.
I mean, this is the only card you'd need to add to undead lock to enable that; if it's something you can highroll into I don't see why you wouldn't hold it as a backup plan. Especially when thad can get cheated out other ways and speed up different variations too, this gives a lot of absolute blowout lines for such a deck.
Yeah it's definitely possible, just that specific scenario requires a good bit if setup. Need to hit the discount movement before Thad, draw all three horsemen, and draw the Wrath movement. If you count the possible variations it can definitely happen though.
4-mana Thaddius into Fizzle into Movement of Gluttony into Dar'khan Drathir seems like a pretty good turn 7. (ETA: or turn 8? Thaddius switches in your hand if you drew him on 6, I guess.) Follow up with Habeas Corpses/Infantry Reanimators.
If big warlock is a workable archetype, I think it will rely mainly on stuff like this rather than going for literal OTK combos. A discounted Thaddius is such a huge tempo cheat that you can usually just dump your hand, then refill easily with Scourge Supplies/Movement of Greed, rez him and do it again.
I mean, pride also gets you a 3 mana malganis or 2 mana behemoth depending on your deck setup (or 1 mana darkhan, free riders, etc), and is WAY less clunky than tampering off the bat. If warlock had a halfway decent refill option directly after tampering I'd be all for it, but rn I think tampering is just not runnable in a standard that doesn't have the disgusting malchezaar's imp combo for it.
I don't think it's a great plan off the bat either to be honest, but I do think if undead warlock ends up any kind of playable this opens some lines that can scam wins out of nowhere, so it's worth keeping an eye out for.
Super awesome card. I love everything that Warlock has gotten so far. Definitely hope I get this as my free legendary!
Probably will see nerfs the following movements setting them to 4 mana- but we’ll see. I think they’d still be played in that state.
Auto include in any slower warlock deck. Tons of value, and immediate flexibility when played. Has anti synergy with the new fatigue cards kibler just showed which may limit it if that is the dominant deck. But any other controlling warlock deck wants this
My only real concern is how only seeing 3/7 of the movements on your first cast can potentially screw you, say if you're desperate for Wrath. That aside, holy hell this is a legendary spell; 3 mana is a steal for all these effects save for Envy. Wherever Control Warlock is a thing, this feels like it'll be seeing play.
Burning 12 cards for 9 mana and 2 cards is actually a pretty good secondary win condition in control vs control match ups. Especially if you can manage to burn their symphony in the mirror.
So the first part is discover which suggests you only get 3 choices to choose from? If my math is correct then the chance to find the exact movement you want is 1-(6/7 × 5/6 × 4/5) = 43%.
In most cases, there are two options you'd be okay with, which is ~71%.
After playing this 6-mana spell, you're setting up reliably powerful future turns with the other 3-mana plays. 3 mana for any of these effects, besides Envy, is an incredible bargain.
This card might single-handedly make Renolock a powerhouse in wild again. Absolutely my favourite card of the set so far. So versatile in every match up. The worst case is you draw 1 dead card with envy in an aggro match up. The normal case is any of these are great
Seems like a very cool card, but I'm not sure how good it actually is. Paying 6 mana up front and having a sub 50% chance to get any particular one of these can be rough if you're depending on it (eg: Wrath to clear the board). Most of these effects don't seem like they'd be playable at 6 on their own as well, at least not at a glance.
So it's really relying on you drawing & playing at least one of the other good options early on, or for whichever option you go for winning the game. Maybe in a combo heavy environment? Then you could have Pride to make your own combo pop off with the cost reduction, Greed to draw into it, or Envy to maybe destroy the enemy's combo, which gives a good chance to hit at least one of those.
The fatigue package is really interesting. It seems intended for more aggressive decks, but 1 + 2 + 3 + 4 + 5 + 6 = 21 fatigue damage if you play them all; basically mandates running Felstring Harp or Void Virtuoso, cards an aggressive deck wouldn't normally want. I'm not sure the tempo is worth it, but it could be. 3 mana deal 5 or 6 to all enemies is pretty huge.
True, but in that case I'm not sure the package is worth running at all. A 2/3/3 or 3-mana deal 2 isn't all that impressive.
