Kind of off-topic but not worth starting up another thread imo. I've been kicking around the idea of two new decks.
1. Modern Malygos - Not a copy off these current decks but an original that's aoe heavy (2xhellfire, demonwrath, 2xshadowflame) along with thalnos. Basically want to play it like a freeze mage type style. Keep clearing board till you get can to late rounds. Would need refreshment vendors + healbots.
2. Dragon Handlock - I don't like these sets people are putting out and I think there is some potential. Chillmaw feels like a shit card for warlock, we have enough board clears, sticky minions, and self driving card draw that we should never completely lose the board. I feel corruptor is better than beltcher in current meta and would like to slightly tweak handlock with a bit of +twilight guardian & corruptor flavor.
I was struggling at finding time and motivation... did not played for the last 7 or 8 days at Hearthstone. Taking a break is defintely a consideration for myself. I've played many games in past months... and I'm quite a bit tired of cards games. I'll try to do Legend ... but not planning on playing much this season. Back to some other games... and also working quite much at university these next months (years I should say ha ha).
I was struggling at finding time and motivation... did not played for the last 7 or 8 days at Hearthstone. Taking a break is defintely a consideration for myself. I've played many games in past months... and I'm quite a bit tired of cards games. I'll try to do Legend ... but not planning on playing much this season. Back to some other games... and also working quite much at university these next months (years I should say ha ha).
I ended up at rank 2 5 stars still...
So, handlock not viable?
It's just a torture to play with so many aggro and varieties to tech against. Every class has at least 2 variants, which makes it hard to mulligan for, and we all know handlock relies heavily on mulligans. It's basically a crapshoot in this meta.
Too much luck involved in mulligan just to have an equal footing when the game starts, and then it gets super draw-dependant.
Other archetypes offer much faster games with higher win rate and less brain cell destruction for the same result.
I feel like something such as a tempo mage or druid decks are way more dependant on mulligan. If I have 8-10 cards turn 3-4 and 5 I likely have an answer, I tend to switch away from handlock when all I face are superfast aggro decks, which then yes you need a pretty good start, but as long as they don't draw into a perfect hand I still am 50/50 against those aggro types.
Been playing my Demond Handlock for 2 days now.. it's pretty good unless I'm facing facehunters. Win rate vs. Secret Pallies is actually pretty decent.
When I play handlock I feel like the game is already decided depending on opponent. I feel like people run much less variation than in the past. Examples:
Wins
Priest - +50% win, they run dragon and what else? All their decks are control oriented.
Warrior - 70-80% win; Only lose vs Patron IF I get a shitty hand and they get emp T at 6 and big combo, Only lose vs Control IF I'm dumb and voidcall Jaxx or they sneak a Garrosh charge when I'm getting greedy for giants.
Druid - <20% win; used to be better but no one plays ramp. I have no way to remove shade if I don't have hellfire turn 4, they control board, and they ALL play combo now.
Pal - 50/50; they play secret and get a turn 6 challenger they win; if they are control I win, aggro they win majority but I have a chance.
Mage - 30-40%; I beat mech (you don't see them as often) and mostly lose to freeze/tempo. If tempo draws early archmage it's over.
Sham/Rogue - do not exist
Ladder has become extremely boring with this deck lately. Either the deck is not "balanced" or the deck is perfectly balanced and other decks are "unbalanced", i.e. designed to counter specific situations. I wish there were more 50/50 matchups that went past turn 8.
Is malganis essential for demon handlock or can i sub it with demons like dread infernal or is that too much of a downgrade in this meta. I can craft both jaxx and malganis but i would prefer to hold off on crafting two class legendaries if possible and i prefer to craft jaxx.
I do not find Mal'ganis very useful, I might be undervaluing though. You never get a big attack round from several demons + dropping Mal'ganis like you do with Demon zoo. I pretty much use him as a taunt vs aggro.
