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Quest Lock v3.0 | 77wr in high legend

  • Last updated Dec 22, 2021 (Fractured in Alterac Valley)
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Wild

  • 18 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Quest Warlock
  • Crafting Cost: 11640
  • Dust Needed: Loading Collection
  • Created: 12/21/2021 (Fractured in Alterac Valley)
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  • Battle Tag:

    Rays#21350

  • Region:

    EU

  • Total Deck Rating

    7

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(waiting for all vision stats)

Is a simple Quest Lock with 2 Altar of Fire to reach 10 cards in the deck
(when you need and fast as possible)
For playing very good plays in the early game 

I try this deck for climbing in high legend 

1700 to 400/500 before patch
500 to 200 after patch 

Before the last patch (20/12/2021) I close with 80% wr in 40 games ... post-patch this deck is insane 
IIf you want I can add screens and if someone is also interested in a guide on the Mulligan (example against Celestial Druid)


I waiting for your votes 👀

Enjoy;)

___________________________________________________________________________

You ask it so .............. TADAAAAAAAAAAAAAAAAAAA
PS. this is my first guide so be patient 😬 

Strategy - How to Play

The initial strategy is not to give the opponent's possible to win the game, like any deck control.

Try to always remain on a number of cards in high hand so as to take advantage of both Goldshire Gnoll and Anetheron and if they recycle their value with Raise Dead to replays them in the early game.

Never keep the Battleground Battlemaster in the Mulligan but evaluate the scenarios where it will be played in the next rounds to have Lethal or do much damage.

The Quest serves both to serve the Flesh Giant  and as the LAST closer what time the resources of the deck are not enough, not based on the games always on the quest for how strong it is in 50 games I have won at most 7 completing the quest

TIP:
-Attention to the Dreadlich Tamsin  that could increase the number of cards in the deck of 3 and then deactivate  Blood Shard Bristleback and Barrens Scavenger 
- If you have a turn 6/7 empty, playing Mutanus the Devourer  only for a tempo play is good, Obviously, if we don't have a good idea of the minion we try to eat

Mulligan Guide

Quest ... Always Keep 🤣

Turn 2 is always (except Cases Example Irondeep Trogg [/card] Pre Nerf)  do hero power

Always Keep Tour Guide or Backfire (1 Copy)

If we have the coin we can try to take 1 [card]Altar of Fire , especially against combos / otk or aggro for Burn important cards from the opponent's deck and also to quickly activate Blood Shard Bristleback and Barrens Scavenger 

Vs Celestial Druid 
Always Keep Goldshire Gnoll, Flesh Giant and Mutanus the Devourer.
Because after the opponent play Celestial Alignment we can do a very Power Play because Goldshire Gnoll and  Flesh Giant  cost 0 ... MAGIC *-*
and With Mutanus the Devourer. we try to eat important Minion

You can keep Cult Neophyte  for after the opponent plays ramp to delay the "celestial play" 

don't worry ... the other mulligan is faster 👀

Vs aggro

A good keeps are: 
[card]Shadowblade Slinger [/card], Touch of the Nathrezim [/card] and [card]Goldshire Gnoll 
For control board on the early game,

TIP:
remember to try a power play with Tamsin Roame  for control board and heal yourself, sometimes this power play is a win condition so wait for the better moment to play it.


VS Combo/Control/Otk
All of this matchup ... I found it so easy 
A good keeps are:
Altar of Fire , Anetheron (or Goldshire Gnoll )

VS Freeze OTK Shaman 
This is the most difficult matchup, the Mulligan is the same as for control decks, points to advance with the quest and put on heavy board but in this case, I recommend being careful not to fill the board because once we have 7 minions frozen the game is lost, in reality, if we play around this opponent play you will have a good chance of bringing it home
;)


And ... guys idk if you need more tell me :|