In principle, this book could work for either Warlock. I chose Adramelech because (1) I don't feel I need Curseweaving or Battle Skill and (2) I like the idea of moving Burn tokens around (via "Fireweaving") to fuel my demons (e.g. Wildfire Imps, and via "Demonic Reward").
[spellbook]
[spellbookheader]
[spellbookname]And Hell Followed With Her[/spellbookname]
[mage]Adramelech Warlock[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA01]1 x Devil's Trident[/mwcard]
[mwcard=mw1a04]1 x Fireball[/mwcard]
[mwcard=mw1a05]2 x Firestorm[/mwcard]
[mwcard=MW1A06]2 x Flameblast[/mwcard]
[mwcard=mw1a12]2 x Ring of Fire[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWBG1J01]1 x Altar of the Iron Guard[/mwcard]
[mwcard=mw1j06]1 x Gate to Hell[/mwcard]
[mwcard=MW1J12]1 x Mana Crystal[/mwcard]
[mwcard=mw1j17]1 x Pentagram[/mwcard]
[mwcard=MW1J20]1 x Sacrificial Altar[/mwcard]
[mwcard=mw1w03]2 x Wall of Fire[/mwcard]
[mwcard=DNW02]2 x Wall of Bones[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX2FFC04]1 x Cerberus[/mwcard]
[mwcard=mw1c15]3 x Firebrand Imp[/mwcard]
[mwcard=mw1c16]1 x Flaming Hellion[/mwcard]
[mwcard=MWSTX2FFC06]1 x Goblin Alchemist[/mwcard]
[mwcard=MWBG1C03]1 x Skeelax, Taunting Imp[/mwcard]
[mwcard=]1 x Unstable Fire Imp[/mwcard]
[mwcard=MWSTX2FFC13]6 x Wildfire Imp[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E09]1 x Agony[/mwcard]
[mwcard=MWBG1E01]1 x Astral Anchor[/mwcard]
[mwcard=]2 x Badger Frenzy[/mwcard]
[mwcard=FWE02]1 x Circle of Fire[/mwcard]
[mwcard=mw1e14]1 x Enfeeble[/mwcard]
[mwcard=mw1e20]1 x Harmonize[/mwcard]
[mwcard=MW1E21]1 x Hawkeye[/mwcard]
[mwcard=mw1e22]1 x Hellfire Trap[/mwcard]
[mwcard=mw1e25]1 x Maim Wings[/mwcard]
[mwcard=mw1e27]1 x Marked for Death[/mwcard]
[mwcard=]2 x Panther Stealth[/mwcard]
[mwcard=MWBG1E03]1 x Sentinel of V'Tar[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX2FFQ01]1 x Adramelech's Torment[/mwcard]
[mwcard=MWSTX2FFQ02]1 x Bloodfire Helmet[/mwcard]
[mwcard=mw1q06]1 x Dragonscale Hauberk[/mwcard]
[mwcard=mw1q10]1 x Fireshaper Ring[/mwcard]
[mwcard=]1x Wychwood Ironvine[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i02]2 x Battle Fury[/mwcard]
[mwcard=MWSTX2FFI05]2 x Ignite[/mwcard]
[mwcard=MWSTX2FFI06]3 x Defend[/mwcard]
[mwcard=mw1i07]1 x Dissolve[/mwcard]
[mwcard=mw1i06]1 x Dispel[/mwcard]
[mwcard=mw1i12]2 x Force Push[/mwcard]
[mwcard=FWI04]1 x Force Wave[/mwcard]
[mwcard=MW1I15]1 x Knockdown[/mwcard]
[mwcard=FWI07]1 x Repulse[/mwcard]
[mwcard=mw1i24]1 x Seeking Dispel[/mwcard]
[mwcard=mw1i28]1 x Teleport[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
* Edit* Made the following changes after a first (close) match.
-[mwcard=MWBG1A02]1 x Dragon's Breath[/mwcard] (too expensive for what it does)
-[mwcard=mw1a04]1 x Fireball[/mwcard] (Devil's Trident is better aside from the range; Flameblast is cheaper for most purposes)
-[mwcard=mw1e14]1 x Enfeeble[/mwcard] (rarely need more than 1)
-[mwcard=mw1e22]1 x Hellfire Trap[/mwcard] (only have time to use 1)
-[mwcard=mw1e34]1 x Reverse Attack[/mwcard] (was intended to put on a Sslak an opponent wanted to take, but it's too expensive; might replace with the Academy equivalent when it's released.