I do not find Mal'ganis very useful, I might be undervaluing though. You never get a big attack round from several demons + dropping Mal'ganis like you do with Demon zoo. I pretty much use him as a taunt vs aggro.
So I'm guessing Malganis will be great against matchups that have burst damage like mage and hunters and not a lot of impact in matches against paladins and druids for example. I'm also assuming dropping malganis through a voidcaller lategame after moltens or so are dropped have much greater impact than a malganis being dropped mid game right? I'm still deciding if I should craft him or not because I would also like to craft other decks soon too.
Problem is, with so many aggro and midrange decks, I'm finding I'm looking for voidcaller, drake, taunts, watcher in my mulligan so you never really have late-game voidcallers after molten, unless you got a shitty hand :D
Following ways I use Mal'Ganis:
1. early game voidcaller -> Mal'Ganis, this can be game winning vs aggro decks. Following turn if you drake/taunt or watcher taunt and can get 1 or 2 turns out of Mal'Ganis it's over. You are tapping for free and hellfire w/o harm. However, vs midrange/control, 90% of the time he will be removed next turn, BGH or SWD/execute.
2. vs hunters/druids, he's a face damage or lethal soak. I've won a TON of games b/c hunters are depending on face damage (kill command + hero power) and I tuck Mal'Ganis behind a taunt creature on turn 8 (emp T on turn 6). HUGE value when hunters need to put unleash hounds + kill command into your Mal'Ganis. Druids he's a force of nature soak b/c it's extremely obvious and predictable. Actually without this card I would say hybrid druid vs handlock is one of the most unbalanced matchups in the game, rivaling freeze mage vs control war.
3. Buys an extra turn vs tempo/freeze mage. I've won several games b/c mage thought he had lethal w/ fireballs and drop Mal'Ganis to survive another turn.
TL;DR - in Demonzoo he's an aggressive card, in Handlock he's defensive
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Kind of off-topic but not worth starting up another thread imo. I've been kicking around the idea of two new decks.
1. Modern Malygos - Not a copy off these current decks but an original that's aoe heavy (2xhellfire, demonwrath, 2xshadowflame) along with thalnos. Basically want to play it like a freeze mage type style. Keep clearing board till you get can to late rounds. Would need refreshment vendors + healbots.
2. Dragon Handlock - I don't like these sets people are putting out and I think there is some potential. Chillmaw feels like a shit card for warlock, we have enough board clears, sticky minions, and self driving card draw that we should never completely lose the board. I feel corruptor is better than beltcher in current meta and would like to slightly tweak handlock with a bit of +twilight guardian & corruptor flavor.
Few days left, Hit legend yet?
It's not currently feasible unless you are a pro player or have ungodly amounts of time to play.
I was struggling at finding time and motivation... did not played for the last 7 or 8 days at Hearthstone. Taking a break is defintely a consideration for myself. I've played many games in past months... and I'm quite a bit tired of cards games. I'll try to do Legend ... but not planning on playing much this season. Back to some other games... and also working quite much at university these next months (years I should say ha ha).
I ended up at rank 2 5 stars still...
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
Quit school and hit legend. The card back > any degree m8
I already have the card back for over a year now... I'm just not using it.
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
So, handlock not viable?
It's just a torture to play with so many aggro and varieties to tech against. Every class has at least 2 variants, which makes it hard to mulligan for, and we all know handlock relies heavily on mulligans. It's basically a crapshoot in this meta.
Too much luck involved in mulligan just to have an equal footing when the game starts, and then it gets super draw-dependant.
Other archetypes offer much faster games with higher win rate and less brain cell destruction for the same result.
Only masochists play handlock.
"Put your face in the light!" - Tirion Fordring
I feel like something such as a tempo mage or druid decks are way more dependant on mulligan. If I have 8-10 cards turn 3-4 and 5 I likely have an answer, I tend to switch away from handlock when all I face are superfast aggro decks, which then yes you need a pretty good start, but as long as they don't draw into a perfect hand I still am 50/50 against those aggro types.
