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Even Handlock

  • Last updated Apr 24, 2018 (Witchwood)
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Wild

  • 21 Minions
  • 8 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Handlock
  • Crafting Cost: 9780
  • Dust Needed: Loading Collection
  • Created: 4/22/2018 (Witchwood)
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  • Battle Tag:

    toasty#1958

  • Region:

    N/A

  • Total Deck Rating

    31

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Makes me wish I'd used a match tracker. Let me give you the turn-by-turn rundown of every matchup:

Turn 1: Tap

Turn 2: Tap*

(*Against Aggro: Doomsayer if you can. If not, Tap)

Turn 3: Mountain Giant. If you haven't drawn Mountain Giant yet, or don't have the coin, then Tap and play a 2-drop (Vulgar Homunculus if you have spellstone or a case of Mana Wyrms, beetle if you can afford to trade)

Turn 4: Mountain Giant. Or Twilight Drake. Or Hellfire.

At this point, it depends on the board state, but you've basically already won. Assuming you keep healing, contest the board, taunt up, and don't die. Try to ignore the fact you took 6-8 damage by your own hand. In fact...

The Strategy:

Bloodreaver Gul'dan doesn't need explaining, but I'll do it anyway. Assuming you've gotten to turn 10, you're winning. Sure, you're hurting a bit, and your demons keep getting exorcised, but you've got a full hand, and it's about time you end this silly game. Never say die, keep healing and make the final push!

Rin, the First Disciple is an earlier win condition if you can grab her. Or she's a (6)-mana 3/6 taunt that pulls a silence, which also isn't bad. Regardless, try and play one of the seals every single turn if it's favorable against control, though you can skip playing one turn 8 for other options.

Mountain Giant and Twilight Drake. Taunt them up, and go face! The sheer amount of health and power over several turns make these cards so strong that the opponent MUST deal with them, which can put you in a more favorable position. Don't squander the opportunity!

Board Clears. All of them.

That's about it for the win conditions. Blow up their deck, heal out of range, or hit face with the giants and dragons. Pretty simple, but the amount of weaving around damage and making sure the board is in your favor makes the deck difficult to play. Not to mention all the flexible support cards. If you play right, you can win against any deck. The options are just a tap away.

The Support:

Most are so flexible, all I can do is tell you which cards you may be able to replace.

Plated Beetle. It's just an early body that helps to not die and trades well. Replace if you need to add certain cards, like demons or statues to taunt up with Sunfury Protector

Shroom Brewer. Heals really well, both you and your giants. Would not recommend replacing, but there may be better 4-drops and/or taunts.

Siphon Soul. Targeted removal, slight heal. Not required, but useful as 1.

Spellbreaker. For the mirror match or to deal 8 more face damage. Hasn't been carrying his weight >:(

Twisting Nether. Why would you replace it tho?

The Lich King. Honestly, a "win moar" card. Your hand is usually full, and there are other things to do on 8 mana. Definitely a big threat and wild card that can give surprise lethal tho. Replace if you need to not die even earlier.

That's about it. I have so much fun with this deck, I just wanted to put my version out there. Let me know what you think, because I think this is A) as good as it gets, and B) pretty good. Enjoy!