Wild Lakkari Sacrifice
- Last updated Jun 21, 2017 (Un'Goro Launch)
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Wild
- 19 Minions
- 11 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Discardlock
- Crafting Cost: 5280
- Dust Needed: Loading Collection
- Created: 5/22/2017 (Un'Goro Launch)

- Earwinfirwat
- Registered User
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- 5
- 5
- 21
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Battle Tag:
Earwinfirwat#1632
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Region:
US
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Total Deck Rating
100
Before writing this deck off as a gimmick due to some unusual inclusions, forget all opinions you have formed about the strength of any individual card in this list and look at the big picture. This deck is one that thrives on synergy. Wild as a format has already begun moving in a direction where good synergies are more powerful than a single card's individual strength and this will only become more true with each expansion.
How to play the deck:
This is not an Aggro deck. Nor is it a Control deck, or at least not in the same sense that Renolock is. The best way I can think to describe it is a Mid-Range/Tempo deck. This deck contains some of the most efficient, tempo generating minions and spells in the game such as Doomguard, Lakkari Felhound and Soulfire just to name a few.
Its very important that you are greedy with your Malchezaar's Imps because running out of steam will be your downfall. When playing Dark Peddler you should prioritize Malchezaar's Imp first, and Soulfire second. If neither of those are offered then just take whichever option is best for your situation. If the card you get isn't very good, don't worry. You can always discard it.
Playing for board control is very important. Casting Nether Portal is only good if you have the board. Its perfectly fine to use Doomguard and Soulfire to get an advantage on board. In fact, this is almost always what these should be used for. If you're saving them for burst, you're doing it wrong. The Nether Imps you gain each turn from your Nether Portal will help you to not only outvalue your opponent, but give you inevitability which will lead to a win. Very rarely will I ever Life Tap once I've gotten my quest off because the reality is you don't need to. That's the beauty of infinite value :)
The 'Core' of the deck:
Malchezaar's Imp-This is hands down the best card in the deck. Without it the deck could not function without Life Tapping yourself to death.
Dark Peddler-A true unspoken hero of the deck. It adds discard fodder to your hand, but what is truly awesome about this unassuming little guy is that he can discover malchazaar's imp and Soulfire.
Darkshire Librarian-Not only does she help complete the quest, but she draws you a card to replace the one you discarded when she dies.
Fist of Jaraxxus-This card has been put down in the past because if you draw it once you have no more discard left in your deck, paying 4 mana for it sucks. Fortunately that is not an issue with this list. There is so much discard that you can always count on discarding it eventually to get maximum value.
Dark Bargain-Another card deemed unworthy in the past but is now strong enough to make it in Wild. Sometimes RNG doesn't always go your way and you discard one or two of your powerhouse discard minions in the early game. The addition of this card to the deck ensures that you have enough discard to finish your quest. it truly is great.
Silverware Golem-Because 0 mana 3/3's are good.
Clutchmother Zavas-Because she is legendary, you might not even see her in some games, but thanks to her I have completed my quest as early as turn 5. The fact that she never allows you to run out of cards in hand until you play her is actually better than the fact that she gets +2/+2 each time she gets discarded.
Soulfire-The highest damage-to-mana card in the game. This card allows you to generate some serious tempo when used on a minion or it can be used to push for lethal damage in the late game.
succubus-Sometimes you discard your powerhouse discard minions and you need a back-up. This often overlooked beauty helps ensure you have enough discard to get you there.
Doomguard-A minion who in most other decks isn't played until the lategame when your hand is already empty, but I have played this on turn 5 many times for the sake of controlling the board and it's usually the correct play. This card generates so much tempo for you while also working towards your quest you'd be silly not to include it.
Lakkari Felhound-4 mana 3/8 taunt? Advances your Quest? sign me up! A powerhouse against aggro.
Lakkari Sacrifice-Your win-condition. The infinite-value-generating-pot-of-gold-at-the-end-of-the-rainbow! Once you have completed the quest and played your Nether Portal you generally don't need to tap anymore due to the fact that you get 2 free 3/2's at the end of each of your turns.
