QuietPenguin's Handlock! Updated DAILY with Sta...
- Last updated Feb 26, 2015 (Undertaker Nerf)
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Wild
- 22 Minions
- 8 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 7740
- Dust Needed: Loading Collection
- Created: 2/11/2015 (Undertaker Nerf)
- QuietPenguin
- Registered User
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- 5
- 7
- 19
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Battle Tag:
QuietPenguin
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Region:
US
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Total Deck Rating
299
Honesty time.
Today I played a smallish session with this deck (approximately 25 games), and lost 20 of them. A 20% win rate is absolutely disgusting, and means that I can not in good conscience recommend playing Handlock on the ladder right now, and I will not be completing the video series on this deck.
Everything I have written here regarding the deck remains true, and should the meta be right for Handlock in the future I will revisit the deck, as it is one of my favourites.
I sincerely apologise to anyone who crafted this deck thinking it was a great deck to get to legend this season. I will do my utmost to ensure this does not happen again.
Now, for those of you who are looking for a tier 1 deck with a similar playstyle to Handlock, I recommend you check out my latest brew, 'The Molten Man'. You can find it here:
http://www.hearthpwn.com/decks/201447-quietpenguins-the-molten-man-includes-full-writeup
- QuietPenguin
G'day guys! This is the deck I've been playing thus far in season 11.
So far I've won 70% of my games (28-12, see the statistics spoiler for more info), and sitting at rank 7. Got a long way to go, but I'll be updating the statistics below every day so you guys can keep track of how the deck's going :)
Card Explanations:
Mortal Coil x1
Pretty versatile card, this let's you kill off random one health minions (such as Leper Gnome and Clockwork Gnome), or can team up with other removal to kill bigger stuff.
I only run one because it can be somewhat situational, but I'm happy to have it.
Zombie Chow x2
This guy is here to stem the bleeding against the aggro decks, and gives you something to do in the early game. Your minions hit so hard that you don't really care much about giving them 5 life.
Also helps you avoid maximum hand size when you're on the draw (if you life tap turns two and three then you'll be at ten cards and unable to draw your card for turn four).
Darkbomb x2
Fantastic card at the moment, being able to kill off a bunch of minions in the MechMage matchup, with the most important being Mechwarper.
Also provides the deck with a little bit of reach.
Ancient Watcher x2
So versatile! While he doesn't look like much, he combos with so many cards in the deck. You can silence him with Ironbeak Owl so he can attack, taunt him up with Defender of Argus or Sunfury Protector, or combo him with Shadowflame to Flamestrike your opponent's board for only six mana!
You're rarely unhappy to see this guy.
Ironbeak Owl x2
Combos great with Ancient Watcher, and also serves as an extremely versatile answer to a number of annoying minions, such as Sylvanas Windrunner and Tirion Fordring.
Sunfury Protector x2
The better of the two taunt-givers (which is why we run two of this and only one Defender of Argus). The reason this is one is better is because it's two mana cheaper, making it easier to play the same turn as another minion, such as a Mountain Giant.
Hellfire x1
Some matchups require you to have an AoE effect (such as Paladin or against the aggressive decks), and this is the best one available to us after Shadowflame. Also gives you a bit of reach in some cases.
Shadowflame x2
Amazing card! Combo's with Ancient Watcher to Flamestrike your opponent's board for six mana, and if you sacrifice a giant to it's effect then there's no way anything is suviving that!
Also, if you sacrifice Sylvanas Windrunner to Shadowflame, you'll deal 5 damage to your opponent's board then steal anything that survives. Sweet!
Defender of Argus x1
More expensive than Sunfury Protector so I only play the one, the buff from this guy can be useful (such as allowing a Twilight Drake to kill off a Sludge Belcher).
Twilight Drake x2
One of your two main options to play on turn four (the other one being Mountain Giant). Twilight Drake is like a yeti but better, when played as a 4/8 - 4/10 he ends up staying around for ages!
Sadly he is deathly afraid of Ironbeak Owls, Keeper of the Grove and Earth Shocks.
