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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)
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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.