Let's talk about your brewing skills.

Kazakus has been an important part of the revitalization of Renolock, but understanding all of the Kazakus Potion possibilities and how to best apply them is something that many players can struggle to do. A large part of successfully crafting the best potion in any given situation largely depends on your ability to predict what kind of outs you're going to need in the future. So what we're going to do here is review all of the possibilities, walk through when each of these is ideal, and then present a few situations where you're tasked with choosing the best options.

Kazakus Potion Options

The way Kazakus potions scale is relatively simple. As you increase the mana cost from one to five and eventually to ten, you get an increasingly powerful effect. This is true in all cases except for Mystical Wool which Polymorphs one or all minions and is only available at five or ten mana. Credit to Strenglekirk for the original layout concept on this table.

Name Effect Qty 1 Qty 5 Qty 10 Unit
Shadow Oil Add to your hand 1 2 3 Random Demons
Heart of Fire Damage 3 5 8 One Target
Goldthorn Give your minions +2 +4 +6 Health
Stonescale Oil Gain 4 7 10 Armor
Kingsblood Draw 1 2 3 Cards
Ichor of Undeath Resurrect 1 2 3 Minions
Netherbloom Summon 2/2 5/5 8/8 Demon
Felbloom Damage 2 4 6 All Minions
Icecap Freeze 1 2 3 Random Enemies
Mystical Wool Polymorph N/A One Random All Minion(s)

 

Shadow Oil

Add 1/2/3 random Demons to your hand.

Shadow Oil is probably one of the more niche picks for your Kazakus Potion. The only time it might seem obvious to you is if you're running a demon-centric deck such as Demonlock in Wild, but even then it's not likely as good as it seems. Not only are there a lot of bad Demons, but there are a lot of cheap ones as well. Imagine spending ten mana just to get Blood Imp, Voidwalker, and Street Trickster. Doesn't feel so good, right? While that's probably an edge case scenario, there's so much variety there that it's probably not worth the dice roll. You're simply better off picking another option if possible.

We can feasibly see this being acceptable in a situation where you get bad options, are dealing with a control matchup where both players are topdecking, and you don't want to draw extra cards.

Heart of Fire

Damage 3/5/8 damage.

Honestly, Heart of Fire isn't terrible, but it isn't fantastic either. It's mostly good because it can be used in combination with one of the other effects. For example, when Felbloom is taken into account you can deal with one very large minion and wipe a board of smaller foes at the same time.

It obviously can't be as good as class cards such as Pyroblast so you just plain aren't going to get the proper value from it alone, even if the 5-Cost to deal five damage does seem pretty appealing since so many minions fall under that Health total.

Goldthorn

Give your minions +2/+4/+6 Health.

We like this one a lot for battles where board control is a big factor. Planning ahead is a challenging task and the addition of four to six Health is nothing to scoff at. Suddenly all the trades on the board are in your favor and nothing short of a Flamestrike or some Paladin spells is prepared to deal with the toughness of your field.

In a pure value against value matchup, this is one of your better options.

Stonescale Oil

Gain 4/7/10 Armor.

Meh. Good for staying alive but not much else. In a fatigue matchup, you'd much rather resurrect some old minions or even generate random demons. Against aggro, you'd probably rather clear the board or keep your minions alive and for everything else, there's something in between.

Kingsblood

Draw 1/2/3 cards.

Kingsblood can be useful but is overpriced. Ten mana to draw three cards? Arcane Intellect draws two for three, Sprint nabs four for seven, and Lay on Hands gets you three and a heal for just eight. Needless to say, there are better draw methods out there. Again, they're all class cards so are supposed to be better in theory anyway, we suppose.

Most of the time we see Kazakus played and this is selected, either that player is already far ahead and wants to make sure they have the answers in hand to stay in front or they're desperate and trying to get some answers. In either case, this is fine, but we're personally of the opinion that this is worth less than spells that have a direct effect on the board. Whether that takes the form of polymorphing a troublesome minion or being able to buff our own depends on what kind of situation we're in.

Ichor of Undeath

Summon 1/2/3 friendly minions that died this game.

Another great option if you're ahead in the game, Ichor of Undeath gives you a chance to resummon that Sylvanas Windrunner or Mountain Giant and give your opponent even more trouble. As long as you've had sufficiently tough minions die to fill up your graveyard this is easily one of the highest potential value options. 

