Based on Part 1, here's some critiques:
1. To the Warlock player: Frankly, Flaming Hellions are not good; you should just go with Slayers pretty much every time if you're looking for a meaty demon. Warlock is probably my most played mage, and even though I've tried to like Hellions in many different builds, they have not earned their spot. Their Ranged attack rolls too low and at a poor range, and they do not have the stats to stay in melee very long to take advantage of their mediocre melee attack.
This has been made worse with the release of the powerful intercept creatures...
Consequently, this makes them a poor choice for Bloodreaper as well, which you really need to be making use of. In that context, a Bloodreaper Slayer is incredibly formidable. In fact, besides Adramelech, you can count on Slayers to do most of your heavy lifting, and should incorporate them into every opening you make as the Warlock.
2. I recommend casting 2 Mana Crystals/Flowers instead of one. In post-Conquest MW, things have slowed down a bit. Previously, it was much easier to rush the opposing mage, because you could very reliably throw attack spells at the enemy Mage without having to worry about much stopping you (apart from Walls cutting LoS, but with how LoS works, diagonal positioning easily got around it, to say nothing of flying creatures).
This also heavily impacted the viability of expensive, high-damage, low-survivability ranged creatures such as Grimson, Royal Archers, Gorgon Archers, etc, which you could very efficiently burst down with an attack spell or two plus maybe some creature attacks if you needed them.
With the reality of Intercept on creatures with a Defense and superb defensive stats, however, it's a lot less of a no-brainer in terms of using attack spells, and very aggressive strategies are more difficult to execute. Enough so that I now recommend most builds start with 2 Mana Whatevers on Turn 1. It may seem like a nitpick, but trust me, it's not; after significant testing, I've found that 2 Mana conjurations is difficult to disrupt from Turn 1, and that extra mana usually means the difference between winning and losing.
After Turn 1, however, casting Mana conjurations starts to interfere with tight opening summons, and may make it too difficult to survive/end the game if your opponent is aggressive/defensive enough. Suffice it to say that you should just go with 2, because it offers a lot of advantage at very little risk.
That's all for now, I'll post more after part 2 is up.