I have never played Handlock since I don't have all of the rares/legendaries required to complete the deck... though I have enough dust to do so currently. That said, I wanted to get some input on the role of Leeroy in the deck. I have seen most builds carry him, and I can't figure out for the life of me... why. He seems/feels counter-intuitive as a piece of the decks puzzle. Every time I've been on the other side of the table, whether I win or lose, the match plays out the same: Handlock player attempts to slowly build to their Giants end-game goal through various efficient "stabilization cards".
Enter Leeroy - he just doesn't fit into that slow rolling game plan. He's easily removed and provides additional threats for the opponent. Maybe I'm missing something though, so I'd love to hear others thoughts/opinions.
He's your finisher usually, it's pretty much SURPRISE here is 6 damage to the face hope you had the taunts down. The combo of Leeroy + Power Overwhelming + Faceless is an absolute beast of a burst too.
Just think of him as a kind of minigiant with a fixed cost and immediate impact on the board.
He's your finisher usually, it's pretty much SURPRISE here is 6 damage to the face hope you had the taunts down. The combo of Leeroy + Power Overwhelming + Faceless is an absolute beast of a burst too.
Just think of him as a kind of minigiant with a fixed cost and immediate impact on the board.
It just seems like those slots (both Leeroy and the Power Overwhelming) would be better served as using those slots to shore up your odds vs the decks you have issues with. Consistency vs doing something cute/tricksy. Otherwise they're going to be kind of dead in your hand until you can pull of your "Surprise mother !@#$#@r!" combo.
This is coming from a guy who played Handlock the whole last season: Leeroy wins games 9 times out of 10. Also, he doesn't necessarily always act as a finisher, since Leeroy + Shadowflame is also a very powerfull combo.
Rollback Post to RevisionRollBack
"I am Richard, Chief Warlock of the Brothers of Darkness, Lord of the Thirteen Hells, Master of the Bones, Emperor of the Black, Lord of the Undead, and The Mayor of a little village up the coast."
(snip) I wanted to get some input on the role of Leeroy in the deck. I have seen most builds carry him, and I can't figure out for the life of me... why. (snip)
Enter Leeroy - he just doesn't fit into that slow rolling game plan.
I could see the forest better if all these damn trees wouldn't get in the way.
Your giants don't have Charge; the best thing you can do to make them immediately relevant is impart Taunt. But then you're vulnerable to removal, and what with TBK and double BGH plus regular removal, you said it yourself - it's a slow rolling game plan. TOO slow.
Leeroy-PO-Faceless is a pretty suck combo. It comes out in some games, but typically you combo PO off some poop minion into Shadowflame, or Faceless off an opponent minion, or just Leeroy into PO for GG, or PO into Silence for effective heal - stuff like that. It's not like FoN/Roar; Druid typically has enough board control and recovery that they can stall until combo (even then they often don't pull it off); Handlock typically goes lower on life so is vulnerable to burst finishers - you can't play around waiting for combo so long.
Don't get me wrong, yeah, you CAN Leeroy/PO/Faceless, and in some games you even wait for it. But you don't put those cards in Handlock JUST to combo them, they have a lot of other uses.
If you see a post that you find objectionable, report it, it helps keep the forum clean. But be aware people are allowed a lot of latitude.
If you find my posts to be rude, objectionable, or whatever, well, I got tired of writing polite TL; DR (Too Long, Didn't Read) posts at crybaby whiners. So now I just make it short and nasty.
If you find that funny, well and good. If you find that sad, that's even better.
A'ighty guys. The consensus is more resounding than I would have thought - all with valid reasoning. I'll likely test various versions, with and without Leeroy so I can ask myself "Do I wish this was Leeroy right now?" for whatever I test in his spot. Thanks! :)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I have never played Handlock since I don't have all of the rares/legendaries required to complete the deck... though I have enough dust to do so currently. That said, I wanted to get some input on the role of Leeroy in the deck. I have seen most builds carry him, and I can't figure out for the life of me... why. He seems/feels counter-intuitive as a piece of the decks puzzle. Every time I've been on the other side of the table, whether I win or lose, the match plays out the same: Handlock player attempts to slowly build to their Giants end-game goal through various efficient "stabilization cards".
Enter Leeroy - he just doesn't fit into that slow rolling game plan. He's easily removed and provides additional threats for the opponent. Maybe I'm missing something though, so I'd love to hear others thoughts/opinions.
He's your finisher usually, it's pretty much SURPRISE here is 6 damage to the face hope you had the taunts down.
The combo of Leeroy + Power Overwhelming + Faceless is an absolute beast of a burst too.
Just think of him as a kind of minigiant with a fixed cost and immediate impact on the board.
It just seems like those slots (both Leeroy and the Power Overwhelming) would be better served as using those slots to shore up your odds vs the decks you have issues with. Consistency vs doing something cute/tricksy. Otherwise they're going to be kind of dead in your hand until you can pull of your "Surprise mother !@#$#@r!" combo.
This is coming from a guy who played Handlock the whole last season: Leeroy wins games 9 times out of 10.
Also, he doesn't necessarily always act as a finisher, since Leeroy + Shadowflame is also a very powerfull combo.
"I am Richard, Chief Warlock of the Brothers of Darkness, Lord of the Thirteen Hells, Master of the Bones, Emperor of the Black, Lord of the Undead, and The Mayor of a little village up the coast."
I could see the forest better if all these damn trees wouldn't get in the way.
Your giants don't have Charge; the best thing you can do to make them immediately relevant is impart Taunt. But then you're vulnerable to removal, and what with TBK and double BGH plus regular removal, you said it yourself - it's a slow rolling game plan. TOO slow.
Leeroy-PO-Faceless is a pretty suck combo. It comes out in some games, but typically you combo PO off some poop minion into Shadowflame, or Faceless off an opponent minion, or just Leeroy into PO for GG, or PO into Silence for effective heal - stuff like that. It's not like FoN/Roar; Druid typically has enough board control and recovery that they can stall until combo (even then they often don't pull it off); Handlock typically goes lower on life so is vulnerable to burst finishers - you can't play around waiting for combo so long.
Don't get me wrong, yeah, you CAN Leeroy/PO/Faceless, and in some games you even wait for it. But you don't put those cards in Handlock JUST to combo them, they have a lot of other uses.
If you see a post that you find objectionable, report it, it helps keep the forum clean. But be aware people are allowed a lot of latitude.
If you find my posts to be rude, objectionable, or whatever, well, I got tired of writing polite TL; DR (Too Long, Didn't Read) posts at crybaby whiners. So now I just make it short and nasty.
If you find that funny, well and good. If you find that sad, that's even better.
Getting lethal isn't cute or tricksy; it's how you win. Leeroy gives you a lot of combo potential and reach lethal you wouldn't have otherwise.
A'ighty guys. The consensus is more resounding than I would have thought - all with valid reasoning. I'll likely test various versions, with and without Leeroy so I can ask myself "Do I wish this was Leeroy right now?" for whatever I test in his spot. Thanks! :)