美国共同基金Lock wood基金有谁知道?谢谢!

基金经理人的全美最佳_百度知道
基金经理人的全美最佳
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新浪财经讯 。 最新一期的美国《财智月刊》杂志于日正式出刊,本期封面文章标题为“全美最佳共同基基金经理人”。借助业内研究机构晨星公司(Morningstar)的数据,该刊对全美6800多家共同基金进行了筛选,进而评选出近5年来业内表现最优的基金和经理人。掌管着规模高达170亿美元费尔霍姆基金(Fairholme Fund)的基金经理,布鲁斯-伯考维茨(Bruce Berkowitz)在业界的名声已接近了大师巴菲特。不管市况如何,他管理的基金在这些年里每年的收益率都超过了标普500指数的涨幅。费尔霍姆的基金在前10年内的年均收益达12%,而这期间有时的市况相当糟糕。晨星公司对伯考维茨的评价很高。伯考维茨的表现令众多经理人望尘莫及。共同基金一直遭到人们的诟病,其原因是多重的。据摩根斯坦利的研究结果显示,逾25%的主动管理型的股票基金,表现不及各类对应指数,落后于这些指数5%或更多。这是自1998年以来的最糟表现,它解释了投资者为何选择像债券和交易型开放式指数基金(ETF)等其他品种来回避股票投资的原因。更令人担心的是,仅7%的主动管理型股票基金业绩较对应业绩基准好5%,或略高些。分析师们认为,这类基金表现的如此之糟,是大多数基金经理人,每年都无法让基金的收益比指数高出至少2%,以此挣出他们的管理费和交易成本。不确定的经济形势让许多经理人为投资安全而持有更多现金。然而,一旦市场走高,此策略便出现负面效果。对大多数主动管理型的经理人而言,2010年的确是个非常糟糕的年份。下面的问题是,寻找可在如此糟糕市况下仍能跑赢大市的基金经理人。其实答案只有一个,那就是经验。要满足合同规定的基金的良好表现,或想要平巴菲特的投资记录是一件很难的事,但大幅跑赢各对应业绩基准的基金经理人都是多年坚持自己投资策略的行家里手。获胜的经理人掌管基金的时间,要比普通基金经理平均多出50%。这让他们无论是在应对像美国国际集团(AIG )这类垮台巨人,或是新兴经济体的高风险市况时,都显得信心十足,游刃有余。他们经营的基金虽不是同类中最廉价的基金,但有着长期优异表现的经理人收获的绝不仅仅是管理费。《财智月刊》每年要在全美6800多家基金挑选出很少几家表现最优秀的基金。为在以下4类基金中选出顶级表现的基金,评选中会充分考虑经理人的经验,而放弃那些收取极高费用的基金。本刊还利用晨星公司的数据,挑选出在过去5年跌宕起伏的市况下,表现优于同类中所有竞争对手的基金。投资者应注意的是,此次评选中有两家冠军基金:费尔霍姆基金和桑伯格国际价值基金(Thornburg International Value Fund)。两家基金的规模在2010年前9个月内都远远地保持在30亿美元之上,这在投资者对权益类品种唯恐避之不及,匆忙撤出近100亿美元时尤其难能可贵。外国企业股票投资基金新墨西哥州的圣达菲虽非国际性的金融中心,但仍有远至加拿大和巴西企业的CEO来到此地,会见桑伯格国际价值基金经理人。该基金的3位经理人之一,71岁的William Fries有着业界近乎完美的业绩表现:基金自1998年成立以来,他的业绩年年超过业绩评价基准。随着投资者对该基金的认可,Fries团队掌握的,投资于股票的资金流在稳定增加。这可是共同基金经理人决不可能想当然就得到的。它还解释了企业CEO们为何要匆匆赶往圣达菲拜会Fries等人。Fries多年来一直单枪匹马管理着该基金。但他开始与Wendy Trevisani和Lei Wang两经理人合作共同挑选股票。他自称3人的行事原则是,要么3人一致赞同某一品种,要么宁可不买入任何股票。一些经理人愿意坚守在某些特定类型品种上,但Fries表现的很灵活。新兴市场国家的投资比重通常占该基金投资组合的20%,是其他涵盖广泛的投资外国股票基金的近两倍。该基金前期也撤出了一些投资。希腊央行债务曾在2009年表现优异,但因投资者担心希腊债务负担出问题而大跳水。希腊央行官员曾到美国觐见桑伯格国际价值基金的3位经理人,但基金还是毫不犹豫地抛掉了希腊债务。