-[mwcard=mw1q14]1 x Lash of Hellfire[/mwcard] (too expensive; basic melee is sufficient for tapping orbs)
-[mwcard=MWSTX2FFI01]1 x Combustion[/mwcard] (unnecessary most of the time)
-[mwcard=mw1i10]1 x Evade[/mwcard] (unnecessary when you have Panther Stealth)
-[mwcard=mw1e28]1 x Mongoose Agility[/mwcard] (Panther Stealth is cheaper; most creatures worth making Elusive are Minor)
-[mwcard=mw1i29]1 x Vampiric Strike[/mwcard] (not strong enough)
-[mwcard=mw1i28]1 x Teleport[/mwcard] (great card, but I needed points; besides, my Imps already teleport)
-[mwcard=mw1w03]1 x Wall of Fire[/mwcard] (to make room for 2x Wall of Bones)
+[mwcard=MW1J20]1 x Sacrificial Altar[/mwcard] (cheap conjuration for Cerberus to protect in an important zone, plus can be beneficial to sacrifice a creature that's going to die anyway)
+[mwcard=MW1J12]1 x Mana Crystal[/mwcard] (because 9 channeling sucks)
+[mwcard=MW1A06]2 x Flameblast[/mwcard] (cheap attack spell with chance to Burn; more versatile than Lash of Hellfire + melee attack)
+[mwcard=mw1c15]1 x Firebrand Imp[/mwcard] (early enablers for Wildfire Imps that follow)
+[mwcard=MWSTX2FFC06]1 x Goblin Alchemist[/mwcard] (versatile; enables Wildfire Imp and benefits from Flame +1 on cursed creatures; drops armor of Sslaks; can tap orbs; cheaper and better range requirements than Flaming Hellion's ranged attack)
+[mwcard=MW1E09]1 x Agony[/mwcard] (great on an Usslak or on your opponent's best creature)
+[mwcard=MWBG1E01]1 x Astral Anchor[/mwcard] (keep Cerberus in position, although it goes against Wildfire Imp strategy)
+2 x Badger Frenzy (cheap Battle Fury for Minor creature that you can cast in an earlier round and reveal when desired) (*edit* Non-animal demons are illegal targets for Badger Frenzy)+[mwcard=MW1E21]1 x Hawkeye[/mwcard] (for stronger Attack spells)
+1 x Unstable Fire Imp (flava-flav; hilarious to guard with in a busy zone; enables Wildfire Imps, etc)
+1x Wychwood Ironvine (protection; more versatile / cheaper than Reverse Attack)
+[mwcard=MWBG1E03]1 x Sentinel of V'Tar[/mwcard] (a better Astral Anchor just for Cerberus)
+[mwcard=DNW02]2 x Wall of Bones[/mwcard] (stronger area control than Wall of Fire, and cheaper both in sbp and mana)
Usually open with Harmonized Pentagram, then get out some Firebrand Imps and boost them with a curse on the nearest Sslak + Bloodfire Helmet, then bring out Wildfire Imps when things are burning nicely.
But you could instead gear up for a 10-dice Fireball on a Sslak (Fireshaper Ring; Hawkeye; Marked for Death; Fireball) and summon creatures manually as needed. Would probably be a better strategy if Galaxxus was legal, since then hypothetically you could tap the orb + cast Galaxxus in round 3, then summon Cerberus on the following round to protect your orb. (He'll need a Dark conjuration in that zone, though, to enable his ability)
I'll be honest: This book attempts to use a bunch of "bad" cards that rarely see play - like Pentagram (the worst spawn point, especially in the Domination format), Cerberus (a powerful guard, but very pricey and easily Teleported away from his conjuration), and Gate to Hell ('nuff said). It also uses an unorthodox Domination strategy that aims to aggressively burn everything in sight in order to both disrupt opposition strategies and activate friendly creatures (e.g. Wildfire Imp teleporting, "Demonic Reward," Bloodfire Helmet, etc). There are some other obvious weaknesses (Wall of Earth comes to mind), and I'm not sure it will work against the swarmiest of mages (Necromancer, Straywood Beastmaster, Bloodwave Warlord), but it looks like a fun book to try. I'd love to hear thoughts on how I might improve this book before taking it into battle (e.g. [mwcard=MWBG1E01]Astral Anchor[/mwcard] to pin [mwcard=MWSTX2FFC04] Cerberus[/mwcard] to his Pentagram or Gate to Hell zone?).
I'm looking forward to the Academy Warlock deck to flesh out some of the themes with cheaper versions of some spells benefiting minor creatures.
When in doubt, kill it with fire!* This is part of a series of spell books designed for Free-for-all Multiplayer Domination.
The main discussion can be found here. *