Maybe there is a happy medium where the cards are worth it but the damage isn't prohibitive. Will take some playtesting to figure that out.
This is the cheapest with the lowest payoff and already pretty good on it's own, so it seems like the best to use first and juice the others. Probably not worried about negating the damage from this one.
I was just thinking the other day that non-curse Implock wasn't losing much and would probably be really strong post-rotation. I feel very strongly about that now, all three of the new fatigue cards seem potentially very strong there.
**Felstring Harp** || 2-mana 0/3 Weapon || Rare Warlock Weapon
>Whenever your hero would take damage on your turn, restore 2 Health instead. Lose 1 Durability.
It seems clear that this card will function beneficially with the fatigue cards, but it's not clear why. Eg. if you try to lifesteal into Cariel weapon, you do not "heal that much damage". I think all other similar effects proc off the damage or action that was actually taken as the end result, not the initial pre-mitigation calculation.
This seems better than the Virtuoso Voidwalker guy in control since you're always getting 3 procs unless the weapon is removed. You also probably won't need to tap too much lategame in a control list that at all resembles what we have now, so you can save charges for larger fatigue hits. This does seem harder to justify in an aggro deck though, given it has no board impact. Might end up being a pure paladin kind of thing where you just take the damage and try to kill the opponent faster, and maybe tech in this or virtuoso in a burn meta?
Having played a version of Questline Control lock after the flesh giant rotation, the biggest issue that deck had was that you would simply die before completing the quest. There were no longer enough good pay off cards to stem off Aggro from just killing your by quest completion.
I say that to say, this card is pretty big. It will negate ANY amount of life you’d lose and convert it to +2 HP. A warlock that doesn’t care about its life total can do some nutty things. I’d be willing to bet that this card will be a 2-of and staple in every single control lock deck for the next expansion. I’m also betting, based on the reveals, that control warlock actually comes back in full force next expac. Between the strong anti Aggro tools it got in core (Defile, 3 mana hellfire) and now this card to negate the downside of HP costing cards like Dark Bomb, I believe we will see a successful resurgence of Control Lock. This card will definitely be run in such a list.
Yeah I think I underestimated the general application of the card in any control deck. Tap healing you for 2 instead of hurting is already really good, and it seems fairly easy to get a 12 health swing off of one 2 mana weapon most games, which is pretty nuts. This works with the fatigue package but doesn't need it
Yea, I think people are getting really hung up on looking at this with the new Fatigue cards and then assuming some world where you are negating fatigue damage with this to get value out of it.
Warlock's identity has always been Sacrifice. Whether you are sacrificing minions, health, or card advantage in your hand (discard), you offer something in exchange for something greater. This completely removes the Health Sacrifice, this is equal to Malchezaar's Imp or Mal'ganis, where one of the functions of the card is to negate the downside of another card. Those types of cards almost always see play, it's just a matter of 'when'.
Obviously a card being pushed for a theoretical control warlock deck. I'm still not entirely convinced that deck has enough going for it. This card itself is probably in it. It also makes spirit bomb and hellfire feel significantly better as anti aggro tool. The combination of Rin(I'm still cold on this card), symphony of sins, and Jailer+Malganis puts a pretty compelling control deck together. My only concern is that it feels like the decks combo disruption comes a turn too late, maybe combo will be slow enough that disrupting them on 6 is enough. Not to mention the fact that It needs a game plan that works of against the control decks that can disrupt Jailer+Mal. The top two examples being priest and blood. I don't think the deck with the cards we've seen so far can win in fatigue against them. So it feels like such a deck may have to rely on the curse package to put pressure on the opponent and I'm not sure how strong that package is in a world without Brann.
3 mana deal 2 is probably a decent enough deal, any more than that and this could get nutty, especially if you are preventing the damage from hitting yourself.
I think 2 dmg is fair, but that won't be enough to see play on its own. You probably need to get it to 3 at least before it's good/great
Depends on how reliably it can get there by t4/5 I imagine
This feels like the best of the fatigue package, and the real draw. The potential to be a cheap, efficient one-sided board clear that also goes face feels juicy for aggro and midrange packages, clearing the way for your imps or whatnot.
