Winrate 70-75% from D4 to Legend (for v1.1)
Why you should try (any) quest malylock
1) Interesting, hard to pilot, many win conditions
2) Up to 20hp heal from breath
3) You have "useless" warlock cards, such as Supreme Archaeology, Keli'dan the Breaker, Arch-Villain Rafaam ( Fel Lord Betrug does not work for me, I tried...)
Some text, thoughts and card choice
The first problem after completing the quest is full hand.
To use HP, we have to play two cards in a turn. That's why I cut out the second Soulfire and left only one Khartut (you can cut it for another cheap option)
Cases when I use Arch-Villain Rafaam
as combo deck:
- no discounted dragons and spells for win
- no face damage spells left
- opponent has too many armor
as control deck:
- not enough resources
- bombs in my deck
The deck contains minimum of duplicates in order to enable highlander cards as quickly as possible.
My specific cards:
Acidic Swamp Ooze - too many weapons in meta. It helps a lot. It's also cheap and can be dumped in late game with full hand.
Bloodmage Thalnos - the third Mo'arg Artificer. Perfectly works with Rain of Fire and Dark Skies. Also draws a card.
Twisted Knowledge - in most cases, I use it to get Plot Twist or control tools.
Khartut Defender - extra survivability
Sky Gen'ral Kragg - Taunt. Removal. Relatively cheap for "play 2 cards and use HP".
Arch-Villain Rafaam - I added him because of Bomb Warriors. I don't use Rafaam so often. Try another cards if you don't have him.
Other decent options:
Questing Explorer - helpful in early game.
Abyssal Summoner - awesome on turn 6 with full hand. Usually, opponents can find a way to deal with this, so I prefer khartut with 6hp heal.
Vulpera Scoundrel - similar to Twisted Knowledge. She can find a good spell for your needs.
Escaped Manasaber - good minion for early game or 1 extra mana for combo.
The Dark Portal, Frizz Kindleroost, Jepetto Joybuzz - could be a great inclusion. I don't want to spend dust on these legendary cards.