冠军:桑伯格国际价值基金经理人:William Fries, Wendy Trevisani和Lei Wang资产规模:240亿美元每1万美元投资费用:133美元5年年均收益率:6.4%并列亚军:Janus Overseas经理人:Brent Lynn资产规模:137亿美元每1万美元投资费用:87美元5年年均收益率:13.8%评论:长期投资的基金经理人不会害怕接触新兴经济体的股市。这类市场的品种通常会造成整个投资组合波动变大。但与桑伯格国际价值基金一样,Janus Overseas对自己在长达10年时间内的收益率稳定在8%而感到自豪。并列亚军:Select International经理人:David Herro, Ted Tyson, William Fries, Jim Gendelman, Amit Wadhwaney和其他助手资产规模:15亿美元每1万美元投资费用:115美元5年年均收益率:5%大股本企业股票基金费尔霍姆基金的伯考维茨常被误认为是对冲基金经理。与许多传统共同基金经理不同,他通常投资于经营不善企业发行的债券,或投资于首次公开发行的股票。他通常把投资组合中的品种限制在20多个,因此,仅一个品种的变化就可能对整个组合产生很大影响。因组合持有的品种比例都高,伯考维茨由此对发行股票企业的影响也大。但他认为自己的基金对企业的经营影响微乎其微。伯考维茨在金融危机后重仓投入了下跌充分的金融类股票。其中一些品种为他带来了很高收益。他投入的市政债券保险机构MBIA的股票已上涨三分之一,而另一家专门侧重小企业贷款的银行CIT Group的股票上涨幅度更是高达50%。费尔霍姆基金已成为危机时期被政府挽救的AIG的最大投资者。伯考维茨称,他的目标就是要找出比投资者想象的更好的品种。该基金虽未因投入谷歌和苹果这类高价股而光鲜亮丽,但他表示,这些品种最终有一天会走到头。伯考维茨在投资佛罗里达州的不动产开发商St. Joe失败。基金以每股32美元价格购入了这家拥有大量未开发土地的开发商的股份,但它们的市价在20美元以下。总部在迈阿密的费尔霍姆基金持有St. Joe的30%股份。伯考维茨只能着眼长期投资,并戏称该公司是拥有大量有价值土地的有故事的传奇公司(storied company)。并列冠军:费尔霍姆基金经理人:布鲁斯-伯考维茨资产规模:170亿美元每1万美元投资费用:100美元5年年均收益率:8.2%并列冠军:Yacktman fund经理人:Don和Stephen Yacktman资产规模:31亿美元每1万美元投资费用:93美元5年年均收益率:8.9%评论:这是由父子共同管理的大股本企业股票基金,其投资侧重点在前景良好,但股价已跌成了地板价的品种。亚军:Nuveen Tradewinds Value Opportunities经理人:David Iben资产规模:25亿美元每1万美元投资费用:143美元5年年均收益率:11.7%评论:尽管该基金仅成立6年,经营时期较大多数本刊评选的基金短许多,但其连续5年年均两位数的收益是值得投资者关注的。全球不动产投资基金当Marc Halle于2007年接手称之为Prudential Global Real Estate基金时,他的目标很清楚,即要把传统的,侧重投资于国内不动产市场的基金转变为全球化的基金。转型后的基金经营良好。基金虽在衰退中有大幅亏损,但它还是在过去3年内以年均超过业内对手2%的幅度获胜。投资海外不动产业的基金受欢迎,行业资产翻了近三番,达165亿美元。Halle直接参与管理基金的时间虽比其他经理人少,但他毕竟是一位有25年投资不动产历史的经理人。他现利用团队的经验在经营,让自己有更多时间关注全球的不动产市况。Halle表示自己更看好发达国家,而不是新兴经济体的不动产市场,因为前者的市场和企业治理更透明,市场的流动性也更佳。他从不染指俄罗斯的不动产市场,而仅通过在香港和新加坡的企业投资中国大陆不动产市场。该基金的第二大投资比重是香港的新鸿基地产公司,紧列美国西蒙地产集团(Simon Property Group)之后。当然,无论何处不动产业的波动总是很大。Prudential Global Real Estate在2008年下跌了44%,仅比整个行业平均47%的跌幅略小。这也是一些分析师为何认为全球不动产投资基金,只能在多元化的投资组合中扮演支持类的角色。有业界人士认为,若美元继续下跌,全球不动产市场有望再次起飞。