Handlock - New Age style
- Last updated Jan 21, 2015 (GvG Launch)
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Wild
- 24 Minions
- 6 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 8940
- Dust Needed: Loading Collection
- Created: 1/21/2015 (GvG Launch)
- user-12795426
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Total Deck Rating
10
With the coming of GvG I tried experimenting a lot around handlock. I've seen so many differentiations, with darkbombs, imp-losions, zombie chows, ogre brutes.
But I came up with this combination. I feel it is incredibly solid for a multitude of reasons. I will only discuss the "out of the ordinary cards", as handlock is a known archetype.
- Only 1 mortal coil: Why? Because of the inclusion of imp-losion, giving you extra pings you can rely less on cost-effective pings in the form of spells. Why still one and not just zero for the inclusion of a better card because you have imp-losions? => Because of the RNG with imp-losion, you can have an insurance to kill a minion off if it has 3 health and you only roll 2 damage.
- The ancient watcher/owls/earthen ring farseer. These are all known cards from past handlocks, and the alternative would be the inclusion of ogre brutes. I tried it, but for 1, the difference of 4 health vs 5 health is big in the matchup against hunter. Misha, huffer, and piloted shredder are all 4 attack and can't easily bash through the watcher. Also, one would say the inclusion of two owls would be unnecessary with ogres: The owls are versatile anyway, and give you a really good hand as a standalone minion to silence mad scientists vs. aggro, or sylvanas/sneeds/... vs control.
Now the earthen rings are there mostly as a reliable 3-drop when having the coin, but also due to this heavy aggro meta it is a very cheap heal that can be crucial. Metachange for control: -1 ERF, + Recombobulator. Recomb is just too slow for this aggro meta.
- No darkbomb, no hellfire, imp-losions?: I feel darkbomb is very cost-ineffective. Two mana for 3 damage is a bad tempo play, on the other hand, on average 3 damage with imp-losion, + 3 imp damage for just 1 mana more? Way more value. Implosions also have synergy with the following weird adaptions. (Hellfire is excluded because it is antivalue. It kills your imps, what hellfire was also good for is 3 more burst for reach. That is also solved with the following inclusion).
- Enhance-o-mechano instead of an argus. Argus is as we know an overcosted sunfury. What enhance-o does though, is give the burst back to handlock like in the good ol' leeroy days. Just before writing this, I won a match versus hunter which would have not been won any other way. I was at 2 health, the hunter at 22. I had two giants on the field. So the only way to win, would be to kill the hunter that turn for 6 more damage. Bam, enhanco with 66% chance rolling a windfury for lethal.
It also synergizes well with imp-losion for giving your full board an effect.
- 2 antique healbots, just 1 siphon soul: Is a meta call. In more control heavy meta, -1 healbot, +1 siphon soul.
- Sea giant: Included because he synergizes incredibly well with imp-losion, also good anti-aggro. Just one of them because it's hard to pull it off if you're not getting the boardstate like you want, and be stuck with 2 dead cards. I've seen in a previous handlock people replacing jaraxxus with it: don't. Jaraxxus is pretty crucial vs. priest and control warrior.
This list is insane!
I didn't think 5 giants would work, but it really does. The extra 8/8 body is a big surprise to most playing against a handlock who will be counting their removals and ticking them off against your giants as you play them. The implosions are great too - really throws aggro players for a loop when the handlock they're facing suddenly has a board full of tokens and they've no AoEs.
I also like that you've found a good way to cut Alexstrasza from Handlock again, he has always been quite clumsy in hand, the Sea Giant is much more playable with a token/minion heavy meta (Dr Boom gets around) and with healbots there is no desperate need for extra healing. Alexstrasza was generally only playable if you already had a board that your opponent was ignoring. You could drop Alexstrasza to heal and clear with your other minions that were already in play - always felt icky.
Still not 100% sure about Enhance-o-mechano. He's good, but I've not managed to land a windfury on a giant in 20 odd games. There have been some opportune trades open up from shielded giants though. I guess it's the high RNGness of it that irks me a little - argus is dependable, but I must say I haven't missed him in the list. The 3/2 body on Enhance-o is much nicer than then 2/3 of an argus as well, I just wish he'd stop teasing me by giving my un-silenced taunted watchers windfury! Little scamp.
It does bring in some more RNG indeed, and it's a thing you may dislike. But I look at it like this: If it doesn't give you windfury for the win, at least it has another 50-50 chance of giving you a taunt, which is the same value Argus would have given you. But enhanco activates your full board, way more than just the two argus gives.
Certainly windfury on the watcher is the only bad outcome though, but you've got 66% per cent chance on a decent outcome, as you can also taunt a divine shielded watcher for the extra value. I've often done the calculation on favorable results to compare it to argus, and it often ranges in between 66% to even 80% with more minions on the board.
Not saying it is almighty though, if you prefer less RNG, definitely substitute it back for Argus if you prefer :p. Thank you for liking my deck though.
I like the idea of [card]Enhance-o Mechano[/card] I think I may try him out in my Demonhand deck. I often don't like running IMPs, but it sounds pretty good synergy with Seagiant... although very opportunistic as it is.
Sea giant is just good as it is in the meta with so many full boards. I very easily drop it for 5 mana, or 6 mana worst case and if it is affordable in the current game - even without imp-losions in use. The imps just give it two cards more of opportunity than it already has due to the meta.