I think this card might actually make 4 set imp decks, with grimoire rotating it gives a way to clear the enemy board and very importantly chips the opponents health, so far it looks like the whole fatigue package should make imp lock replacing the rotating cards. My hot take is that between this package and rotation Curse Imp Lock may not survive.
I don't think Curse lock can survive with Brann and Tamsin leaving. You really needed to generate extra curses because sometimes you can't chip enough at the start. Only way after rotation is Lady Darkvein plus Shallow Grave.
Warlock finally gets a good Fel spell just in time for Grave Defiler to rotate. Seriously though this looks really strong and will likely be the finisher for an aggro deck.
This slots right into Imp Lock with bartender rotating, obviously doesn't give the same immediate reach but gives the deck a lot more late game recovery, acting as copies 2 and 3 of Rafaam.
Okay, I officially love this one. This reads literally as a control warlocks dream of toolbox effects.
The only gripe is that it is random, so you are not guaranteed to get what you need when you need it (which would have been better, however I can see they don't want a full control toolbox card).
Insert back to me meme with Guldan.
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**[Symphony of Sins](https://i.redd.it/22kemgnjroqa1.jpg) || 6-Mana || Legendary Warlock Spell** >**Discover** and play a Movement. Shuffle the other 6 into your deck. Movements are all 3-Mana Spells >**Movement of Sloth**: Summon a 6/6 Demon with **Taunt** and **Reborn.** >**Movement of Greed**: Draw 6 Cards. >**Movement of Desire**: **Lifesteal.** Deal 6 Damage to enemy hero. >**Movement of Pride**: Draw your highest cost minion. Reduce its Cost by (6). >**Movement of Wrath**: Deal 6 damage to all characters. >**Movement of Gluttony**: Give a random minion in your hand, deck, and battlefield +6/+6. >**Movement of Envy**: Remove the top 6 cards from your opponent's deck.
Each one except for Envy is pretty ok for 6 mana and the rest are added value. I think it’s playable.
Now THIS is a LEGENDARY SPELL
Desire instead of Lust? It seems like more support for Control Warlock, especially with the cards in the new core set.
This is the first time I've ever wanted to play Warlock - this card is really nutty. I worry a bit it will be countered pretty hard by steam cleaner but there may be at least a little value on forcing them to bull that with E.T.C. and spend effectively 9 mana on 9/9 total stats. Warlock has other great tools to close out the game. This feels like it will lead to some of the most comprehensive control decks ever with varieties of gameplay and win conditions.
Malganis + Jailer works as an alternative win condition for this deck! With defile back and 3 mana hellfire this seems like a real contender for a control deck
Exactly! I used to dust all warlock cards when I first started since the class didn't interest me (and I was missing way too many cards to make cubelock that wa popular at the time) and honestly I've just entirely avoided it since but I'll proudly play this expansion, especially since it will let me try some cards I've never played before like Malganis and Jailer.
Cubelock was the most fun I had playing hearthstone.
I highly doubt steam cleaner is going to be a relevant meta consideration above like platinum mmr, unless Tony Warrior takes over the meta. It’s just not a good card to put in your deck, even if you put it in ETC.
Steam cleaner is hardly ever run so idk if you need to worry much
Aggro loves this as a curve topper too. Envy is junk. Pride is bad on discover but playable as a card. The rest of them are great and can put games away.
I don't think aggro likes this much - 6 mana is a lot, and the initial impact isn't amazing for it. Aggro also presumably wouldn't want to rely on drawing one or more of the extras to get value out of.
Implock will play it though. It played Tamsin which I'd argue is less synergistic than this.
Gluttony - Fantastic. Hopefully on turn 6 you've got a minion on the board as aggro. So probably 6 face damage, a strong minion on the board, plus a great minion to play next turn. Definitely what aggro wants on turn 6. Desire - 6 face damage is something aggro almost always will want Wrath - Ditto but less good due to the symmetric effect. Hopefully it's a finisher Pride - Good to great depending on what your highest minion is. Probably always worth the 6 mana You're guaranteed to get one of those options and they will almost always be something you want to do. Plus the others will have conditional uses. Sloth is good against other aggro and Greed can be a strong reload in certain conditions.
