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Load and Lock

  • Last updated Aug 8, 2017 (Quest Rogue Nerf)
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Wild

  • 20 Minions
  • 9 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4820
  • Dust Needed: Loading Collection
  • Created: 10/23/2015 (Warsong Nerf)
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  • Total Deck Rating

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Spare Parts are pretty much the best way to get off lots of card generation from Lock and Load. You can try using more Hunter spells, but unfortunately most of them are really weak for controlling the board, or just don't do enough to warrant a card slot.

Longbow is in there partly because I wanted an all golden deck (and happened to have that in gold already) and also deals with many threats (most minions have 5 health or less, if they don't I use BGH/mark or extra damage from minions or quick shot).

Have experimented with a version running more traps, but the tempo gained is usually not enough (even from mad scientists) and because of the nature of Lock and Load you have to make some compromises on burst damage, so can't expect to burst down your opponent as much as other Hunter decks.

The ideal situation is to proc both Lock and Loads off of Emperor Thaurissan and refill your hand with threats/removal. Of course it's still a pretty good late game play to double lock and load and remove creatures (without the cost reduction) with your spells (think turn 7+) or sometimes vs faster decks you may just be using it quite early on with spare parts or the coin to reach for some answers.

The webspinner is mostly in for Beast generation and to help Houndmaster get a target or to get better use from Kill Commands. The rest of the Mechs there are mainly for spare parts or just solid board presence, I tried using Toshley as well, but it was too slow to play Toshley and then Emperor, almost always want to Thaurissan turn 6 anyways (although Highmane can also be solid depending on your hand and the board).