[LEGEND] 3 Day Grind Domination - HEIL GALAKROND!
- Last updated May 13, 2020 (Second DH Nerfs)
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Wild
- 17 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Galakrond Warlock
- Crafting Cost: 11120
- Dust Needed: Loading Collection
- Created: 5/7/2020 (Second DH Nerfs)

- SikiCro
- Registered User
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- 7
- 17
- 23
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Battle Tag:
SikiAndDomi#2728
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Region:
EU
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Total Deck Rating
573
Hey Demon Hunter! Swiggity swooty, I'm coming for your booty.
So apparently nobody appreciates the new guy, so I thought I might hit legend with a slower, more control oriented deck, you know - just for the hell of it.
And PedoPriest, Rogue, HippieDruid and warrior?
I taught those other "classes" what it feels like picking your teeth off the floor, with broken fingers. :)
Proof of legend:
Write-up
BuT yOu cAn nO LonGeR KilL DemOn HunTer'S WiN coNdiTioN aNd hEaL fOr 5 foR 0 mAna - dEcK sUCkS.
Ye, you're right, if your only idea of a good play is an instant win interaction against the most popular deck, go play something else. For everyone else? This is just another handlock deck with hyper-value cards and a 4 mana 5/4 that DRAWS YOU 3 CARDS FOR NO GOOD REASON.
This deck is basically an umbrella magic medicine (I'm not a doctor, don't quote me on that).
High stress due to low HP and a big minion giving you blood pressure? Mo'arg Artificer + Nether Breath cure that.
Erectile Dysfunction because you can't win a single game? Zephrys the Great, Dragonqueen Alexstrasza, Galakrond, the Wretched, and Kronx Dragonhoof give you a total of FOUR win conditions to change that.
Anxious due to all the aggro kicking your behind? Mortal Coil, Plague of Flames, Unstable Felbolt, Nether Breath and Dark Skies give you all the answers you need - while your own minions allow you to keep up somewhat in board presence.
One thing this deck can't cure is being a bitch, and you are free to quote me on that one.
How this deck seeks to win is by stabilizing against heavy aggro decks and winning by default after that, because your late game threats tower over anything they can throw out.
Against control decks you need to understand that your high minion count makes your play style closer to midrange than conditional control decks would have.
A huge difference between a good and a bad player piloting this deck is in how much value they can stretch out from their cards and 2-card combos, as well as which threats they will answer and when.
Replacements
While this deck isn't really budget friendly, I will go out of my way for the people only missing a card or two, and try to help you guys - keep in mind, I do not guarantee the deck being as good with these:
General
While all Galakronds are free, the deck is still playing a lot of legendaries and epics. The last legendary you want to craft for the deck is Alexstrasza. While she is high impact, I found her just clogging up my hand far more than any other leggy in here.
Win cons
If you're missing a big leggy, and have no big leggies that you think might serve the same purpose, you can try Evasive Drakonid. The card is insane in how many times it can win you a game on its own and I highly recommend it. He is also a dragon which is pretty big for your synergies.
Removal
I strongly believe that Hellfire is still a pretty good card, that can substitute 1 Dark Skies if you're an epic short.
Other
If you're just looking for other cards you can try out, or perhaps just have a few more expensive cards lying around:
A second Mo'arg Artificer is solid in the deck, giving you a more consistent big heal and removal option. Sea Giant is another card that can be considered, leaning more heavily into a more traditional handlock classic. Acidic Swamp Ooze is also a great choice for a tech card that you will definitely find useful in this meta.
Mulligan
Generally, only ever keep Sacrificial Pact against hard aggro decks AND if you are on coin with an invoking card in hand.
Keep all of your removal against aggro and pretty much never keep any of it against control (except if the class in question has great early drops in control as well).
Always keep Dragonblight Cultist and Overconfident Orc.
Mo'arg Artificer is great with Mortal Coil and Nether Breath.
If you can curve out decently with your invoking minions, keep that in mind as this deck uses its minions as another control tool against aggro, as well as pressure against control. Never keep any of your legendaries.
How Not to Suck
- Aim to play Galakrond, the Wretched once he is fully invoked. This way you maximize value and improve your chance to win. Obviously, do not wait if playing the card is the only thing that can save you. The weapon and the 4 demons are a large part of your winrate.
