Miracle Questlock: the Stolen Souls Auction

Last updated 3 years, 3 months ago by
  • Casual
4

This is a different take on the Warlock questline than most decks: instead of trying to complete the quest as fast as possible, we complete it eventually and kill the opponent the same turn or the turn after. The key card here is Stealer of Souls: with a lot of card draw and expensive demons in the deck, the damage adds up very quickly.

I've only played a handful of games so far, but it feels pretty powerful.

Game Plan

In the early turns, try to stay healthy and improve your hand by drawing and discounting cards. Also spend your mana to dump cards that are not useful in your current matchup, since hand size can become an issue in the late game. You don't need to hurry the quest progression: use Unstable Shadow Blast for removing high-health minions, for example.

Once you have Stealer of Souls, some card draw and enough mana, you can go for a big turn in which you complete the quest and deal lots of damage to your opponent. If you are close to fatigue, this is probably enough to OTK them. If not, you should be able to at least build a big board of demons that will keep you safe until the next turn.

Mechanics

Be aware that when you kill off Gadgetzan Auctioneer with a spell, he draws before dying and before the quest completion is checked. I once milled my quest reward that way.

As with all the questlines, progression does not wrap around when going into the next phase, so take care to order your self-damage effects to minimize progress lost on phase transitions.

Mulligan

If you're up against a deck that takes the board early, keep removal and Tamsin Roame.

Against slow or spell-heavy decks, keep Stealer of Souls and card draw.

Demonic Studies is a decent keep as well, since it allows you to play Stealer of Souls earlier, and sometimes even discovers another one.

Raise Dead can be a keep if you already found Tamsin or Stealer of Souls.

Replacements

The Demon Seed is essential; if you're missing it but still would like to play Stealer of Souls, I suggest trying this deck instead.

Tamsin Roame is very useful at keeping you alive and if you don't need to play the zero-cost spells early you can use them to fuel Gadgetzan Auctioneer. If you have to replace her, put in removal or healing instead. With Mage still being quite popular, healing is probably more useful, for example Spice Bread Baker. I'm not sure if it's worth running two copies of Siphon Soul without Tamsin; if they end up being too clunky, maybe replace one of those as well.

Mortal Coil is the weakest of the spells, so take that out if you need a slot for a tech card like Rustrot Viper.

 

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Comments

  • Hydrafrog's Avatar
    Gul'dan 1840 3268 Posts Joined 05/28/2019
    Posted 3 years, 3 months ago

    How does this perform against the more aggro version of the The Demon Seed?  I've tried more control with this deck and I always end up on the losing side vs the aggro.  It's just hard to keep up especially once Blightborn Tamsin drops.

    1
    • Zelgadis's Avatar
      Wizard 1070 870 Posts Joined 05/29/2019
      Posted 3 years, 3 months ago

      In general, this doesn't do great versus aggro. The first night I tested this I ran into a lot of Mage and some other slower decks like Warrior and Druid and was able to often outpace them. But when I tested it again later in an aggro pocket meta, I managed to get a narrow victory versus Shadow Priest but lost against another Shadow Priest, a Face Hunter and Questline Zoo.

      Soul Rend is probably more reliable than Hysteria versus wide boards of roughly equal minions; that would be something to try. I was a bit worried bout burning combo pieces, but against aggro that probably doesn't really matter.

      Raise Dead is useful against slower decks, since you can drop Soul Stealer and see if it sticks, but against decks that get on the board early the chance of it sticking is small and the 3 damage you take from the reload is relevant. So that would be another card to consider replacing to make the deck more resilient to aggro.

      A problem with Questline Zoo in particular is that they can use Raise Dead to play Cult Neophyte again and again. Since we run The Dark Portal, our entire early game is spells, so this is very disruptive.

      Maybe the solution is to queue this deck only if you're encountering a lot of control/combo opponents and queue a different build of Questline Warlock if you're encountering a lot of aggro.

       

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