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)
- holabola
- Registered User
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- 3
- 11
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Battle Tag:
N/A
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Region:
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Total Deck Rating
9
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.
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.
I don't have faceless manipulator and I need another mountain giant/molten giant. I think I will use sylvanas instead of the 2nd mountain giant. What do you recommend to use for now until I get faceless manipulator/mountain giant? I have been using a farseer and a defender of argus, but not sure if there are better options.(I don't have another twilight drake/sun walker)
Well, the Giants are half this deck, so try and hurry xD If you really don't have the dust for a Twilight or Sunwalker, the Defender and Farseer are fine. If you can replace the Farseer with a Sunwalker or Twilight, I'd do so as soon as possible.
Very interesting take on Handlock Deck. I'm about to give it a try now. I love playing Handlock, but I've been having problems against Zoo. This looks like it might be a good response to it.
Thanks for the great post as well! Plenty of info on here to really get an understanding of this deck.
Interesting deck going to have to give it a whirl later today! I like your explanations behind every card. Very well written and justified choices!
I actually had him in here before I had Alex. There was just no comparison to Alex as not only do you have the option of choosing who gets 15 HP (which is amazing for paladins, shamans, and priests) and you get an 8/8. Adding it in with Alex is viable, but it all depends. If you are going against a lot of token druids or something like that, you could, but it's a bit too situational for me.
haha i had a miracle flat out quit turn 5 when i used mountain on turn 4 and lotab on 5
So the watchers are almost a mind game. I most often use them for a few reasons. Most of the time I throw them out during turn 2 or 3 when I go 2nd since I need to dispose of a card, and it puts your opponent on edge. They will sometimes to as far as throw things out to kill it. 2nd is to taunt them, which is great to do early, as you'll find the golem aren't always the best or most effective things to taunt. Last is the 6 mana protector shadow flame. It will save your ass more times than you can count. You can also silence them but I'm not a fan of it.
Why there is no Defender of Argus?
Extremely good question! I'm going to edit that in, thank you! It's kind of a preference, but as you can see in the comment, big minions are already big. The only benefit is the buff with this card, as utilizing the taunt only works if you already have board control most of the time, as you have to already have Giants out, so if they don't die within one or two turns, you probably have already won the game.