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MalyRenoDemonHandlock aka Ultimate Hybrid Warlock

  • Last updated Feb 2, 2016 (Explorers)
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Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 10360
  • Dust Needed: Loading Collection
  • Created: 2/2/2016 (Explorers)
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  • Total Deck Rating

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Greetings,

WestGaFresh here. I'm new to HearthPwn and this is the first homebrew deck that I have decided to share. I may be biased, but I think this deck is freaking awesome. I'm not on here talking about how many times I have reached legend (0, lol) or anything like that, but I feel like this deck is so badass I'd like to share it and get some feedback. I've been playing since Naxx release and Handlock has been one of my fave decks for a while. It's been pretty dead in the ladder meta, but I tried it out at the end of the January season, and it stood up fairly well until I got into rank 10, and it started losing steam. So, I started tinkering with it and I think I have stumbled upon the ultimate hybrid Warlock. It borrows elements from all of the viable Warlock archetypes that have been in use recently. Seriously it has it all, yo!

You have Handlock elements with the Molten Giant, Twilight Drake and Mountain Giant.

You have the demon package with Lord Jaraxxus, Mal'Ganis, Imp Gang Boss, and Voidcaller.

You have cards from Malylock decks such as Malygos, Soulfire and Drain Life. Then add to that some of the best AOE in the game with Twisting Nether, Hellfire, and Shadowflame. Finally Reno Jackson adds the Renolock flavor to the deck who is one of the stars of the deck along with Emperor Thaurissan.


 

Card Explanations:

 

Mortal Coil- Standard Warlock card for ping and card draw.

Power Overwhelming- Another standard Warlock card, mainly a Zoo staple, Use on a cheap minion to provide hard removal or possibly burst damage near the end of games,

Soulfire- Used to combo with Malygos for 9 burst damage to close the game.

Darkbomb- Early removal or can also be combined with Malygos late game for 8 damage, especially if Emperor Thaurissan was used earlier in the match.

Dark Peddler- Can be used early game to establish board presence and to also discover a possible Soulfire, Mortal Coil, Power Overwhelming, or Corruption for extra removal or any number or assorted cheap demons to help establish board presence.

Drain Life- Another card to use with Malygos for 7 burst dmg and 2 health. Can be comboed if once made cheaper via Emperor Thaurissan. Can also be used for cheap early removal. An alternative to this card is Imp-losion, but it can't go face.

Imp Gang Boss- Helps establish early board and spawns annoying 1/1 Imps that are good to use with Power Overwhelming.

Hellfire- Removal to clear board vs Zoo, Secret Pally, etc. Also helps deal damage to self to help activate Molten Giant.

Shadowflame- In the same vein as Hellfire. Board clear used to prolong the game. Combo with a Giant to wipe board of enemies with up to 8 health.

Voidcaller- Helps establish early board and can bring one of your big demons into play on turn 4 or 5. Can be used to bluff your opponent when you don't have a demon in your hand.

Doomguard- Fatty demon best comboed with Voidcaller. Can also be used for late burst damage to end game or as an answer to an annoying minion when you are in a pinch.

Siphon Soul- Hard removal for large targets and small boost to health to help keep you in the game.

Twisting Nether- Late game board clear. Best used with setting up your final push to victory.

Lord Jaraxxus- Late game minion or emergency escape hatch. Also an auto win card vs Priest. I have no problem playing him vs Priest even if I am near full health. Especially if the priest has already used Lightbomb or Shadow Word: Death and I have an Antique Healbot in hand. Priest just can't deal with his hero power.

Mal'Ganis- Another fatty demon that Voidcaller can get into the game early, at worst he will draw out hard removal, so that's one less removal your opponent has available late in the game when it gets hectic. Late in the game he buffs your demons, makes your hero immune, and is a minion your opponent has to deal with ASAP.

Acidic Swamp Ooze- Weapon removal for any Warriors, Paladins, Hunters or Rouges you may encounter on the ladder. I chose this over Harrison Jones as it fits the curve better and and it can be an early game 3/2 minion to establish the board if playing against a non-Weapon class.

Ironbeak Owl- A silence in this deck is mandatory IMO, as it can nullify minions like Tirion Fordring, Sludge Belcher, etc. You can also use on your frozen minions so you can attack if facing Freeze Mage, I also like to use it vs Tempo Mage when they most likely have a Mirror Entity in play so they aren't copying one of your other beastly minions instead.

Sunfury Protector- Used to taunt up your Giants or Voidcaller to help slow down aggro decks and to help you get to late game where this deck shines. Can also be used to trigger Mirror Entity.

Big Game Hunter- Do I need to explain?

Defender of Argus- See Sunfury Protector above.

Twilight Drake- Standard Handlock minion. I like to have this in my starting hand.

Antique Healbot- Keeps you in the game. Can be great once you haveLord Jaraxxus on the board. Prolongs the game to help your draw into Reno Jackson, hard removal or board clear if you don't already have one in hand. Also good to use to proc Mirror Entity.

Sludge Belcher- Helps protect from aggro decks, also can get your opponent to use removal or silence early game, so then they have  no answers for your late game fatties.

Emperor Thaurissan- One of my strategies is to get as many cards in hand as possible, then play the Emperor for mana reduction and he is a minion that your opponent has to deal with. If you have Soulfire, Malygos, and/or Drain Life in your hand when you play him it activates a devastating late game combo that your opponent will never see coming. You can play those 3 cards in one turn for an amazing 16 dmg and 2 health gain if they were all reduced by the Emperor, At worst you will be able to play 2 of those cards on the same turn.

Hogger- An annoying minion that produces taunts to help protect your face. 4 attack keeps it out of range of most Priest removal. Can be teched with cards such as Nexus-Champion Saraad or Sylvanas Windrunner if you prefer, but this deck is about prolonging the game which is why I roll with the Hog. Plus he will get your opponent to use removal which now won't be available to him later in the game.

Reno Jackson- The star of the whole effin show. Use you hero power with impunity knowing Reno's got your back. It is preferred to use him before you drop Lord Jaraxxus of course. Draw cards, setup the board, get your combos together, play Reno to press the reset button, and continue your march to victory.

Dr. Boom- He's Dr. 7. 'Nuff said.

Mountain Giant- I like to mulligan for him to get the deck started a la Handlock. Removal bait if nothing else. Opponent has to deal with him.

Molten Giant- Another Handlock staple. Play him for cheap once your health dwindles, then reset with Reno or Healbot. Another bait minion for hard removal at worst.


 

Most of the time I begin play as if it were a traditional Handlock, using the the first 3-4 turns tapping for card draw and setting up Twilight Drake and/or Mountain Giant. I mainly mulligan for Twilight Drake, Mountain Giant, a board clear if facing an aggro or token heavy deck such as Face Hunter, Secret Pally, Mech Mage, Zoo, or even Tempo Mage.

If you have the coin be sure to have an early game play like Darkbomb, or Imp Gang Boss, so you don't tap into burning a card by mistake, or you can always just play The Coin if no other options. Starting the game Handlock style allows me to read the opponent and determine what deck he is using and what actions I should take accordingly.

This deck has so many win conditions it's crazy. It can start off as a zoo deck, or handlock so your opponent will be guessing. It has tons of removal and AOE to control the board while setting up your win condition whether it be more giants than they can handle, or an attrition match ending with the Malylock combo coming out of nowhere, or Demon finishers.

I hope you guys give it a try and let me know what you think. If get enough likes I will put together a better guide and more mulligan details. Thanks folks!