When i go ladder with my handlock i always get a few mages and hunters as thanks and all priests are long gone.
Strive for constant improvement and achieve your full potential.
Been playing my Demond Handlock for 2 days now.. it's pretty good unless I'm facing facehunters. Win rate vs. Secret Pallies is actually pretty decent.
When I play handlock I feel like the game is already decided depending on opponent. I feel like people run much less variation than in the past. Examples:
Wins
Priest - +50% win, they run dragon and what else? All their decks are control oriented.
Warrior - 70-80% win; Only lose vs Patron IF I get a shitty hand and they get emp T at 6 and big combo, Only lose vs Control IF I'm dumb and voidcall Jaxx or they sneak a Garrosh charge when I'm getting greedy for giants.
Druid - <20% win; used to be better but no one plays ramp. I have no way to remove shade if I don't have hellfire turn 4, they control board, and they ALL play combo now.
Pal - 50/50; they play secret and get a turn 6 challenger they win; if they are control I win, aggro they win majority but I have a chance.
Mage - 30-40%; I beat mech (you don't see them as often) and mostly lose to freeze/tempo. If tempo draws early archmage it's over.
Sham/Rogue - do not exist
Ladder has become extremely boring with this deck lately. Either the deck is not "balanced" or the deck is perfectly balanced and other decks are "unbalanced", i.e. designed to counter specific situations. I wish there were more 50/50 matchups that went past turn 8.
Is malganis essential for demon handlock or can i sub it with demons like dread infernal or is that too much of a downgrade in this meta. I can craft both jaxx and malganis but i would prefer to hold off on crafting two class legendaries if possible and i prefer to craft jaxx.
I do not find Mal'ganis very useful, I might be undervaluing though. You never get a big attack round from several demons + dropping Mal'ganis like you do with Demon zoo. I pretty much use him as a taunt vs aggro.
How is everyones experience of using demon handlock in this aggro and midrange meta? Is it pretty good against them?
I'm experiencing trouble vs temp mage, secret pal, and midrange sham (which you don't see). Rarely see hunters now for some reason.
Ohh and we get steamrolled by hybrid druid.
So I'm guessing Malganis will be great against matchups that have burst damage like mage and hunters and not a lot of impact in matches against paladins and druids for example. I'm also assuming dropping malganis through a voidcaller lategame after moltens or so are dropped have much greater impact than a malganis being dropped mid game right? I'm still deciding if I should craft him or not because I would also like to craft other decks soon too.
Problem is, with so many aggro and midrange decks, I'm finding I'm looking for voidcaller, drake, taunts, watcher in my mulligan so you never really have late-game voidcallers after molten, unless you got a shitty hand :D
Following ways I use Mal'Ganis:
1. early game voidcaller -> Mal'Ganis, this can be game winning vs aggro decks. Following turn if you drake/taunt or watcher taunt and can get 1 or 2 turns out of Mal'Ganis it's over. You are tapping for free and hellfire w/o harm. However, vs midrange/control, 90% of the time he will be removed next turn, BGH or SWD/execute.
2. vs hunters/druids, he's a face damage or lethal soak. I've won a TON of games b/c hunters are depending on face damage (kill command + hero power) and I tuck Mal'Ganis behind a taunt creature on turn 8 (emp T on turn 6). HUGE value when hunters need to put unleash hounds + kill command into your Mal'Ganis. Druids he's a force of nature soak b/c it's extremely obvious and predictable. Actually without this card I would say hybrid druid vs handlock is one of the most unbalanced matchups in the game, rivaling freeze mage vs control war.
3. Buys an extra turn vs tempo/freeze mage. I've won several games b/c mage thought he had lethal w/ fireballs and drop Mal'Ganis to survive another turn.
TL;DR - in Demonzoo he's an aggressive card, in Handlock he's defensive