冠军:Prudential Global Real Estate经理人:Marc Halle资产规模:4.75亿美元每1万美元投资费用:137美元5年年均收益率:2.2%并列亚军:Cohen & Steers Int'l Realty经理人:Martin Cohen和Robert Steers资产规模:14亿美元每1万美元投资费用:166美元5年年均收益率:2.3%评论:该基金在前5年内的表现优异,但收费高。其持有的最大比重的股票为香港不动产开发商Wharf和澳大利亚开发商Stockland并列亚军:ING Global Real Estate经理人:T. Ritson Ferguson, Steven D. Burton和Joseph P. Smith资产规模:29亿美元每1万美元投资费用:149美元5年年均收益率:3%评论:该基金投资的不动产开发企业的股票分为美国内和海外两部份。基金由世上最大不动产企业,荷兰国际集团(ING)麾下的ING's Real Estate Group管理。小股本企业股票基金惠特尼-乔治(Whitney George)负责为Royce & Associates机构管理投资组合。他和他的团队自称是食腐类的清道夫。他们擅长投资小企业股票。其投资组合中既无苹果公司的股票,也没有其他经理人推荐的最优股。但此投资策略仍获得成功。他牵头管理的乔治低价股票基金(George's Low-Priced Stock)在前10年的年均收益超过10%,而此期间的某些时候的大势收益接近零。乔治最新的投资品种集中于硬资产,因他认为由于发达国家的大量经济刺激计划,以及像墨西哥和中国劳工成本的上升,通胀可能会加速上行。因此他大量投资于在通胀期内往往表现良好的采掘和能源类股票。尽管开采黄金(.00,-1.66%)企业的股票价格未像黄金那样大幅飙升,但乔治认为,即使金价维持在当前价格水平,开采企业的股价会继续上扬。相对黄金,乔治更喜欢投资白银,因为珠宝和电子工业也使用它。侧重于工业用材料的特点,让侧重于小股本企业投资的基金,乔治低价股票基金的组合看起来有着全球投资的感觉。其20%的资产投资在美国以外的企业。基金持有的许多采掘企业都位于发达国家境内,但这些企业在非洲和拉美有经营项目。若乔治想要在新兴经济体中冒险的话,他更愿意选择医疗保健和消费服务类股票。他的最爱是香港的资产经理Value Partners和巴西的牙齿保险机构OdontoPrev。乔治称,自他的组合2009年末添加了该保险机构的股票以来,它已翻了三倍。乔治擢升为该基金管理公司的共同首席投资官,并被视为是公司CEO的接班人。但有分析人士认为乔治日后会面临困境,因股价被打压的大股本企业会表现的比小股本企业更好。但他坚信小股本企业股票会在低收益的环境下表现的更好,因为小企业通常比大企业的灵活性更高。冠军:Royce Low-Priced Stock经理人:Whitney George资产规模:42亿美元每1万美元投资费用:149美元5年年均收益率:8.4%并列亚军:Heartland Value Plus经理人:Brad Evans和Adam Peck资产规模:13亿美元每1万美元投资费用:121美元5年年均收益率:8.2%评论:该基金投资侧重于分红型股票。基金持有的最大比重是金融和从制药到家庭护理类的医疗保健类企业股票。并列亚军:Gamco Westwood Mighty Mites AAA经理人:Mario Gabelli资产规模:4.46亿美元每1万美元投资费用:155美元5年年均收益率:8.5%评论:该基金经理人侧重于市值不超过3亿美元,但价值被低估的企业股票。他侧重于电子和医疗保健类股票。(皖东)
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我们会通过消息、邮箱等方式尽快将举报结果通知您。正在初始化报价器有没有人知道电视被锁住了怎么办3个回答希望装修不土电视机解锁的几种方法:
1.用菜单键解锁:按“MENU”键(或“FUNC”键),选择功能显示菜单(系统设定菜单),在子菜单里有童锁一项,按P+/-来移动光标移动到“童锁”字样处,按V+/-键将童锁设置为“关”,即将童锁功能关闭;