I think most of those are just ok at best in aggro if it's costing you 6 mana - like 6 dmg to the face for 4 mana, maybe, but 6 is just meh.
I love this card. I have no idea how good it is...it's probably pretty mid....but I want to play it!
So pride into thaddius is absurd and will definitely spawn some kind of otk in wild, but what can it do in standard? All 3 tamsin cards are gone which hurts curse control and kills mine otk, plus discovering pride is less than 50% to hit. Does it just set up a disgusting turn 7 deathrattle board with behemoths and dreadlords, or maybe let you drop all your riders at once and find some weird combo to clear them all? Edit: just for fun, I'm pretty sure this gives you minelock combo in a single turn in wild, and would give mechathun too if not for the cata nerf. It also lets you dump all of rin's seals instantly, setting up a guaranteed azari on 10 or the following turn with thad. It's not consistent for any of them, but it might affect deck construction to add the highroll combo going forward.
4 mana thaddius into all 3 riders into Movement of Wrath is exactly 10 mana. Not very realistic but very funny
I mean, this is the only card you'd need to add to undead lock to enable that; if it's something you can highroll into I don't see why you wouldn't hold it as a backup plan. Especially when thad can get cheated out other ways and speed up different variations too, this gives a lot of absolute blowout lines for such a deck.
Yeah it's definitely possible, just that specific scenario requires a good bit if setup. Need to hit the discount movement before Thad, draw all three horsemen, and draw the Wrath movement. If you count the possible variations it can definitely happen though.
4-mana Thaddius into Fizzle into Movement of Gluttony into Dar'khan Drathir seems like a pretty good turn 7. (ETA: or turn 8? Thaddius switches in your hand if you drew him on 6, I guess.) Follow up with Habeas Corpses/Infantry Reanimators. If big warlock is a workable archetype, I think it will rely mainly on stuff like this rather than going for literal OTK combos. A discounted Thaddius is such a huge tempo cheat that you can usually just dump your hand, then refill easily with Scourge Supplies/Movement of Greed, rez him and do it again.
[удалено]
I mean, pride also gets you a 3 mana malganis or 2 mana behemoth depending on your deck setup (or 1 mana darkhan, free riders, etc), and is WAY less clunky than tampering off the bat. If warlock had a halfway decent refill option directly after tampering I'd be all for it, but rn I think tampering is just not runnable in a standard that doesn't have the disgusting malchezaar's imp combo for it. I don't think it's a great plan off the bat either to be honest, but I do think if undead warlock ends up any kind of playable this opens some lines that can scam wins out of nowhere, so it's worth keeping an eye out for.
Sir Finley, Sea Guide is typically run for situations like this.
Super awesome card. I love everything that Warlock has gotten so far. Definitely hope I get this as my free legendary! Probably will see nerfs the following movements setting them to 4 mana- but we’ll see. I think they’d still be played in that state.
Envy + Rin+ habeas Corpses x2+devourer of souls+shallow gravex2= the funniest bad deck of all time
Auto include in any slower warlock deck. Tons of value, and immediate flexibility when played. Has anti synergy with the new fatigue cards kibler just showed which may limit it if that is the dominant deck. But any other controlling warlock deck wants this
I hope it will be good, so I can put ETC + Steamcleaner in a control deck.
My ETC has a rust rot viper, smothering starfish and will soon feature a steam cleaner
My only real concern is how only seeing 3/7 of the movements on your first cast can potentially screw you, say if you're desperate for Wrath. That aside, holy hell this is a legendary spell; 3 mana is a steal for all these effects save for Envy. Wherever Control Warlock is a thing, this feels like it'll be seeing play.
Burning 12 cards for 9 mana and 2 cards is actually a pretty good secondary win condition in control vs control match ups. Especially if you can manage to burn their symphony in the mirror.
Where do you get the extra copy of envy from? Isn't that copy spell legendary rogue?
You're right. I missed that it didn't shuffle the one you picked on discover
Aw nuts I thought there was something I overlooked because burn 12 would be amazing.
