I'm not attempting to claim this as a new idea; I have actually been interested in this concept for quite a while now, and have researched it on several occasions. The reason I'm making a discussion about it now is because I have recently unpacked both cards, so I can experiment with what works and what doesn't.
The basic idea is, create a deck with cards like molten giants, mountain giants and twilight drakes, and use removal, AoE and taunt givers to stay alive during the early/mid game. I tend to turn 9 Jaraxxus turn 10 Twisting Nether + Infernal. You should almost never twisting nether before jaraxxus, because players tend to play all their minions once you've played him. In this case, AoE basically means hellfire and shadowflame, if you're lucky. These tend to be pretty effective, especially hellfire because of your lack of low health minions on the board. In terms of taunt givers, the only options you really have at your disposal are sunfuries and arguses. Removal is pretty obvious, and shadow bolt combined with mortal coil can trade one for one with Yetis etc. The main problem with this deck is gauging whether your opponent has lethal or not. This is sometimes extremely difficult, especially when it's turn 7 or 8 and you're hovering at about 15 or less health. I'm not sure how to fix this problem. Thoughts?
Oh, and sense demons basically guarantees a jaraxxus draw.
I'm not attempting to claim this as a new idea; I have actually been interested in this concept for quite a while now, and have researched it on several occasions. The reason I'm making a discussion about it now is because I have recently unpacked both cards, so I can experiment with what works and what doesn't.
The basic idea is, create a deck with cards like molten giants, mountain giants and twilight drakes, and use removal, AoE and taunt givers to stay alive during the early/mid game. I tend to turn 9 Jaraxxus turn 10 Twisting Nether + Infernal. You should almost never twisting nether before jaraxxus, because players tend to play all their minions once you've played him. In this case, AoE basically means hellfire and shadowflame, if you're lucky. These tend to be pretty effective, especially hellfire because of your lack of low health minions on the board. In terms of taunt givers, the only options you really have at your disposal are sunfuries and arguses. Removal is pretty obvious, and shadow bolt combined with mortal coil can trade one for one with Yetis etc. The main problem with this deck is gauging whether your opponent has lethal or not. This is sometimes extremely difficult, especially when it's turn 7 or 8 and you're hovering at about 15 or less health. I'm not sure how to fix this problem. Thoughts?
Oh, and sense demons basically guarantees a jaraxxus draw.
The deck is actually called Handlock, It was made by LS
This is my Variation: Here
I would just copy a deck list honestly,
Thanks, do you know if it can be used for ranked or if it's just trolls?