Turbo Neeru Warlock
- Burn Warlock
- Wild
- Casual
Wild Hearthstone has thousands of cards, and a wide variety of possible decks. This incredible deck diversity is sometimes lost when only looking at the few decks common in the highest ranks. Wildest of Wednesdays is a series aiming to highlight a different off meta deck each week with an in depth guide into its strategy and gameplay. The decks are selected for having interesting synergies and using rarely seen cards.
This is a deck that wins with Neeru Fireblade as soon as possible, using Zephrys the Great to get Bloodlust for over 30 damage with the imps from Neeru's portal.
Now, let's get into a guide on playing the deck. It's going to go through major overarching strategies to keep in mind, how to mulligan, gameplay tips on key synergies, and card choices.
Strategies
Very simple. First you draw while surviving. Then you play Hemet, Jungle Hunter. Then you play Neeru Fireblade. Then you play Zephrys the Great to discover Bloodlust to win.
Mulligans
- Hard mulligan for Free Admission or Hemet, Jungle Hunter but if you have a Free Admission in hand then keep any other minion in the mulligan since that Free Admission will be guaranteed to draw your other two minions for you. Overall, having a very low minion count helps a lot for consistency and helps get Neeru Fireblade active by turn 8 almost every game.
Gameplay
The key to playing this deck well is to use your removals at key moments while fitting in card draw in turns where you are facing less board pressure.
Below are gameplay tips regarding many of the synergies in this deck and how to use them effectively.
This deck aims to activate Neeru Fireblade consistently on turn 7, or 6 with the coin, and then use Zephrys the Great for lethal burst after your opponent lets just a single wave of imps from the portal Neeru Fireblade opens survive.
It only has 3 minions, Neeru Fireblade, Hemet, Jungle Hunter, and Zephrys the Great. This means that Free Admission will draw 2 of your 3 minions, with a 2/3 chance of drawing Hemet, Jungle Hunter even if all minions are in the deck. To increase the odds of having Hemet, Jungle Hunter played on turn 6 further, try to find Free Admission or Hemet, Jungle Hunter himself in the mulligan, and often even if you don't get Hemet, Jungle Hunter you will have another minion in hand drawn early one which means Free Admission will draw the 2 others.
The goal is to play Hemet, Jungle Hunter on turn 6 which will destroy your deck except for Neeru Fireblade if you haven't drawn him yet and Impbalming. Then play Neeru Fireblade to open a portal that fills your board with 3/2 imps at the end of each of your turns. Finally, you have Zephrys the Great which can give you a lethal burst from even one wave or partial wave of imps that survives, usually from Bloodlust. He can be used flexibly for any situation such as using him for removal and then relying on the imp waves to win. Impbalming can delay fatigue for a while and allow you to have more imp waves before fatiguing.
Other than the 3 minions, Free Admission to draw the minions, and Impbalming to delay fatigue damage, you have tons of spells that can keep the board clear so you can survive to the midgame and play Neeru Fireblade. One interaction to note is that your imps summoned from the portal are demons, so Demonwrath will only damage your opponent's minions. Also, after you play Hemet, Jungle Hunter, your spells that generate Soul Fragments will be almost guaranteed or in some cases guaranteed to heal you next turn or even the current turn if you draw a card after playing them.
Card Choices
This section is going to go through the main packages of cards in the deck. Each package has cards that help the deck with a specific goal. When playing the deck, it's useful to know what purposes each card serves and what other cards in the deck have synergy with it or help achieve the same purpose. This section might also be useful if you're interested in the reasoning for why each card was included in the deck.
Turbo Package
These cards are in to tutor out your minions as fast as possible. Hemet, Jungle Hunter is used to destroy your entire deck, which apart from the other 2 minions and The Dark Portals all costs 3 or less. This allows you to play Neeru early.
Finishers
Neeru Fireblade and Zephrys the Great are your main finishers after Hemet has destroyed the deck.
Healing and Removal
The rest of the deck is comprised of healing and removal, which you do need to be able to survive even to turn 5 against aggressive decks.
Turbo Neeru Warlock is a fun deck if you want to play with Neeru and get him into play early. If you have a question or comment, or are wondering about a card substitution, post below.
What are your favorite wild decks? Which off meta decks have you been playing? Share them via our deckbuilder and let us know in the comments below!
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5Update #3
Card changes 2 years, 7 months ago (Sunken City Nerfs)
Update #2
Card changes 3 years, 3 months ago (Battlegrounds Revamp)
- Unstable Felbolt 2
- Twisted Knowledge 2
- Free Admission 2
- Hemet, Jungle Hunter 1
- Soul Shear 2
- Touch of the Nathrezim 2
- Neeru Fireblade 1
- Drain Soul 2
- Impbalming 1
- Dark Skies 2
- Zephrys the Great 1
- School Spirits 2
Update #1
Card changes 3 years, 3 months ago (Battlegrounds Revamp)
- 00
- 01
- 02
- 03
- 04
- 05
- 06
- 07+
- 1 Mortal Coil x 2
- 1 Touch of the Nathrezim x 2
- 1 Unstable Felbolt x 2
- 2 Darkbomb x 2
- 2 Defile x 2
- 2 Drain Soul x 2
- 2 Soul Shear x 2
- 3 Dark Skies x 2
- 3 Demonwrath x 2
- 3 Free Admission x 2
- 3 Full-Blown Evil x 2
- 3 School Spirits x 2
- 4 Impbalming x 1
- 4 The Dark Portal x 2
- 5 Neeru Fireblade x 1
- 2 Zephrys the Great x 1
- 6 Hemet, Jungle Hunter x 1
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update: yes