This card is used in
5.94% of all Warlock decks
Just looking at this one makes me shiver as I remember the fight against Kanrethad for green fire. That said, the Pit Lord looks less intimidating as a playing card.
Pretty sure it's a reference to Lord of the Pit from Magic the Gathering.
Just saying 7 damage :)
The three Pit Lords referred to in the flavor text are
(more on his lore here:
), whom you can encounter when Caverns of Time take you back to the War of the Ancients,
in Outland, and
at the Sunwell (additionally,
on the Isle of Quel'Danas").
the card is not really worth using considering it deals 5 damage to you even before it can be used...
there are many minion's that is better to use than this one. it does not have charge so if the enemy sheep's frog's or simply kill's it within a round you will have both wasted mana but also heavily injured your hero not to mention having it sapped or ice trap, this card damages your own hero too much to be worth it while at the same time being easy prey without much to offer for the cost
unless it get's a buff somewhere or the dmg it deals you is reduced i would not consider ever using it
This card is... alright. Not too great, though. I'd prefer two
over him. You get a bit more attack power, less damage dealt to yourself, and more ways around your opponent's potential blockers.
Edit: With the Flame Imp nerf, they now deal more damage to you (combined) than Pit Lord. That makes this about an even trade off. 5 life for 5 damage or 6 life for 6 damage and multiple attackers? Mostly comes down to preference, I'd say.
Still, this isn't a 2of in a deck. 1 should suffice.
Pit Lords are combination of humanoids,crocodiles,mammoths and demons with wings :D
Just going to note that he's saying "To the slaughter" when he's played
The battlecry sort of makes sense as you simply cannot summon a pit lord without them fighting back. Basically: He takes a swing at you, then obeys you.
Compared to the
which is the main balancing point for 4 drops, the pit lord has +1/+1 at the cost of 5 health which in a majority of cases is NOT worth it as most classes have a way of dealing with it at a similar mana cost.
have synergy with
Using a combination of both and
may drain the Warlock's health faster than expected.
Can be interesting in a suicidal Warlock build.
Warlocks' concept style is to actually play cards that are insanely costly effective while having their kind of downside(discard in case of
, destroy one mana cristal in the case of
or hp drain with
or even the
). The idea of the warlock is a class having the control on the board with these incredibly cost effective cards and closing the game ASAP, which makes the HP drain completely insignificant. That said, I think a 4 self damage would be slightly more balanced for this.
People roll with flame imps. They do 6 total damage to you and only have 2 HP. They are easily removed, especially at the start.
This thing has 6 HP, that's 1HP above most removal cards such as arcanite reaper, kill command. I guess 5HP sounds so much scarier than 3 :|
I was surprised at the amount of comments from people hating on the pit lord. I guess Blizzard noticed that and gave it the buff by adding synergy with the card voidcaller. When the voidcaller dies the pit lord may be summoned with no battlecry penalty. I personally found the pit lord quite successful going against control decks where I have an aggro deck.
Having said that I think there were a lot of merits the pit lord provided over the yeti that were not taken into account:
1 - Has synergy with sense demons (not a huge deal)
2 - Has synergy with demonfire (much nicer), I like to cast it on the pit lord if it survives for the next turn.
3 - When playing Lord Jaraxxus losing some health prior to transformation is not that big a deal, so the penalty is muted
4 - Makes it significantly easier to get out an early Molten Giant
5 - Provides valuable removal bait just before Molten Giant gets played
6 - That extra one health may be more than the opponet is able to burn down, and the extra one attack may be that extra attack needed to burn down an enemy minion, or their hero.
7 - Has synergy with the faceless manipulator as a turn 5 play (if it lives) to take the extra attack and health bonus and multiply them
8 - Has synergy with Bane of Doom (note that when summoned by bane of doom there is no battlecry again), but this point is mute, as the card is not from your hand.
9 - If your opponet fails to crowd control your Pit Lord I often feel more willing to play power overwhelming and void terror ontop of it the next turn, allowing you to drop out 9 damage on it's first turn and creating a 12 damage minion. If you also are lucky enough to have siphon soul, and the void terror does not get killed it is often game over. The 1 attack damage keeps stacking and gets double use per turn repeatedly.
Could be pretty useful in a hybrid control-handlock deck I'm planning, because it allows for more early play of molten giants and does good in control decks because of the early removal.
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