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[SA] Pain Handlock [/SA]

  • Last updated Aug 7, 2020 (Scholomance Academy)
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Wild

  • 27 Minions
  • 3 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 9200
  • Dust Needed: Loading Collection
  • Created: 8/7/2020 (Scholomance Academy)
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  • Battle Tag:

    #2731

  • Region:

    EU

  • Total Deck Rating

    4

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Hey guys, that's the first deck I publish here, a Warlock based on self-damages.

The key cards, in the main part of the game, are for sure Diseased Vulture and Darkglare. Honestly the second one is the card that made me think about this deck. Flame Imp, Raise Dead and expecially Neferset Thrasher support our strategy very well: facing a turn3 (4/5) forces our enemies to waste spells or their starting minions, and if they don't, a turn 4  Diseased Vulture or Darkglare could already turn the game. Usually any combination on those cards take us to have a big hand and a good board around tuns 4-5, but we can be even more aggressive if we start with Kanrethad Ebonlocke

Alongside this strategy, the Soul Fragments mechanic fits perfectly: 

-We usually don't want to play  Flame Imp on turn 1 so Spirit Jailer is the 1-drop we need

-Fragments give us health helping us staying alive, even cause we draw consistently, and trigger the health-change mechanich too

-Soul Shear and Shadowlight Scholar are good early removals that balances the deck (almos without control-spells) against aggro decks

-Void Drinker imo is a really op card, the cost is perfect to "close" our mana curve in the first part of the game, it protects our key minions from Rush and Weapons, and sometimes take big removals, making our Flesh Giant and Enhanced Dreadlord more elusive

-Soulciologist Malicia is not a must-have in this deck in my opinion, so you can save 1600 dust, but in some match-ups can really turn the game

The mid-late game is usually about dropping big minions at low cost, resurrecting with our Prime, and find the way to close the game. Usually the key is that our opponents has no more solutions, if we had a good value start.

Watching the cardlist this is for sure a midrange deck, but I noticed that the best games I had has been aggressive matches, so I'm wondering if to try to turn it into an aggro, removing cards like Enhanced Dreadlord, Vectus and Brittlebone Destroyer... but honestly I never play aggro decks so if anyone has some idea about how we can twist this deck let me know!

Thanks everybody for reading, as my first time here I ask you to tell me in the comments what do you think about the deck... but mostly about this little guide, I feel like this is quite bad so help me improve :)

 

MadArthur21