2.按屏显键解锁:此类机器童锁后屏幕上无锁定标志,但是按屏显键节目号是红色:此类机器的解锁方法很简单:按遥控器上的“DISPLAY”键(频道号显示键),持续3秒钟(或5秒钟)以上,屏幕显示的节目号由红色变成绿色即可解锁。
3.密码解锁:按“LOCK”键或童锁键然后输入4位您设定的密码按P+/-来移动光标移动到“童锁”字样处,按V+/-键将童锁设置为“关”,即将童锁功能关闭。工厂的初始密码为0000。
4.组合锁解锁:同时按下遥控器的静音键和屏显键,屏幕显示的锁头(电视童锁功能)就可以解开,当电视的童锁功能打开后,电视的本机键与遥控器单键都被锁定,关机后再次开机仍保持童锁状态。
CTG473TEB1269万能码解锁:如:CPU:LC863320A,小信号是LA76810的机型,用户输入密码锁后又把密码忘了,或用户先输入定时关机后再按密码锁,这时就可输入1269万能码即可解决.
希望我的回答对你有帮助
rb1995按住音乐键直至一把锁消失
E系列: 通用密码是(4321);
F系列: 通用密码是(0870);
J系列: 通用密码是(5432);
G295: 通用密码是(按住童锁4秒以上);若童锁不慎自锁,可按住童锁键4秒以后,即可进入童锁菜单状态,将密码重设为“0000”。
TF2955H系列:通用密码是(0398);
TS系列: 当您按住音乐键几秒直至屏幕右上角出现一把锁,屏幕为蓝屏,遥控器上多数按键将不起作用。如果您想解开童锁,按住音乐键几钞直至屏幕右上角一把锁消失;
TK系列:童锁通用密码为4100;
希望对你有帮助!
其他回答热门问答1234567891011121314151617181920查看更多21222324252627282930相关问答3个回答血影夜雨52知之为知之,不知为不知 。出自《论语》是这个吗?3个回答了死灵法师知之为知之,不知为不知,是知也。选自《论语》3个回答下载薄薄知道知之为知之,不知为不知,是知也。《论语》3个回答高静597知之为知之,不知为不知 。出自《论语》是这个吗?3个回答冷眸3353知之为知之,不知为不知,是知也。选自《论语》3个回答零零漆2030知之为知之,不知为不知,是知也。《论语》3个回答DBRmj知之为知之,不知为不知,是知也。选自《论语》3个回答大至招牌广告知之为知之,不知为不知 。出自《论语》是这个吗?3个回答紫风屠龙知之为知之,不知为不知,是知也。《论语》4个回答yuejiefengqing知之为知之,不知为不知 。出自《论语》是这个吗?Check out our
post, and also our !
Our Cubelock deck list guide for The Witchwood expansion will teach you how to play this popular archetype. This Cubelock guide includes Mulligans, Gameplay Strategy, Card Substitutions, and Combos/Synergies!
Introduction to Cubelock
Cube Warlock is a slow Warlock archetype first introduced in Kobolds & Catacombs. To be fair, the deck is very hard to classify – it has lots of Control elements (high cost cards, many removals), but very often you want to play it proactively. The deck also has some combos that you want to perform, and you could say that
combos bring it closer to a Combo build. In the end, the deck is somewhat of a mix between different archetypes, such as Midrange, Control and Combo, and that’s exactly what makes it so powerful.