Antique Healbot x2
This guy is amazing, and a clutch card in the aggressive matchups, preventing you from being burnt out by evil MechMage players.
He's even fantastic in the control matchups, thanks to your hero power. In these matchups, Antque Healbot essentially gives you enough life to draw 4 more cards - that's INSANE!
Sludge Belcher x2
Not a lot to say about this guy, he's pretty standard in control decks (infact most decks!).
He has solid stats and is super sticky.
Siphon Soul x2
Expensive, but gives you an out to anything. Dr Boom? Dead. Tirion Fordring? Dead. Ragnaros, the Firelord? Dead. You get the picture.
The 3 extra life is pretty cool, too.
Sylvanas Windrunner x1
Man is this card overpowered (yes it is, it was a rhetorical question, you didnt need to answer smart-alick!)
Try not to play this guy out on an empty board if you can help it, you don't want your opponent to be able to kill this without being able to steal anything.
Also combo's great with Shadowflame (which you're running two copies of, you clever kid you!).
Sneed's Old Shredder x1
This slot can basically be any crazy insane gigantic legendary minion you want, but this is my favourite.
He just screams value, and it take a lot of resources for most decks to deal with him and his deathrattle (which is the idea).
I've got Mekgineer Thermaplugg twice off this guy, man those were fun games! Even the worst case scenario (arguably Lorewalker Cho), can be great in some situations.
Also combo's great with Shadowflame!
Lord Jaraxxus x1
I love this card. He can heal you, can deal 24 damage all by himself, and spits out 6/6's for just two mana!
This guy gives control players nightmares.
It's worth noting though that he resets your maximum life total to 15, making cards like Antique Healbot unable to heal you past 15, and also makes Molten Giant quite expensive.
Mountain Giant x2
Molten Giant x2
Covering these guys together because they are the heart and soul of the deck. Don't worry about Big Game Hunter, there's only one of him (and FOUR giants! Ain't enough bullets in the world!).
Both giants synergise amazingly with your hero power.
Mountain Giant is often a turn four play in this deck, if you life tap on turns 2 and 3.
Mulligans:
How you mulligan depends on the matchup, but you'll basically always keep either 1 Twilight Drake or one Mountain Giant, to ensure you have a great turn 4 play that can start swinging the board back in your favour.
Against aggressive decks, you're generally looking for Darkbomb and an AoE effect. Keep Ancient Watcher if you have something to combo with it.
Matchup Videos (Updated Daily!):
Vs Druid:
Vs Mage:
Vs Shaman:
Vs Warlock (Zoo):
If you like the deck please take a second to give it a vote, it took me a while to write this so I'd really appreciate it!
I'm also going to be creating a bunch more YouTube content, including at least 1 new Hearthstone-related video every day for the month of February! You can check out my channel at:
https://www.youtube.com/channel/UCeOpkZzTiaYUfvVXdVVBBxw/feed
Thanks guys, enjoy the deck!
Hey guys, what would be a good replacement for Sneeds and also Sylvannas, keep in mind that i do not have a Kel'Thuzad :(
Fun deck if you have the cards but right now the ladder is *FILLED* with mech mage and you'll be dead by turn 5.
You'll win greater than 50% against most matchups, but the problem is you will not win against mech mage and there are more mech mage than any other deck right now.
The MechMage matchup isn't the worst, and is only slightly in their favor if they're playing the Mirror Entity version.
The main problem with Handlock right now is that it has very few positive matchups.
I completely agree that Handlock is not currently a tier 1 deck. Sad, but true :/
You make some good points there :)
What about Clockwork Gnome's 1 health (making it vulnerable to hero powers), and the fact that a spare can clog your hand in the control matchups? Quite often against control I've found myself having to play out cards just to avoid overdrawing, and having a spare part in my mind would only worsen this.
You've definitely got me intrigued though, it's stuff like this that moves archetypes forward (and considering where I believe Handlock to be right now, it's dearly needed!).
As I stated in a comment below, I've never played handlock before but you made some good points there.