- Wait with Kronx Dragonhoof. You will not want to play this card to draw Galakrond, the Wretched unless your next turn could be a huge swing and you are sure you don't need Kronx Dragonhoof to close out the game. While the 5 damage to the face lethal is big and often a finisher, consider the other options too. The buff option is huge if your 4 Galakrond demons + 2 demons from the hero power are alive.
- Don't waste your removal at the first sight of a minion, especially against slow decks.
- You will most often want to play 2 invoke cards ASAP, so you can draw off Veiled Worshipper. She gives you HUGE tempo. This step is often a decider in the mirror match and plenty other slow matchups. Keep an eye on your hand limit. You don't want to risk to overdraw in this deck, especially before you've seen your win cons.
- Hold on to your Sacrificial Pact for when the time is ripe. Try to sac your imps when they would either die for certain, get eaten in crappy trades or when you have large boards smiling and ready to eat one of Priest's many mass removals. Imp face damage adds up and trading is another source of removal.
- Using a deck tracker is a good idea (even though I did not use one in my climb). It is a very useful tool to track dragon synergies, as well as how much removal, heal and minion threats you have left in your deck.
- Plague of Flames combos with invoke cards.
- Mo'arg Artificer combos with Dark Skies, Mortal Coil, Unstable Felbolt, and most importantly, Nether Breath.
- Don't just crap out a handful of minions on the board against heavy control decks. Priest will just eat them all and thank you for the free win. Save up your minions.
- On the topic of saving things, think before playing every card. Does playing the card truly put you in a position better than before playing it? Card advantage, tempo, board advantage, health totals and the hand limit are all factors.
- Don't overcrap the tap. If you run into fatigue every game vs control and tap 12 life every game against aggro, you do indeed overcrap the tap. Chill with the hero power and check tip number 10.
- Don't undercrap the tap. Warlock has the most powerful, but also the most skill-based hero power. Mastering its use is a big factor in getting good at warlock decks in general.
- Learn. While there is a metric shitton of luck in Hearthstone, that doesn't excuse you and give you a free pass to be bad. After every loss or losing streak ask yourself: "Am I doing something even slightly wrong?", then when you start to see the answer yes, start to ask yourself the same thing WHEN YOU WIN. Winning won't mean you are the better player 100% of the time. Stay humble. Every single missplay you recognize is a missplay you will not repeat.
If they're playing Priest say "Thank you." when you win.Stay nice and respectful to your opponents.Unless they are playing Priest.
HUGE SHOUTOUT TO SHENNON FOR HELPING ME WRITE THIS SECTION!
100 upvotes - coaching session for 5 random newer players
If we reach any higher milestones, suggest your own rewards.
Looks interesting and I think if I should craft it, but I wonder why there is not Twisting Nether here?
Twisting Nether is too slow of a card for modern Hearthstone.
Was the 69th upvote. Nice
Hey, just went from D4 to legend for the first time, with a 76% winrate, thx a lot !
Glad you enjoy the deck man! :)
Enjoy your beautiful new cardback mate! If you have a proof of legend I can feature you in the guide!
Is the winrate really 47%? That wouldn't work.
Didn't ever record my own stats. The 47% comes from all the people that craft the deck thinking it's the easiest thing ever to play, then getting very disappointed learning you need two hands to play it. :=)
Well, all this is probably pretty obvious to any more experienced Gala Lock player, but the point is, in some matchups it just doesn't work.
Res Priest can out-value you with constant string of taunts, heals, removals and Galakrond hero power aka infinite value generator. Your best strategy against him is to play your fully upgraded Galakrond, next turn Alex his face (to reduce him to 15 HP) and then slap him with everything you have. If that doesn't work, then you have very low chance to win (maybe by some lucky high-roll from Queen Alex and finish with Zeph but that's not likely).
Against Spell Mage (especially Big Spell Mage) is pretty much same story. Don't count on beating his face down in a straightforward way, because he will stale your progress with freeze, removals, armor gain and taunts. If you can't finish him off with Galakrond-->Alex combo then he will most likely out-value you and finish you off with random generated burst spells.
Against aggro decks like Tempo DH and Face Hunter it's typical face DMG race. The will try to SMOrc you with every aggro tool they have, so you must draw all the answers exactly on time to stop them and stabilize. Statistically speaking, they are favored here, because they have more offensive tools and reach, than you do defensive ones (Face Hunter has 62% win rate against GL for a reason i guess...).