Cube Warlock can adjust its play style depending on the matchup it faces. With lots of removal (especially AoE), healing and s, it stands a chance against most of the aggressive builds. And thanks to the s and s, it can put enough pressure on a slower deck.
Because the Standard rotation didn’t affect it much, Cubelock remained as one of the strongest decks in the early Year of the Raven meta. The only new card that’s an auto-include is , a very powerful late game AoE (much better than
against Aggro builds), but given that the deck kept most of its power, it has once again wrapped the entire meta around it… until the nerf patch happened.
Recent balance changes have hit this deck most. Between increasing the mana cost of
(from 5 to 6) and reducing the healing from
(from 8 to 4), the deck lost a lot of momentum. Does it mean that it’s no longer viable? No, not at all! Even though it lost a lot of its power, at the same time other players stopped teching against it heavily, so in the end, the deck is still good. While it doesn’t appear to be very popular, it’s a solid Tier 2 deck, especially in the higher ranks.
Check out our !
Deck Import
Copy Deck Code
Cubelock Mulligan Strategy & Guide
Against Aggro you want to have early board-clears and life-gain cards, and against Control you want essential combo pieces.
VS Everything
– Cheap minions that draw cards have always been good, but this is one of the better ones. It activates , cycles through your deck, and provides you with a much needed 1-health minion for
that you don’t hate to put into your deck.
– Pulling big Demons from your hand is your best way to win in the mid game. The slight downside is that you might not draw any of your big Demons by Turn 5 (although it doesn’t happen often).
VS Fast Decks
Higher Priority (Keep every time)
– One of the strongest board-clearing tools in all of Hearthstone, Defile is amazing at getting you through the early game. Defile handily clears small minions, and is one of the only ways to do so while also removing Deathrattle-produced tokens.
– The reason you play Doomsayer is that the card is amazing vs Aggro. When played on Turn 2, it usually pops and destroys the whole board. Not only you can clear some early game minions this way, but you also force your opponent to skip board development on his turn.
– It’s not an amazing card, but it’s your only Turn 3 play, and it’s better to drop a 1/4 Taunt than just tap most of the time, especially vs Odd Paladin, where it can actually trade into some of the 1/1’s.
Lower Priority (Keep only if certain conditions are met)
– This card is pretty bad at first, but even after just a single upgrade, it gets amazing. That’s why you keep it with , so you can guarantee a 5 damage + healing on the curve.
– While it might seem like a desperate keep, your ability to clear the board in the mid game is often what wins you the matches vs Aggro decks. Keep it against decks that like to flood the board a lot, such as Odd Paladin.
VS Slow Decks
Higher Priority (Keep every time)
– Against slow decks you can afford to spend your first few turns Life Tapping, which sets you up to play Mountain Giant on turn 4. Mountain Giants that early can often win you games, but it also soaks up opponents removal, making your later threats harder to respond to.
– After the nerf, Lackey is too slow to keep vs Aggro, but it’s still good vs slower decks. After all, you want to pull out those Demons from your deck somehow.
Lower Priority (Keep only if certain conditions are met)
– Keep when going second and the rest of your hand is okay. Even though it’s more of an anti-Aggro card, sometimes you can keep it vs slower decks too, in order to answer their early game plays and stall their board development. DO NOT keep it if you’re going first, because you will need Taps on Turn 2 and 3 to play Giant. Going second, you can Tap on Turn 2 and drop Doomsayer on Turn 3, setting up a Turn 4 Giant really well.
– This deck is built to take full advantage of the Cube, and if you keep it in your opening hand you don’t have to find it. You probably want to have at least a
before you keep a Cube though.
Cubelock Win Rates
Cubelock Play Strategy
With this deck you’re trying to set up powerful plays with , either to make an unbreachable wall or an OTK combo.
Games against Aggro aren’t different than usual. Most important thing is to constantly clear the board and survive. In case of Cube Warlock, the key moment is usually surviving until you clear the board and drop
your opponent can’t answer (e.g. he has no Silence). It can sometimes happen as soon as turn 6-7, although the biggest swing with Cube Warlock happens on Turn 10 – thanks to the . But, how can you survive that long when your opponent is constantly trying to push damage?