As QuietPenguin said, the Clockwork Gnome is really vulnerable to hero powers, maybe is good against a mech mage, since you may get from them a turn 2 or 3 heropower and removing that mana can lead in to a huge tempo win. Versus druid this card has almost not value (other than the mindgame and spare part, ofc)
I think that overdrawing is just a problem that you can handle when you get better as a handlock, since you will have a better game plan on your head and how much you can tap and that stuff.
Overall, I think that Clockwork Gnome would be better (on average) than Zombie Chow when you aren't facing any rush decks, since any spare part can have huge value as you said before.
Regards, I would like to keep hearing your thoughts on this, someday I will craft handlock :P
Swap Sneeds for Dr Balanced,seems better
It's a possibility for sure, although Sneed's Old Shredder has been great overall :)
Nice I'm glad you're having success with it! :D
Sure I'll add you :)
Hey man, i was looking foward to make a Handlock deck and I am a bit curious about some things I have seen in your deck and maybe you can told me a good replacement for Lord Jaraxxus since I don't own him.
First, what did take most of my attention was the only 1 argus on the deck, isn't it necessary to have two? And also, maybe a second hellfire for the mech mages? I've never played handlock so I might be probabbly wrong.
Second and the most important, thanks you for sharing the deck, I will try it out the momment I get my hands on the 2 molten gigants I'm missing, and ofc Jaraxxus.
Thanks again mate, would like to hear how ladder is working for you atm, regards.
PS: Sorry for my bad english, no haterino
Lol no haterino, you're English seems excellent to me :)
Sadly I've gone off this deck for the moment, as the meta just does not appear to be right for it. That being said, Lord Jaraxxus is a difficult card to effectively replace in Handlock, as it can single-handedly win you the control matchups (Priest for example has an exceptionally difficult time dealing with a 6/6 for 2 mana every turn).
1 copy of Defender of Argus has become standard since the release around the release of GvG I believe, because with 2 Sunfury Protector, 2 Sludge Belcher and 2 Antique Healbot, you do not need it as much.
A second Hellfire is a definite possibility for the deck, depending on the meta :)
What do you think about –1 Mortal Coil or Zombie Chow and +1 BGH to counter Dr. Balanced?
Taking out Mortal Coil for a Big Game Hunter if you're facing off against a lot of 7-attack minions sounds fine to me, Mortal Coil isn't essential to the deck, just nice to have :)
Hi, i dont have Sneed's Old Shredder someone his replace?
sry for my mistakes, i bad speak english :)
You can try out Kel'Thuzad it's not that bad of a replacement
ty, bro
I would replace it with Dr. Boom, or another big legendary you own :)
You are correct, this is the standard Handlock Deck + a Sneeds...lol better rename the whole deck and present it as something new. Anyway right now is not too bad a time to be Handlock. Even vs Mech Mage it's really not too bad, you just have to play it a little different than you usually would. In oldschool Handlock you just tank your HP looking for Giants and Drakes and whatnot, not really caring much about your face HP. Vs Mech Mage you pretty much do the opposite. Mull for the Chows, Watchers, Owls, Bombs, Coil, Sunfury and just play those cards each turn to respond to the mages cards. You won't really be tapping or going for quick gaints, or high hp Drakes or anything flashy like that. You are just going to play a little something each turn and make the game go as slow as possible. About 50% of the time they will just run out of steam and then you can begin healing hp back out of the danger zone. The other 50% of the time they will drop Archmage, proc a shitload of spareparts and then burn you to a crisp over the next turns, in that case it's just a luckdraw and there's not much you can do.
Yeah it's a pretty standard list, the card pool in Hearthstone is very small at the moment, making it difficult to create original decks that are tier 1.
I decided to cover Handlock because it's not as bad in the meta right now as everyone seems to think (it's actually fine! :) ), and because it's a difficult deck to play, so I thought people may benefit from a thorough card explanation and matchup videos :)
I'm think of replacing 1 Zombie Chow and put in a Loatheb considering the amount of mech mages you might encounter and maybe combo druids at ranks 20 to 9