Against Galakrond Rogue (especially secrets variant) it's pretty much value game again, but less consistent (for him) this time. I'm able to beat him like 50/50, but it depends on his RNG. Once I've got double Priestess of Fury from Galakrond, but he played Soul Mirror discovered from Hench-Clan Burglar and killed me...
All that said, I was actually able to improve those matchups by including some tech cards. I'm playing 1x Living Dragonbreath for Mage marchup, 1x Terrorguard Escapee against Rez Priest (it's RNG based, but it still works most of the time) and 2x Khartut Defender for aggro matchups. Don't see any way to tech against Rogue though. It actually increased my winrate from like 52% to about 65% and I was able to climb form Gold 1 to Diamond 5 with my variant.
This one though, I find useless.
Don't quite agree with the 'pretty obvious' part. I've fought too many Galakrond Warlock players that seem to have no idea what they're doing. My final boss to legend was a mirror match up, and he used his cards in such a bad and ineffecient way. For example: there is no purpose to play Mo'arg Artificer without follow up, unless it is for tempo against aggro. I've seen too many people use Plague of Flames in bad ways. Same goes for Unstable Felbolt. Same even goes for Nether Breath you pretty much need to calculate wether you need this for face dmg or if you can use it onto minions (especially against priest/rogue match ups).
kinda wrote the tips, since I read a comment of a guy saying this deck is trash. Well it's not tier 1. But it should still have a positive win rate. If not, then you are just playing it wrong.
I prefer to use as few matchup specific tech cards as possible, going for more general tools (such as anti-aggro) whenever possible to increase the consistency of my own game plan. That being said, I do like your tech choices.
So what's your game plan against Rez Priest or Big Spell Mage with this deck variant? I ask honestly and I'm not trying to be sarcastic. Aside from mentioned Galakrond / Alex combo I see no way to squeeze victory there. You have literally 3 threats in your deck: Alex, Queen Alex and Galakrond. if they deal with them (which will usually happen), you're done. You cannot beat them in value race and you also cannot finish them before they have chance to unleash their power.
When I play this deck, I am usually outvalued by Priests (generally Galakrond). Have any tips for that?
I LOVE the deck though
I'm going to add more details to the guide later today! That being said, priest isn't an easy matchup, but making sure you get maximum value from your legendaries is part of it.
Glad you enjoy the deck!
Pretty nice deck. Returned to hearthstone a couple days ago and decided to craft a few decks to try climbing, this was one of them and so far one of my favorites. Since I just came back my stats are from somewhat low elo (climbed from B10 to G6 so far). Before my deck tracker stopped working I had 74% wr (25W - 9L) and managed to bump it up to 75% since (30W - 10L).
Had pretty much positive wr against all classes apart from hunter and druid (low sample size). My 2 most played against classes were priests (6-1) and DH (6-3).
Thanks for the deck ^^
Honestly glad you like it man! Welcome back!
Hey man, thanks for the comment!
I see you really understand this deck far better than I imagine most people do and your write up is high quality. I especially agree on maximizing Galakrond and Kronx. Would you mind if I used things you stated in the comment in the deck write-up? I would, of course, credit you fully to the section of the guide.
Sure do ;)
I reached legend with this exact decklist one month ago. 2 Mo'arg Artificer is overkill, and you kinda wanna keep this card for the double life steal. IMO prob one of the best Galakrond lists.
My latest changes were 1 Overconfident Orc for Acidic Swamp Ooze, but this depends on what you face really.
I made this change after getting too much damage from DH Warglaives and Hunter dragon weap.
Also 1 Plague of Flames for 1 Twisted Knowledge. A good Galakrond player doesn't need Plague of Flames that quick, and I often found this a dead card in my hand. Twisted Knowledge is actually pretty good (found this out in Tavern Brawl). It often gives you another Dark Skies, which is IMO your best removal tool.
I don't say these changes make it a better list, but they are good sides swaps.
For this month I have stopped playing this deck, after having played more than 150 games with it, and it is just not that good anymore as it was before the Sac Pac nerf. Still a good deck nevertheless (I got around 59% winrate over 135 recorded games, but it requires good knowledge of the deck). 65-70% before hitting legend.
Here a few tips for you Galakrond Warlocks out there:
Happy climbing ;)
While this deck can handle aggro (with good draws) it will loose against any heavy control deck and quite often fatigue will kill you.
While I had pretty solid results against control, fatigue has come up a few times.