Infinite Dinomancer Handlock

Last updated 4 years, 10 months ago by
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Inspired by NOveXoR's Infinite Cruel Dinomancer theorycraft, this is a more handlock take on the deck, to try to get the combo pieces out faster. The idea is to play (and maybe destroy depending on the deck you are facing) Expired Merchant when you have Cruel Dinomancer in your hand. Then when you play Cruel Dinomancer later, they will come back after death (kinda like a super-big Dreadsteed) and you can multiply them with Carnivorous Cube, Spiritsinger Umbra, and Baron Rivendare.

Mulligan: Obviously keep Expired Merchant and Cruel Dinomancer. It is probably ok to keep card draw cards (Kobold Librarian, Novice Engineer, and maybe Loot Hoarder and Acolyte of Pain). Against aggro maybe Doomsayer and Vulgar Homunculus, and consider Hellfire.

The Play: Early on try not to get too badly overrun on board and try to draw your combo pieces. When you have your combo pieces you have to decide if you need to kill Expired Merchant the turn she is played. Against most Priest decks I recommend to kill her if possible, since Priest can run many cards to ruin the effect. Other classes to consider an immediate kill are Rogue (Sap), Mage (Polymorph, Polymorph: Boar), and Shaman(Hex).

Another thing to consider after you kill Expired Merchant is that you might not want to use all of your Cruel Dinomancers at once, particularly against a Priest that can be running Mass Dispel or Psychic Scream. A smaller number of infinite Dinomancers can get the job done quite nicely.

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