
Demonic Confinement

A 2-mana Red Card is unacceptable. Confinement’s only compensation is that it can act as a 3/3 buff to a friendly demon. We value versatility, but not to this extent. The main issue is that for Confinement’s buff effect to matter, we need to run an aggressive Warlock deck with a low curve of demons. This is not close to being possible with the current card pool and we have little faith this will change much in the future.
There are some combo possibilities with this card, as it allows us to protect our own minion from removal and set it up for the next turn where we have more mana to spend to execute a play, but this is a fringe case where we accept running a bad card just for the effect. If Bat Mask/Ancient of Yore shenanigans work out, then fair enough.
Score: 1
Imp Gang Stooge


A 3-mana 2/5 is not terrible, but not something we would play in a constructed deck without significant synergies. For this card to be competitive, we need to be able to utilize the big demon that is placed at the bottom of the deck. In this set, there are two ways to do it: Moragg and Annihilation.
This leads us to Stooge’s most likely home: a defensive Warlock with a big demon package. The deathrattle means we can further leverage Stooge with Archdruid of Thorns and Umbra and build up to massive Annihilation swings. Add Mo’arg Forgefiend and it does appear to be a reasonable package, until we realize how extremely reliant it is on finding Moragg to accomplish anything before turn 9.
Score: 1
The Unseen Atlas

Atlas is a strange draw effect in which the rich get richer. If you have a lot of cards in hand already, it becomes significantly cheaper, but if you are low on resources, it is awful. Of course, drawing 3 cards with a full hand leads to burning cards, so the only way Atlas makes sense is in the context of Godfrey the Betrayer, when overdrawing becomes an upside.
If we go first and Life Tap on turn 2, Atlas costs 3 mana on turn 3. This is a good deal, but one that requires us to be passive in the early game. If we go second, Atlas costs 2 mana at the start of our turn 3 and can be played alongside a Life Tap for just 1 mana. Note that it counts itself in the math, as it does not say each “other” card.
This spell can work in a Godfrey Handlock deck and nothing else. We are concerned with the archetype’s passive playstyle against aggressive decks that can easily snowball on the Warlock.
Score: 1
Shadow Rounds

A callback to the original effect of the first Lord Godfrey card. Shadow Rounds deals 2 damage to a target minion and bounces to another if it lands a kill. If that minion also dies, it bounces further. On a board full of 2/2 Treants for example, Shadow Rounds represents a full wipe. However, it is enough for a single surviving minion to break the chain and turn Shadow Rounds into a glorified Cleave. There will be situations where a successful board clear is reliant on some luck.
Shadow Rounds synergizes well with spell damage, as it makes it easier for us to land kills on enemy minions and keep the chain going. The ceiling on this spell is high, so we suspect that there will be aggressive attempts to make it work. Warlock has no good early-game board clears (unless we count Hellfire as “good”), so we can see most defensive Warlock decks making attempts at maximizing Shadow Round’s potential.
Score: 3
Caged Cranium

With a full hand, Caged Cranium represents a 3/10 taunt for 3 mana. On turn 3 when going first, it can be a 3/7 (3/8 when going second). That sounds pretty good, but it is important to remember that we need to be passive in the first two turns to make it happen.
For a Handlock deck running Godfrey, it offers a defensive stabilizer for a deck that will likely be vulnerable to aggression. However, a couple of mid-sized taunts are rarely enough to weather the storm against aggression. Successful defensive decks, especially passive ones as this Warlock deck might be, usually possess powerful removal tools coupled with life and/or armor gain. This is something that Warlock does not have in abundance, which is why it is so weak. The upcoming set does not drastically change the equation.
We think this card would have seen play in most types of Handlock decks over the years. Furthermore, slow Warlock decks that naturally have a large hand may view it as a solid defensive tool for faster matchups. Not a card that is locked into one archetype.
Score: 3
Annihilation

Twisting Nether at 8 mana is not good enough for constructed play, so there is no chance for Annihilation to see play unless Imp Gang Stooge is a strong enough enabler. In the case we manage to activate multiple Stooge deathrattles, then Annihilation becomes a legitimate win condition. Wiping the board on top of developing multiple massive taunts with lifesteal is a game-ending play against a large percentage of decks, with the only effective answer being mass removal.
However, this win condition requires time to build up and only comes online at 9 mana, so it is unlikely to decide most games against faster decks. We are not fans of the deck’s reliance on Moragg.
Score: 1
Ancient Augur