Most important part is AoE damage. Your deck runs two AoE damage spells –
+ a slightly different form of board clear, . All of those are really strong in different cases. Hellfire is just your generic 3 AoE damage – it’s enough to clear most of the early game minions your opponent will play. Defile is better when it comes to those tricky boards – if you can line up the health totals of minions, you can even clear 4-5 health minions, as well as everything up to that point. Doomsayer is easiest to counter, but also strongest in the early game, as your opponent will have to skip a turn if he can’t clear it. It’s also a good “proactive” stall tool – after you clear a board, you can drop Doomsayer to force your opponent to skip a turn. Very useful during later turns, when you have something you want to play next without being interrupted. Sometimes you can also drop two Doomsayers on a single turn – it increases the chance of them blowing up quite heavily. Yes, you use two cards instead of one, but it might be worth it if you need to stop your opponent from getting huge board.
On top of those, this build uses . Even though 7 mana cost seems quite expensive, it’s very useful, especially against those board flooding Paladins or Zoo Warlocks. Not only it should be able to clear the board quite easily (it’s almost impossible to play around it AND putting multiple minions on the board at the same time), but it also leaves a 4/4 body that you can get another trade with next turn.
One of the most important skill is picking the right AoE for the right situation. Generally, in the early game, try to rely mostly on the Doomsayer. Later in the game, it really depends on the deck you play against. If your opponent doesn’t really play 1 health minions, then you should take Defile value whenever you can. If he does – then you can be a little more greedy with it and wait for a good opportunity. Don’t use your AoE too lightly – Aggro decks usually have multiple ways to refill the board, so if you AoE down two small minions, you might not have a way to deal with e.g.
or board flood from Zoo.
But, even with lots of AoE, your opponent will still deal damage – it’s just something you can’t help. For that reason, in order to keep yourself alive, you run quite a lot of healing. Sadly, the Dark Pact nerf reduced the total healing of your deck by 8, which is massive in Aggro matchups. Still, between 2x
and 2x , you can heal for quite nice amount, not to mention that
is usually a game over for your opponent, not only because you resummon Demons, but also because you heal for 3 more per turn.
Preserving your life total is important, but don’t mistake not taking damage at all with preserving health.
is still one of the best cards vs Aggro, even if you take 2 damage. If it trades into your opponent’s 2/1 (for example), then you indeed took 2 damage, but you saved probably 4 or 6 in the long run. Life Taps are similar – even though taking damage and doing nothing is terrible against Aggro, tapping brings you closer to your big Demons (and ways to summon them), as well as AoE and healing cards. You should still Hero Power in the early game, and in the mid/late game if you have free mana and still lots of health. Safe health really depends on the matchup and situation – e.g. aggressive Paladins don’t have a lot of ways to deal damage without board, but Tempo Mage can kill you from 20+ health over 2 turns, with no minions at all.
is a key card when it comes to surviving. But one is often not enough – not only it can get Silenced, but opponents sometimes have ways to get through it (e.g. ). That’s why cards like
are so great – you can extra copies of it, so now even if your opponent Silences or deals with one, he still has another to go through.
If you get to Turn 10, a big
is usually GG, assuming that you can revive at least one Voidlord (+probably a bunch of Voidwalkers and possibly some Doomguards). If you have Gul’dan in your hand already and you’re just a few turns off, try to not make any risky plays. Just clear the board constantly and heal up as much as you can. Turn 10 swing is going to win you the game almost every time, so there’s no reason to risk it. If your opponent somehow answered your board (e.g. Even Paladin running
combos – not really an Aggro deck, but you get what I mean), then try to Hero Power every turn and continue with your previous game plan of clearing the board. Now with a better Hero Power, there is no way that a faster deck will outvalue you.
Vs Control
When playing vs slower decks, just surviving is not enough. Cube Warlock is not a high value deck. You don’t run multiple tools that generate extra resources, or ways to win a slow, fatigue-oriented game. In the long run, lots of decks are going to destroy every threat in your deck (e.g. Control Warrior), destroy your deck ( or just kill you through some combo (e.g. Mind Blast Control Priest can deal lots of damage from the hand after setting you up to 15 with ). Of course, it all depends on the match, but you usually have to just kill them before you run out of resources.
