Q-Kal-Sath-Dread-Wrapper
- Last updated Jun 22, 2020 (Twin Slice Nerf)
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Wild
- 21 Minions
- 9 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Quest Warlock
- Crafting Cost: 14880
- Dust Needed: Loading Collection
- Created: 6/22/2020 (Twin Slice Nerf)
- Jobo66az
- Registered User
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- 5
- 11
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Battle Tag:
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Region:
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Total Deck Rating
23
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. ;)
Depth Charge is a horrible card useless except you start with it or draw it in first 2-3 turns, same for Doomsayer and Body Wrapper sux especialy if you are ofered a choice of Depth Charge and Doomsayer...
I play similar deck but I prefer more value thx to Vulpera Scoundrel and Twisted Knowledge.
Agreed. Though i personally didnt find much of value when i ran vulperas. Love twisted knowledge though, once in a while it can kinda make things awkward, but typically its just great. I did have a lot of fun with body wrappers, but they just were too slow and ultimately just made the list want to play too greedy. I'd be interested in viewing your list, if you have it posted somewhere. Was hoping there'd be much more(or even some, any, a little) discussion here about the deck and potential changes, but looks like this one is going no where fast
Oh, i suppose the important bit i left out, is that the final version of the list ended up taking me to plat pretty easily. Its definitely not top tier in standard, but I've very recently started to test in wild( i dont really have any wild cards hardly at all, but figured yolo) and its a whole new world. So far i'm 12-3, with the 3 all being outright my bad. Only one of which I can even sort of try to put on the deck even. Its just so fun and strong, but it definitely takes time to get the hang of.
Still pissed it got flagged as spam and then the 'staff' here couldnt be bothered to communicate with me in any way shape or form about why, or what i did, or could do, or anything. Was incredibly good experience before all that bullshit though. Lots of community support, and feedback, and just was one of my better HS experiences. I hope you have a much much much better hearthpwn experience than I did. Anyway, just wanted to share the list and whatever in hopes it may in one way or another assist you in your theorycrafting journey. I did a few adjustments since the list was taken down, but as i see you are going a bit different direction with yours, i figure the minor details arnt important. If you find yourself needing someone to bounce ideas off of or anything of that sort, i'd be happy to help if I can.
I'm not sure exactly what you are aiming for with your list, I was trying to be as competative as possible, so ended up removing a lot of fun combos/synergies/etc. But I have tried every card you currently have listed in yours, to various degrees of success. Anyway I will shut it before i ramble on and on too much, as I tend to do.(I'm quite passionate about this combo-version of questlock) GG and GL
edit - Whoops, i lied, this is a bit further off the final version than i remembered. But i wont rant any furhter, if interested in discussion just hmu
Still a work in progress...