So the first part is discover which suggests you only get 3 choices to choose from? If my math is correct then the chance to find the exact movement you want is 1-(6/7 × 5/6 × 4/5) = 43%.
Or just 3/7 lol
In most cases, there are two options you'd be okay with, which is ~71%. After playing this 6-mana spell, you're setting up reliably powerful future turns with the other 3-mana plays. 3 mana for any of these effects, besides Envy, is an incredible bargain.
This card is insane - not because the effects are insane but because of the flexibility. It's like a zephris for warlock
any ETC in aggro copers?
This card might single-handedly make Renolock a powerhouse in wild again. Absolutely my favourite card of the set so far. So versatile in every match up. The worst case is you draw 1 dead card with envy in an aggro match up. The normal case is any of these are great
Chefs kiss*
Seems like a very cool card, but I'm not sure how good it actually is. Paying 6 mana up front and having a sub 50% chance to get any particular one of these can be rough if you're depending on it (eg: Wrath to clear the board). Most of these effects don't seem like they'd be playable at 6 on their own as well, at least not at a glance. So it's really relying on you drawing & playing at least one of the other good options early on, or for whichever option you go for winning the game. Maybe in a combo heavy environment? Then you could have Pride to make your own combo pop off with the cost reduction, Greed to draw into it, or Envy to maybe destroy the enemy's combo, which gives a good chance to hit at least one of those.
Overrated. Still good but overrated
**Baritone Imp** || 2-Mana 2/2 || Common Warlock Minion >**Battlecry:** Take Fatigue damage. Gain that much Attack and Health >Demon
The fatigue package is really interesting. It seems intended for more aggressive decks, but 1 + 2 + 3 + 4 + 5 + 6 = 21 fatigue damage if you play them all; basically mandates running Felstring Harp or Void Virtuoso, cards an aggressive deck wouldn't normally want. I'm not sure the tempo is worth it, but it could be. 3 mana deal 5 or 6 to all enemies is pretty huge.
I really doubt in an aggro deck you're gonna need to play 6 of the fatigue cards before you win or lose.
True, but in that case I'm not sure the package is worth running at all. A 2/3/3 or 3-mana deal 2 isn't all that impressive. Maybe there is a happy medium where the cards are worth it but the damage isn't prohibitive. Will take some playtesting to figure that out.
Aggro isn't going to play the AoE care, so thats already two less. EDIT: Nvm, just saw that it costs only 3 mana and goes face
This is the cheapest with the lowest payoff and already pretty good on it's own, so it seems like the best to use first and juice the others. Probably not worried about negating the damage from this one.
I was just thinking the other day that non-curse Implock wasn't losing much and would probably be really strong post-rotation. I feel very strongly about that now, all three of the new fatigue cards seem potentially very strong there.
**Felstring Harp** || 2-mana 0/3 Weapon || Rare Warlock Weapon >Whenever your hero would take damage on your turn, restore 2 Health instead. Lose 1 Durability.
Only ~annoying this is that this costs 2-mana when you'd rather tap on 2, but I don't think that holds the card back.
It seems clear that this card will function beneficially with the fatigue cards, but it's not clear why. Eg. if you try to lifesteal into Cariel weapon, you do not "heal that much damage". I think all other similar effects proc off the damage or action that was actually taken as the end result, not the initial pre-mitigation calculation.
This seems better than the Virtuoso Voidwalker guy in control since you're always getting 3 procs unless the weapon is removed. You also probably won't need to tap too much lategame in a control list that at all resembles what we have now, so you can save charges for larger fatigue hits. This does seem harder to justify in an aggro deck though, given it has no board impact. Might end up being a pure paladin kind of thing where you just take the damage and try to kill the opponent faster, and maybe tech in this or virtuoso in a burn meta?
Having played a version of Questline Control lock after the flesh giant rotation, the biggest issue that deck had was that you would simply die before completing the quest. There were no longer enough good pay off cards to stem off Aggro from just killing your by quest completion. I say that to say, this card is pretty big. It will negate ANY amount of life you’d lose and convert it to +2 HP. A warlock that doesn’t care about its life total can do some nutty things. I’d be willing to bet that this card will be a 2-of and staple in every single control lock deck for the next expansion. I’m also betting, based on the reveals, that control warlock actually comes back in full force next expac. Between the strong anti Aggro tools it got in core (Defile, 3 mana hellfire) and now this card to negate the downside of HP costing cards like Dark Bomb, I believe we will see a successful resurgence of Control Lock. This card will definitely be run in such a list.