First and one of the most important cards in those matchpus is . I’d say that around 1/4 of the games with Cube Warlock are won around Turn 6-7 thanks to the Giants. Dropping a Giant on Turn 4 is really big when your opponent can’t answer it right away, mostly because you can do so many things later while still putting pressure. Your opponent has to play defensively, while you can push. Most of the time, unless there is some high priority target on the board, you just push face damage. 8 per turn is a lot and can’t be underestimated, especially against Warlocks (which should already be around 20-24 health from the taps and Librarians). After dropping the Giant, you have a few things to do. You can play another Giant, copy the one you have with , play . On Turn 6 you can either drop Possessed Lackey (good thing is that if you have something on the board already, your opponent might be too busy to worry about silencing it). You can also eat your Giant with Cube and
it. The last play is especially powerful if you need to attack something and lose health in process. For example, your opponent drops a 5/5 minions. Hitting it, then dropping Cube and killing it results not only in healing your Giant up, but also getting an extra one. However, if you play a matchup in which putting pressure is important, you’d want to do that even on a full health Giant just to get an extra 8/8.
However, that aggressive push won’t always work. Your opponent might have an answer, or put a Taunt wall. If that’s the case, take the game a bit slower, especially with a very reactive hand. There is no harm in just clearing the board and waiting until Turn 10 swing or Cube combos to close out the game.
Talking about Cube combos – in slow matchups, it’s usually better to copy Doomguards than Voidlords. While Voidlords provide a huge wall, not only they aren’t aggressive enough, but Voidwalkers also dillute the
spawn pool. It’s a big issue a lot of players don’t think about – reviving 3-4 Doomguards is usually game-winning, while reviving 6 Voidwalkers and Voidlord is… not bad, but underwhelming. So it’s generally better to save the Cube combos for Doomguards. The best way to set those up is . Once it summons Doomguard, you go face (or bump it into something, you can even get the first one down to 1 health as long as it doesn’t die), then Cube + Dark Pact it, and then get another 10 damage. That’s already up to 15 damage, with two 5/7’s on the board your opponent has to clear. Then, if you go into your Gul’dan turn, you will most likely re-summon more Doomguards, often closing out the game as soon as Turn 10.
Since the deck runs no
or , your reactive game vs slow decks is much weaker. You can still kill a single minion with
/ , but once your opponent puts two or more big threats, you might have a very hard time. That’s the problem you solve by simply putting pressure all the time. If you have minions on the board and your opponent is pretty low, he has to remove them / Taunt up / heal up all the time, leaving no room to develop. However, this strategy takes a huge toll on your value. If you constantly push, your opponent usually gets the better trades, removes your minions efficiently etc. and you often end up getting outvalued. It doesn’t matter as long as you can kill your opponent first, though.
Talking about the Hero Power, once you transform into DK, that Hero Power is often one of your main win conditions. Simply using it on your opponent every turn can put a lot of pressure on their health – like a better Hunter’s Hero Power. It’s best when you face a Warlock who hasn’t transformed yet. Generally, try to use it every single turn – in the best case scenario you “suck” their Hero, while deal with the board with removals like Hellfire, Spellstone etc. However, if you have a board yourself and clearing something will protect your board, it’s often worth to clear with the Hero Power too. It all depends on the context, how much burst you have, how much health your opponent’s at, board states etc.
Alternatively, since the deck runs 2x , there is also a chance that you will discover . She gives you an alternative win condition, especially against decks that can outvalue you. Against decks that can just kill you, like Mind Blast Priest or Quest Warrior I’d mostly ignore her and go for the pressure – you need to win fast. But she’s an amazing win condition for example against a Quest Priest or against a regular Control Warrior.
Card Interactions
(this build doesn’t run it, but he’s a viable option) summon the targets of
when they die if they copied it. If they copy a ,
is that much more likely to summon additional Doomguards when played. Also keep in mind that while targeting Carnivorous Cube is their intended purpose, they can also target opposing minions such as .
