My latest take on the Lock quest deck, utilizing the Kal-Sathro repeating motif.
This deck is fun because it requires strategy in timing the many synergies available, and the options available in the duplicity of cards ftw.
Of course you keep and play the Quest on T1, and then your mantra for mana use till round 4 or 5 is "draw early, draw often". Taunt your opponent taking early damage, especially if they're playing a lot of low-cost 1/1 and 2/2 type minions. Relax, you have loads of early board clearing cards coming, and always with the quest twisting in necessary early heals from Momma.
Mulligan for Plot Twist (1) by getting rid of anything that isn't helpful early. You want your <4 mana board clearers, but having one twist takes priority over clearers. Even Sathro'ing the Body Wrapper can yield surprisingly strong finishes against all decks.
Always nice to pop a twist with Kel on board too. This move can mirror the priest card that fills the board with 1/1 minions, except the Lock's have rush. Just keep track of which minions are "real" and which are gonna die at the end of the turn and utilize your board wisely.
Krag is a good T4 play to clear an X/4 minion and leave a 2/3 taunt behind. Can't tell you the number of times this is the case in the current meta.
Dark Sky is reliably epic too, since the objective is to get ten cards in your hand. The deck plays out with duplicated Kan's, Dreadlords and Primes, or Sath's for that matter lol.
Using Merch to dupe Sath is advisable. As is using the perfect Infiltrator to copy an opponent's Primer or other sweet Legendary and then wrap it back into your hand just as you would a Kan Primer.
Had some trouble with a well built reborn quest pally, but 75% WR after 20 games on this build, but only in Silver tier so far. ;)