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My Handlock rank 2 atm

  • Last updated Jan 5, 2015 (GvG Launch)
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Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 9600
  • Dust Needed: Loading Collection
  • Created: 1/3/2015 (GvG Launch)
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  • Total Deck Rating

    79

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Mortal coil: Great removal for 1drops, lepergnome some mechs. And it can pop several divine shields.

Dark bomb: Another great removal for a small cost. It's very strong since it kills undertakers / mechwarpers which are the keycards for most rushdecks.

Hellfire: It's great since there are allot of aggro decks at this point, i definitly recommend 2 of them in your deck.

Shadowflame: Probbaly 1 of my favorite cards, Sylvana's + Shadowflame or molten + shadowflame it doesn't matter how, it's awsome!

Siphon soul: it heals for 3, and destroys a minion, great when playing against heavy control decks.

Lord Jaraxxus: it heals your hero up to 15, give it a 3/8 weapon and a super op passive, if it's played it the right time it will be a great finisher.

Ironbeak owl: The reason why i have 1 of them is because i have no watchers in this deck, it does help a lot silencing sludge belchers / sylvana's since they're almost in every deck.

Sunfury protector: It's a 2 drop which can give taunt to  your giants / drakes, what else do you want?!

Big game hunter: It's a weak 3drop but it's battlecry is amazing. You can simply take out a dr.boom / rag for only 3mana and leaves you with a 4/2 creature.

Defender Argus: Same as a sunfury but he give your adjacent minions +1+1 and taunt. Overall great card for this deck.

Twilight Drake: This is 1 of the keycards within handlock decks. The turn 4 4/10 drake is insane, if not silenced he can get out of hand fast. 

Antique healbot: The reason why i put 2 of them within this deck is because currently they're so many rush decks that 7/10 you won't even reach turn7. This cards helps you allot with the +8 health and it leaves a 3/3 creature on to the battlefield.

Loatheb: If you've several giants on to the battlefield you don't want them to get combo'd / boardcleared. Loatheb makes sure that they can't use those combo's like EQ / Consencration

Sludge Belchers: Probably 1 of the most played taunts in the game. Every control deck has them, i don't think i've to explain them.

Sylvana's: The combo of shadowflame + Sylvana's is insane, and if the opponent plays a big creature, just drop sylvana's and let the fun begin.

Dr Boom: This card is 1 of the strongest in GvG, He has an insane value, a 7drop for a 9/9 ( 7/7 + 2x 1/1 which has the possibilty of dealing 1-4 damage each on a random enemy target.

Alexstraza: Whenever you've a molten + Dr boom on the field you can just use alexstraza as a finisher and 1shot them, she can also be played as a defensive tactic healing you up to 15 health while leaving you with a 8/8 creature.

Mountain Giant: Because of the card draw within a handlock deck this card is just amazing, you can drop him at turn 4 and with luck the 2nd one at turn 5. Great card for every handlock imo.

Molten Giant: Handlocks usually get around 14hp at turn 6-7, especially in the current meta. The molten giants are so strong when you're below 14 health, since you can drop 2 and taunt them up with the sunfury protector.