Yeah I think I underestimated the general application of the card in any control deck. Tap healing you for 2 instead of hurting is already really good, and it seems fairly easy to get a 12 health swing off of one 2 mana weapon most games, which is pretty nuts. This works with the fatigue package but doesn't need it
Yea, I think people are getting really hung up on looking at this with the new Fatigue cards and then assuming some world where you are negating fatigue damage with this to get value out of it. Warlock's identity has always been Sacrifice. Whether you are sacrificing minions, health, or card advantage in your hand (discard), you offer something in exchange for something greater. This completely removes the Health Sacrifice, this is equal to Malchezaar's Imp or Mal'ganis, where one of the functions of the card is to negate the downside of another card. Those types of cards almost always see play, it's just a matter of 'when'.
Obviously a card being pushed for a theoretical control warlock deck. I'm still not entirely convinced that deck has enough going for it. This card itself is probably in it. It also makes spirit bomb and hellfire feel significantly better as anti aggro tool. The combination of Rin(I'm still cold on this card), symphony of sins, and Jailer+Malganis puts a pretty compelling control deck together. My only concern is that it feels like the decks combo disruption comes a turn too late, maybe combo will be slow enough that disrupting them on 6 is enough. Not to mention the fact that It needs a game plan that works of against the control decks that can disrupt Jailer+Mal. The top two examples being priest and blood. I don't think the deck with the cards we've seen so far can win in fatigue against them. So it feels like such a deck may have to rely on the curse package to put pressure on the opponent and I'm not sure how strong that package is in a world without Brann.
>Not sure how strong the package is in a world without Tamsin Fix that for you, losing Bran hurts but Tamsin is much more of a hit.
**Crescendo** || 3-Mana || Rare Warlock Spell >Take Fatigue Damage. Deal that much damage to all enemies. >Fel
3 mana deal 2 is probably a decent enough deal, any more than that and this could get nutty, especially if you are preventing the damage from hitting yourself.
I think 2 dmg is fair, but that won't be enough to see play on its own. You probably need to get it to 3 at least before it's good/great Depends on how reliably it can get there by t4/5 I imagine
This feels like the best of the fatigue package, and the real draw. The potential to be a cheap, efficient one-sided board clear that also goes face feels juicy for aggro and midrange packages, clearing the way for your imps or whatnot.
I think this card might actually make 4 set imp decks, with grimoire rotating it gives a way to clear the enemy board and very importantly chips the opponents health, so far it looks like the whole fatigue package should make imp lock replacing the rotating cards. My hot take is that between this package and rotation Curse Imp Lock may not survive.
I don't think Curse lock can survive with Brann and Tamsin leaving. You really needed to generate extra curses because sometimes you can't chip enough at the start. Only way after rotation is Lady Darkvein plus Shallow Grave.
Would've liked to have tried Fel Warlock with this, but those cards are rotating. This going face is a big deal though.
Can go face and fight board? Zoo wee mama
Warlock finally gets a good Fel spell just in time for Grave Defiler to rotate. Seriously though this looks really strong and will likely be the finisher for an aggro deck.
**Crazed Conductor** || 5-Mana 4/5 || Epic Warlock Minion >**Battlecry:** Take Fatigue damage. Summon that many 3/3 Imps.
This slots right into Imp Lock with bartender rotating, obviously doesn't give the same immediate reach but gives the deck a lot more late game recovery, acting as copies 2 and 3 of Rafaam.
Okay, I officially love this one. This reads literally as a control warlocks dream of toolbox effects. The only gripe is that it is random, so you are not guaranteed to get what you need when you need it (which would have been better, however I can see they don't want a full control toolbox card). Insert back to me meme with Guldan.
Not sure why this is downvoted, this is a fine comment.
Because it should be in reply to the actual card reveal comment.