If you think your opponent has , you can use it against them by playing
or Carnivorous Cube into it. You’ll still take four damage when you play Lackey, but the Cube absorbs all of it.
is a great way to punish your opponent for playing .
have an interesting interaction a lot of people don’t think about. Start of turn effects are resolved in the order they were played in. So if you play Doomsayer first and THEN Skull, even if you have a Demon in your hand, Doomsayer will proc first and only then your skull will summon a Demon. However, the other way around is more common. If you have Skull already equipped and a Demon in your hand, it would often be foolish to play Doomsayer, as that Demon will immediately die.
Another interesting Skull of Man’ari interaction is that it pulls out a Demon BEFORE you draw a card. So, as long as you have a Demon in your hand and you don’t suspect that your opponent will destroy the weapon, it is possible to finish turn with 10 cards in your hand and not overdraw. Whether it’s worth it or not really depends on the situation, but sometimes you really don’t want to play any card and it’s better to take a slight risk of him destroying the weapon than to let’s say play
vs no minions.
Cubelock Card Substitutions
are excellent cards that otherwise have good synergy with the deck, you can’t include them because they derail your consistency with ,
and most importantly . You really want Gul’dan to summon as many s as possible to end the game.
are absolutely irreplaceable. Other cards, however, including ,
can indeed be replaced. Here are some of the cards you can consider using instead:
– These cards are often run in Cube-based Warlock decks, and there’s nothing wrong with them. They are absent from this list to make room for
and , so if you don’t have or don’t want to run that package these are good choices to replace them with.
– While it’s not really a “budget” replacement, if you have Prince, but you don’t have Voodoo Doll, you can drop all of the 3-drops and run Prince Taldaram instead.
– Again, if you’re missing one of your Epics/Legendaries, you can try out a Faceless manipulator. It’s a flexible card that fits into Cube Warlock really well – you can put more pressure by copying a Giant or Doomguard vs Control decks, or you can put another huge Taunt by copying Voidlord vs Aggro.
– Spell Damage combos well with , so slower Warlock often include it. Defile is a strong enough card on its own, so it’s not necessary to run any Spell Damage, but if you’re looking for spots to fill this is a good place to look. Each of the cards above have their individual strengths. Thalnos draws a card when he dies, Zealot adds Spell Damage to an additional Defile tick, and Geomancer is guaranteed to be in your collection!
– Weapon destruction isn’t a bad tech in the current meta. It works best against Tempo Mage () and in the mirror matchups (), but destroying a
versus Odd Paladin will also hurt him a lot. And most importantly – it’s a cheap way to fill some of the gaps in the deck.
P.S. If you don’t have Skull or Cubes, but want to play a similar deck, you can always try out the . However, keep in mind that it still requires a different set of Epics to run.
Card Omissions
Cube Warlock is one of those decks in which you’d like to play more than 30 cards, but you have only 30 card slots. Some of the cards are missing simply because they HAD to be cut. It doesn’t mean that they are necessarily bad, and different lists might still run them, but you just had to remove something.
The most notable exclusions is probably . The Cube-less lists based around
are very passive, waiting for their opponents to run out of threats. For these decks, Rin is way more helpful than for this build. Rin dramatically accelerates the plan of running your opponent out of threats by removing their deck entirely. The strategy is effective in a lot of the Control matchups, but doesn’t go well in pair with the more aggressive strategy of this list. The turns Control Warlock decks would be spending to cast Rin seals are the turns this deck spends comboing
to end the game.
You might be skeptical about playing the slow Warlock deck without any copies of
or , but they don’t fit this deck perfectly. These cards are very defensive, and great for outlasting your opponents threats, but this is a deck that wants to be proactive during the turns those cards would be necessary. You can still add one copy of each if you want, and it will make your value game much better. However, if you want to slow down and drop some combo consistency, you might as well just play the Demon Control Warlock instead.
A Hearthstone player and writer from Poland, Stonekeep has been in a love-hate relationship with Hearthstone since Closed Beta. Over four years of playing and three years of writing about the game, he has achieved infinite Arena and multiple top 100 Legend climbs.
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