Flex Spots:
Mortal Coil-A powerful card that I chose to include. You could consider another early game option in this slot, but I like the 1 damage+card draw.
Tiny Knight of Evil-This card doesn't break the deck, but it has good synergies and it usually draws removal, which is pretty good because that means its more likely they won't have removal for your Malchezaar's Imp, so in that regard it's quite good so I kept it in my list.
Imp Gang Boss-A good solid minion who is great at controlling the board. I'm never sad to discard this card. I think it is good enough to be considered a staple, however if a better discard synergy minion is printed its possible this could be cut someday.
Imp-losion-A powerful card for controlling the board and an overall good card, but same as Imp Gang Boss, i'm never sad to discard it and this could easily be cut for something else.
Are you telling me Lakkari Sacrifice isn't 100% utter trash???? Damn, I might try this deck. Never have I been disappointed that much by a card
oh god , i love this deck its really strong , thanks alot man for the cool deck
Thanks! i post a new one each week, so if you enjoyed this one be sure to check out my others! :)
Have been playing a similar list with good success through Rank 20-12. I have dropped one Dark Bargain and Mortal Coil in favor of two Bloodfury Potion's. This allows for early excellent trades or allows for even faster races to the opponents face. It allows the deck to undercut control decks even sooner then they can gather steam. I've also found Bloodfury Potion performs well when your facing Priest, as it typically puts a demon such as Malchezaar's Imp out of Shadow Word: Pain range and out of harm's way when facing decks with weapons typically.
Thank you for your awesome deck! This deck is very interesting and powerful. I enjoy it. Thanks again!
The pleasure is mine! And if you enjoyed this one I have many others you might enjoy as well! You should check them out here: http://www.hearthpwn.com/members/Earwinfirwat/decks
Wow, some really crazy experiences with this list. Works pretty well! Some crazy tempo to be had for sure. Enjoying the list, not tier 1, but tier fun and somewhat viable.
That's all I really aim for when I build these decks each week. good enough to have some fun and finish your daily quests! :)
It's amazing how much better the wild version of this quest deck is than any of the standard versions I've tried. The little bit of extra synergy from Tiny Knight of Evil, Fist of Jarraxxus, and Dark Bargain goes a long way. Quite often the win comes simply from tempo, with the quest portal kicking in right as you lose steam in terms of hand size. In that way it acts as a secondary win condition against the control decks that might withstand your early game.
^this guy gets it! :)
I'm really enjoying the deck. I'm trying some other cards in place of Implosion. I've been finding that, while it's a good spell, it doesn't really work well with anything else in the deck, and the imps can sometimes clog up slots when the portal is out. Right now I'm trying out Hellfire in its place to give you a comeback mechanic against super aggro decks that might beat you on the board by turn 4.
I too have experimented with replacements for implosion. I'm currently testing 1 shadow bolt, 1 demonwrath. I am also trying out running Elise Starseeker in place of 1 Mortal Coil in hopes of improving lategame topdecks. Sadly I don't have much time to play anymore. I have a vacation coming up in a month though, so hopefully I'll get to tinker with it!
I've tried to make the quest work in a control oriented deck in standard, with little success. A tempo driven deck may not be a bad idea, but this is difficult to pull off in standard given the options available. Fundamentally, the issue lies with the discard cards themselves sucking so much. Felhound may be high tempo, but it is still not worth the cost. Dark bargain is even worse, if there was anything I'd cut it'd be that. The random nature of the card is ridiculous when you consider the cost, three cards to maybe kill two of their cards and at 6 mana.
Fist of jaraxxus may not suck as much, as alongside golem and clutch you have more common "positive" discards. Really though, if they want people to play with these discard cards they have to fix the mechanic at its core, random discarding is just too awful and too likely to screwup your line of play at any given time.
Played this last season and played it some more this season. I have to say that Dark Bargain has been a game winner for me. I run two! I could care less if I discard it early-game, but it has saved my butt so many times at end game and usually allows me to complete my quest. HUGE tempo swing to clear two taunt minions or big guys threatening lethal around turn 7 or 8.