This is also one of the few potion types where we'd actually recommend the ten mana cost version simply because of the difference one huge minion can make. This is especially true if you're running any other kind of resurrect mechanics such as N'Zoth, the Corruptor.

Netherbloom

Summon a 2/2 - 5/5 - 8/8 Demon.

Generally, a bad option unless you just want to slam a giant minion on the board with your ten mana Kazakus Potion. The cheaper options are pretty much irrelevant to the bigger picture of the game and therefore would be better off as another potion type.

Felbloom

Deal 2/4/6 damage to all minions.

Felbloom is one of the few options from Kazakus that actually outvalues class cards with similar, but slightly different effects. Flamestrike is a good example of this. While it may deal four damage to enemy minions, Netherbloom does four damage to ALL minions. Fortunately, as the control deck, this usually doesn't bother you as you're mostly interested in slowing down the opponent so you can get out your more impactful minions and outlive their onslaught.

This will always be a good option no matter what type of deck you're against unless it's Freeze Mage, they don't run minions that this will affect.

Icecap

Freeze 1/2/3 random enemies.

A good option when you just need to stall and don't get the Felbloom you were looking for. Ideally, you're also able to summon a minion that will help deal with whatever board the opponent has, but if that's not the case at the very least it lets you draw more cards so you can hopefully survive until Reno Jackson is plucked from your deck.

There's also a world where this lets you ignore the enemy's field while you push face damage with your much larger minions. It can be very useful in situations like there where you can flip the game's momentum in your favor and put them on the back foot instead.

Mystical Wool

Polymorph 0 / a random minion / ALL minions.

Great against control decks that might be on the offensive against you. Can deal with that one pesky Tirion Fordring or an entire board resummoned by N'Zoth, the Corruptor. Get those threats out of here!

It's very important to know what you're up against when deciding what cost spell you're aiming for and Mystical Wool is an excellent example of that. Either you won't have this option at all, only be able to answer a single threat, or be able to deal with any board state imaginable.

Example Situations

We've pulled a few scenarios from our recent time playing where we discuss why we chose the options that we did and whether or not those played out in our favor.

So let's set the stage. We're against a C'Thun Renolock and it's Turn 6. We're using what's left of our mana to cast this spell and mostly want to make sure we have the right answers when the time comes. 

Which do you choose?

 

 

We ended up opting for the Greater Potion since it's hard to be completely on the back foot when you're against an ever growing C'Thun.

Here are our first options:

 

 

Well, our hand is almost full as it is, so Kingsblood doesn't seem so great. Ichor of Undeath would be ideal if we actually had any substantial minions in our graveyard, but we don't, so Mystic Wool it is. At least this way we'll be able to Polymorph a large minion or C'Thun itself.

Second set:

 

 

Kingsblood is back and this time it's joined by Shadow Oil. We've already decided we don't want our hand to be too full, so we'll just take Netherbloom to help boost our board presence.

Does it end up playing in our favor? Nope. We take a 50/50 Ragnaros the Firelord to the face and then C'Thun strikes.

 

 

Let's try this again. This time around we're against a Hunter, ahead on the board, and we've made it to Turn 10 already. They only have two cards in hand and we've already played Reno Jackson to stabilize.

What do we do?

 

 

We're really looking to blow out the game next turn and seal up the match so we opted for the Superior Potion.

Here are our first selections:

 

 

At this point, we don't need Felbloom since we have board control and Ichor of Undeath isn't so great now that we have a bunch of 1/1 Imps on the board. Heart of Fire will allow us to remove a big threat like Ragnaros the Firelord so let's go with that.

Option two:

 

 

Again, Mystic Wool seems bad since we're winning, Netherbloom is okay but is ultimately just a bomb which we have plenty of in our hand already, so we opt to take Stonescale Oil and play it safe, trusting that we have Leeroy Jenkins and ultimately the eight damage Kazakus Potion in hand. This one pays off and we easily close the game out.

Hopefully, this guide helps you think your brewing process through from start to finish as each choice is just as important as the last. The perfect potion can really make the difference between winning and losing so understanding what kind of holes you can poke in your opponent's game is crucial!