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Handlock Your Way Through the Zoo [14 to 4 With...

  • Last updated Aug 26, 2014 (Naxx Launch)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6260
  • Dust Needed: Loading Collection
  • Created: 8/2/2014 (Naxx Launch)
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This deck was made to fit with the meta the best it could, as of August. I've noticed some people run Loatheb and some other cards, but I personally have had an enormous amount of success with this build, and think it fits into the meta perfectly. Of course, any and all suggestions are appreciated ;) I still don't have the legend title yet so :P Anyway, enjoy!:

I can't say "I hit rank 284 with it." I hit rank 4 for the first time, as I don't play much ranked, and did it within a day with this deck, and it is still consistently the best deck I have and the one I'm best with. This is NOT much different than the traditional handlock, but I made some changes that has increased my win rate enormously to deal with the large amount of Zoo, Token/Ramp Druid, and Miracle Rogue. If you decide to read all the way through, hopefully you'll understand the changes I've made and it might help you understand the deck more than you had before. :)

Edit: So, with the change of meta to hunter, this deck is actually doing surprisingly well. Only thing I did was throw in another Unstable Ghoul and I was able to hold my own juggling around rank 2-5.

Card Changes: 

Only one Twilight Drake!?!?!

So, after playing a lot of this deck in the ranks 5 through 2, I noticed this card just wasn't effective enough. All of my matchups were either Zoo, Shaman, Druid, or Rogue. Shamans and Druid kill it immediately with silences, Zoos will have you at close to kill point or dead by the time it becomes effective, as taunting it immediately just isn't enough to make it a viable card against them. The only time I've had success is against Miracle Rogue, so I only put one in, and it's been much better.

[Edit] No Defender of Argus... But....why....WHY?!

I KNOW I KNOW HEAR ME OUT. So, after playing this deck for a while, I learned something. Defender is just not that necessary. With this current meta and deck, it just isn't that viable. With a lot of taunt already included in this deck, the only time you will be using it is for your one Twilight Drake and Giants. The two Protectors are enough by far, and they are already 8/8s so buffing them to 9/9 isn't that much of a difference. The other thing is the cost. Almost EVERY time I have to use Defender is because I absolutely need the taunt, but with a cost at 4 mana, it just isn't viable enough, as 9 times out of 10 I have to throw out the Giant and taunt in the same turn. You can try it out yourself, but two Defenders is plenty enough for me, and with the low amount of low cost minions, buffing big minions just doesn't make that much of a difference, and at a 4 mana cost, it can be come quite the weak spot in this deck and meta.

Unstable Ghoul is viable? Since when!?

Well, I've noticed this is a card that's really hard to be NEGATIVE for you. Against Zoo, it takes the all the Knife Jugglers and Flame Imps into Mortal Coil range, against other decks, it's still a solid 1/3 taunt, and since you don't have many minions till late, it'll always provide SOME use. 

Sludge Beltcher for Sunwalker? But, isn't he like, standard?

So, after some testing, Sludge Beltcher is by FAR better. Not just because of the stats, but the cost. Nine times out of ten you will be using your turn six to use a Siphon Soul, so having cards in the 5 mana slot makes the flow of this deck SOOO much better. Plus the double taunt in the meta is deadly. 

Loatheb for a Earthen Ring Farseer? But he's in like, every deck!

So, the whole thing with Handlock is learning to balance your HP to effectively stay alive and use Molten Giants to your advantage. I just haven't seen enough use to justify keeping two of them, as most of the time, if you learn how to manage this deck well, you shouldn't have the need to heal yourself much, but for new players, you may want to keep it. Plus, Loatheb 5 mana for a 5/5 and one of the best Battlecrys in the game is just a huge plus against Miracle Rogue and Token Druid.

Two Ironbeak Owls? 

Traditionally, only one was ran. Naxx is here. Two is a MUST

Mind Control Tech... You're Kidding Right?!

Well, since us locks don't really have board clear till 4ish, I've noticed this is actually EXTREMELY useful against Zoo. Against other decks, it's a solid 3/3, and that's why there is only one, but using this against a Zoo completely turns the game around, as most of the time they will have 4+ minions out by 3-4 mana.

Alexstraza

This card will win the game for you too many times to count. This is combined with a leeroy or power overwhelming or both in the next turn will win the game 9/10 times. Every Priest and Paladin I've faced in the ladder has been defeated by this card alone. I can't recommend it enough. 

 

Strategy:

Mulligan:

Depending on the matchup, you normally want to mulligan for a Mountain Giant. I tend to keep Protectors, Ancient Watchers, and possibly Mortal Coils. For Zoo, I will keep my Moltens, as I know they will be useful early on, and for Zoo and Shamans, I keep Hellfire, as most of the time it helps clear board of wolves and such. 

Playing Handlock:

So, this is my thoughtprocess when I play this deck. If you are starting first, you have to tap on turn 2 and 3 and not play any cards to be able to Mountain Giant turn 4. Is this always the best play? NO! You have to respond to what's happening, so if there is an opportunity, take it. 

If you are going second, you can tap one turn, as well as play one card, to be able to play Mountain Giant turn 4. Remember as well, if you tap turn two and three, you will overdraw. It may sound obvious, but I've seen this happen too many times to count. 

Silence Section... Because I Feel It's Important


When it comes to silences, most of the time, I won't recommend using it on your Ancient Watchers. Leave the taunts for that. Nearly every deck you encounter will have Eggs in it, and silencing that can really turn the tide of a game, especially early. Even if they don't, will all the knew Naxx cards, you'll find something. 

 

Experimental

So, I'm toying with Dancing Swords right now. So far I like it a lot. If any of you are bold enough to try it, tell me how it goes :P

Okay you can leave now.