A disruption card that resembles Theotar but is significantly slower in its activation. With Augur, we pick a card in the opponent’s hand, and it is discarded when Augur dies. Considering the sizeable 6 health on this minion, it is possible that the opponent will ignore it and play out the card they suspect we picked before the deathrattle activates.
However, the opponent has no information of our pick or even the choices we had. Furthermore, if the card we picked is a crucial card that cannot be spent early, the loss of value becomes unavoidable.
Realistically, Augur can only be a useful disruption card if our opponent is reliant on single-card win conditions. Against aggressive decks, it is useless. Against slower decks that do not rely on a single card, it is also mostly useless. Our suspicion is that Augur will be very niche, but this will not stop it from being overplayed in slow Warlock decks in the future.
Score: 1
Spire of Solitude


We cannot help to compare this location to Forge of Wills and Ultralisk Cavern, which could summon big bodies with rush at a lower cost. Obviously, these cards were extremely powerful at their time, so we wonder whether a significantly watered-down version of them can compete in the watered-down format of 2026.
On turn 5, Spire summons a minion that can be as big as a 9/9. It randomly attacks an enemy minion, which makes it a less consistent, pseudo-rush minion.
A 9/9 on turn 5 is not particularly impressive. Forge of Wills allowed us to set up a double threat in the mid-game, while Ultralisk Cavern was more versatile. These cards were also not as reliant on the size of our hand, which forces us into a more passive playstyle in the early game.
It is difficult to gauge the difference in power between formats that may allow this card to be competitively viable, but our suspicion is that it is not good enough. A 5-mana giant has rarely ever made the cut. Even though this location has two charges, timing is everything.
Score: 1
Godfrey the Betrayer

The Warlock rulebreaker makes it so you cannot burn cards by overdrawing. These cards pop into your hand once space is available and get discounted by 1 mana.
Godfrey encourages us to draw aggressively without fear of losing resources while maintaining a large hand, but this effect does not gain us resources. The discount ability is only relevant once we spend resources and allow our hand to fill back up with these “lost” cards. It does not increase our hand size to boost cards such as Spire of Solitude or Caged Cranium. It makes it possible for us to draw cards without expending resources to make space and discounts our reserves.
This effect has no direct impact on the board. If we simply go along with Godfrey and focus on drawing cards, we will just end up dying to any pressure as we are spending mana not impacting the game. Ultimately, the only card in this set that directly benefits from Godfrey is The Unseen Atlas.
This legendary encourages Warlock to cycle aggressively to its win conditions, but we will have to see whether players can figure out something unique that is made possible by the effect, or whether it will prove to be a luxury none can afford.
Score: 1
Moragg

Another cornerstone legendary for a big demon package. If we Prepare Moragg on turn 4, we can play it on turn 5. From that point, it is extremely difficult to deal with unless the opponent has a silence or transformation effect. Its deathrattle cheats out a demon from the deck, but when the demon dies, Moragg returns to the board for free, ready to summon another demon from our deck. It is hard to ignore due to its 6 attack.
This deathrattle chain can be further enhanced by Imp Gang Stooge, Archdruid of Thorns and Umbra, leading to potentially massive boards. However, a fatal flaw in this strategy is that it does not work unless we find Moragg by turn 4. Another issue is that we need to pass turn 4 and then spend turn 5 developing a minion that does not protect us or affect the board, which gives the opponent a reasonable window to pound our face.
Add the likelihood of Moragg summoning an Imp Gang Stooge on its first deathrattle and the failure rate seems a bit too high. We could drop Stooge and opt for Mo’arg Forgefiend and Voidlord alone, but that makes the package unimpressive in late-game matchups.
We respect the mana-cheating potential of Moragg, but we will be surprised if it finds consistency with the upcoming card pool.
Score: 1
Final Thoughts
Violet Hold Set Rank: 11th
Overall Power Ranking: 10th
Warlock is currently a failing class that is desperate for an injection of power at all aspects of the game, but this set has mostly provided it with fluff. Godfrey is a flashy rulebreaker, but its effect does not help us win board, nor does it provide us a clear win condition to aim for.
We are not convinced of Handlock’s return because its cornerstone threat, Spire of Solitude, is a significantly weaker version of old locations. Caged Cranium mostly impresses us because it is a generically good card in slow Warlock decks because they tend to have a sizeable hand, but when it comes to pressuring with big threats, we do not think the Handlock archetype is there. It will have to figure out how to win in a different way.
Then there is the big demon archetype, which looks completely dysfunctional if it does not draw Moragg by turn 4. We recognize the card is strong when it gets dropped on turn 5, but how does the deck win the game in any different scenario? Perhaps, Possessed Animancer and Defias Smuggler can provide an alternative path to stability in the mid-game.
A note of optimism is that unlike Death Knight, Warlock gains access to late-game Bat Mask combos that present some promise. For these Bat Mask decks to work, they need to not roll over to pressure, which will be challenging. Zuramat’s Prison and Defias Smuggler should also be strong cards for the class, which is why we rank Warlock slightly higher despite its similarly underwhelming set. We would watch out for the interaction between Defias Smuggler and Possessed Animancer.
A clear Violet Hold underdog, the class has it all to prove.
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