I climbed to rank 12 with this deck after making a couple replacements last season. + 2Darkbomb, +2Demonwrath, +2 Cruel Dinomancer, -2 Im-plosion, -2Imp Gang Boss, -2 Mortal Coil. I think the Darkbombs and Demonwrath were great choices, but Dinomancer totally sucks. Way too slow.
In wild, it has been surprisingly rare that i get an absolutely terrible draw. I get a bunch of friend requests telling me that I won because of a lucky draw, but this deck is full of discard and huge tempo that is really hard for opponents to keep up with. Taunts are a good way to stop the deck, but Dark Bargain or demonwrath buffed minion can usually break through those.
i think this deck can run away with a win against any deck with a decent draw, but i haven't tested it at high levels yet. I think the one thing this deck is missing is healing. Antique Healbots? This is my go-to wild deck right now for me when i'm tired of standard. Games are also very fast which is another plus compared to Reno decks or Control Shaman matches.
I play this deck pretty fast but haven't had a problem running out of cards. Mulligan for at least 1 2-mana discard. I'm always looking for succubus or dark librarian but not both. Throw back silverware golem or other cards; it is important to have a 2-drop discard on curve. You can play Dark Peddler or Tiny Knight or Tap on turn two if you get a Malchezaar's Imp in opening hand (imp + discard on turn 3). Don't want to accidentally discard you Imp! Everything else is fine to discard.
Honestly, the portal is like a 2nd win condition and a hand-refill. I find that i'm about out of cards but VERY CLOSE to closing out the win when i finish the quest. Often i dont even need to finish the quest to win. I've discarded the quest reward when i can win in two turns by applying more pressure withDoomguard, for example.
Good deck, OP. Having fun and that's what's important in wild! Even if it isn't going to take anyone to legend.
Good analysis of the deck. I think you are spot on here. I noticed the only time I need heals are when I don't get a Malchezaar's Imp and rely on Tapping to fill my hand. The problem with running any card that doesn't advance your quest or "want" to be discarded is that you can't rely on not discarding it. I think that is the only thing holding the deck back. Yeah you can add heals, but then you discard them. I tried adding 2 Renounce to turn my cards into something more impactful post quest, but I find I discard them most of the time. I tried running Elise Starseeker to try to turn my remaining deck into legendaries, but you draw monkey so late in the game, its not really even worth it. I think the deck is fun, but its missing one or two more good cards that have effects when discarded along with more cards like Malchezaar's Imp/Darkshire Librarian that help refill your hand and have Discard synergy themselves.
I honestly think Blizzard will print more of these cards in future expansions this year. I think they held back a little on the DiscoLock because they didn't want too many OP decks to pop up in Un'Goro. By spacing out cards that make other Quest decks good that don't currently see play in standard it helps shake up the metagame with new expansions. Even though Pally, Warlock, Druid quests were released in Un'Goro, if they get enough support to see play with the next expansion it will feel like they were released in the next. that's just my theory anyway.
Why isn't malganis making the list for the demon buffs?
Because you don't need him. And if you were to discard him it would feel bad. By not including him you reduce the likelihood of tilting yourself, but this is only secondary. This is a tempo deck, and Mal'Ganis is too slow and unnecessary.
I tried making this work in standard last month and pulled off the quest quite a few times (lower on ladder; think rank 15), but with no consistency. I found that if I was ahead, I could close out the game before needing the portal or I would win games when the portal came out. Rarely if ever grinded out a win with "infinite value." Part of my problem may have been play style. I was treating the deck more like aggro zoo rather than midrange. But, it is really hard to get the discards if you don't draw Silverware Golem or malchezar's imp. And it sucks to discard your discard cards. I eventually resorted to Deathwing to complete the quest reliably, but dropping Deathwing on the board usually wins the game by itself.
Since i have almost all the cards, i'll be giving this a try in Wild tonight sometime tonight. I love the idea of Dark Bargain and Tiny Knight of Evil. It was worth crafting a 2nd Dark Bargain just to give it a shot. Those may be the two cards this deck is missing. Dark Peddler looks interesting. I hope that this deck is somewhat viable.
What rank were you able to take it to? Does it climb the wild ladder well? Looks like there are plenty of discard targets but does the deck need healing? Can you win games without pulling Malchezar's Imp?