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BECOME UNSTOPPABLE!! ~UPDATED FOR S3~

  • Last updated Jun 17, 2014 (Live Patch 5506)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5800
  • Dust Needed: Loading Collection
  • Created: 4/18/2014 (Live Patch 5170)
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Hi there, I am a hearthstone player who has been playing since closed beta in September 2013. This is my handlock deck that I use to ladder. In April I laddered for two days and was able to reach rank 10 (S1) with this deck very quickly. In May (S2) I got to rank 5 with this deck!! And currently I am around 7 in (S3).  It is a very strong deck that has a lot of major threats/burst.

The main 10 mana combo of this deck is:  Leeroy Jenkins+Power Overwhelming+Faceless Manipulator = 20 damage!! 

This deck is structured to be very control/combo orientated. For most muligans you want to keep Ancient WatcherTwilight Drake,Sunfury Protector,Hellfire(if you know you are facing heavy aggro) And of course last but not least Mountain Giant!!!Other good cards include: SoulfireDefender of Argus and Shadowflame. Again, Molten Giant is not bad to mulligan for if you know your opponent is an aggro-type.

 

Honorable mentions or cards that did not make the cut/ TECH CARDS (Special circumstance cards)-

 Disclaimer
these explanations are all based on my personal preference.  (This is all my opinion feel free to use these cards they are by no means bad. I just dislike using them with this deck.)

  •  Alexstrasza-  I run Alex because she can do up to 15 points of damage the second she enters the board or she can do up to 14 points of healing for you. She is very powerful and I think sometimes underrated. She is also a strong 8/8 with presence. (I do not run Alex because I find her slow but she is a good card.)
  • Twilight Drake- Too weak to silences. Shamans really love using Earth Shock and ruining your day. (I go back and forth between Drakes and Chillwind Yeti's)
  • Drain Life- I feel that this card is awkward to use since it costs three mana. It can be good versus aggro but that's about it. (Terrible card)
  • Shadow BoltSoulfire does this card's job better for less mana. Soulfire can also be used to hit your opponent in the face which Shadow Bolt cannot do.  (Too high a cost for removal you already have)
  •  Lord Jaraxxus- This is a great card because it can heal up to 14 points of damage for you. Be careful using this card if you still have molten giants to drop. The health scaling of the hero resets and you cannot drop giants (for a low cost) since the health of the hero is reset to 15 (15 is made the max when you activate Jaraxxus). It gives you a 6/6 for 2 mana as the hero power and it has a 3/8 weapon. What more could a Warlock ask for? (Hard to say this, but do not run this if you want to do well. The current meta is about being able to burst your opponent down quickly and having 15 hp is just not worth it, it doesn't save you from most combos that other decks are running)
  • The Black Knight- Kills enemy taunts, useful in almost all match-ups. (Miracle rogue being the only major exception)  (Good tech card, run if you feel you are having a problem against decks that use 
  • Harrison Jones- Very good against doomhammer/Assasin's Blade/Warrior weapons/Wicked dagger/ Paladin weapons. Great tech card.

 

Match ups- 

Rogue- Miracle-  BE AGGRESIVE - Use anicent watcher and silence combo to force them to use their spells between turn 5. You want to deny their ability to cycle as well as you can while placing taunts and maintaining board control. This match up is considered easy and in our favor but it is easy to screw up and lose. You want to protect yourself from a Leeroy Jenkins and Shadowstep combo. Watch out for SAP!!!

Druid- Midrange/Ramp/Standard- One of the more favored match ups for us handlocks. Aggression is always good. Or if you prefer the slower play style with a turn 4 giant/drake. Just be careful of having your 4/9 drake silenced by his keeper of the grove. Druids have a hard time removing our giants because most only run one BGH. If you cannot kill them by around turn 8 then it can get difficult which is why I recommend playing aggressively.

Warlock- Zoo- Try and mulligan for removal spells here like Hellfire and Shadowflame. Combo shadowflame with ancient watcher or any other strong minion when needed. Do not tap a lot early game if you know your opponent is aggro/zoo. You will most likely not have enough time to drop Lord Jaraxxus on turn 9 as your opponent will be applying pressure. Ancient Watcher is your best friend for this match up along with sunfury protector and defender of argus. 

Warlock- Handlock (Mirror)- Mulligan for your mountain giants, drakes, taunt givers and removal. Whoever can draw the leeroy combo and keep the board clear will win first. Be careful to not burst your opponent down to 10 hp, because they will get to drop molten giants for free then. Don't be afraid to use faceless to copy his giants or duplicate yours.

Shaman- Mid-range/standard- Okay, try not to cry and then cry because earth shock is literally the worst thing ever. Mulligan for your Drakes and Mountain Giants as usual. You have to pray to RNGesus that you will either win quickly (due to their lack of hex and lack of earth shock in hand) or that you win by controlling the board and using moltens if they are foolish enough to burst you down to below 15~. Try and stay topped off though if you can stay above 20. A doomhammer/rockbitter combo of burst is deadly.

Warrior- Aggro- Mulligan for removal, play it similar to the zoolock match up, just be aggressive and try and stay above ~15. Warriors cannot do crazy combos like druid FON+Savage roar or rogue leeroy plays.

Warrior- Control- Be aggresive, they lack removal. Be careful about the turn 4 plays of giant/drake because of execute. I have had much better results when I go aggressive with an ancient watcher/silence combo. Also I like to save my soulfires to kill armorsmiths. Keep their armor down (to avoid shield slams) And count their cards (Shield slams/executes/whirlwind,ect) Most control warriors run one brawl, so don't just fill the board, I personally try to restrict myself to a 3 maybe 4 minion board after turn 5.

Mage- OTK/Freeze- Be aggressive, save removals for doomsayer. He cannot efficiently remove drakes because they don't run silences. Watch out for vaporize. Mulligan as usual for drake/mountain. (Freeze also doesn't run poly so this is that much easier for you) Jaraxxus and Alex are actually your enemy in this match up when used on yourself.  

Hunter- Aggro/Mid-range- Either play aggressively to avoid your turn 4 giant/drake getting deadly shot'd or  don't. Be careful of tapping in this match up. I usually play as aggressively as possible when playing against hunter since most variations on ladder right now are trap/bow hunters. 

Paladin- Aggro- Mulligan for your removal, use Anicent watcher (Silence or taunt it). Try to use most of your cards so his divine favor doesn't let him draw 10 cards.

Priest- Aggression, keep the aggression up. If your opponent manages to hold till late game it can spell disaster for you if they thought steal your giants/removal cards. Most priests run double SWD so I'd say using drakes/early mountain giants to draw removal is always a good idea. Aside from the usual ancient watcher silence combos.

 

 I really enjoy this deck so please tell me if you liked using it. And ask any questions if you have any, I'm glad to help.