Wheel Handlock

Last updated 1 month, 1 week ago by
  • Theorycraft
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That's right, you can play handlock again! The twist is, it takes a few extra giant minions to win the game now.

Mulligan:

Dependant on matchup, generally always want to keep Forge of Wills, Mountain Giant, and Dark Alley Pact if they're offered. Otherwise prioritize small minions, as well as removal if you are up against a Rogue, Hunter, DK, or Paladin, and combo pieces (Wheel, Fanottem, Symphony) if you see a Warrior or Priest.

First two turns:

The priority is only playing cards that replace themselves in your hand, or involve a net increase to your hand size. This is pretty much regardless of matchup because against aggro you will need an early table flip, and against control you want to get those mountain giants and big dark alley demons. Use fracking to search for combo pieces and don't worry too much about what you discard, we'll be destroying most of the deck anyway. Your small minions all either put something in your hand or draw you cards, so play them freely.

Turn 3-5:

This is all about getting the big stuff in play. Ideally you drop Forge of Wills on 3 so that you can double th 8/8 or 9/9 you summon on turn 4. This is enough to win some games, and should at least keep you competitive on board otherwise.

Turn 6+:

The game becomes less consistent at this point. Loken on 6 can draw your Fanottem, and your forge of wills should be coming back online to copy it. Once again, this can win a game, but we can't count on it happening every time.

Regardless, the goal should be to get Fanottem in hand by turn 8, which is when we are hoping to play the Wheel of Death. Fanottem is discounted to 0 and you may still have a forge to copy it again. Sometimes another turn or two to stabilize is necessary, sometimes you can skip the wheel if you are ahead enough on board and have a better way to develop minions.

If wheel is played, ideally you can follow up with symphony of sins, zilliax, or fizzle to delay fatigue. Reno can also be played at this point since an empty deck has no duplicates, and you definitely don't need the warlock hero power anymore.

Against aggro:

Clear the board as many times as you have to. Use your giants and big demons to trade, then start hitting face when they start to run out of gas. You probably won't play wheel in these matchups unless it's to get a big Fanottem turn.

Against control:

Threaten early with giants and demons, you can run over control decks that have a bad start. For those that DON'T have a bad start, expect to play to a wheel finish. In these matchups it's more important to have something to shuffle after the wheel turn. Symphony is best, followed by Zilliax and then Fizzle. Your Soulfreezes will probably still be in your hand at this point since early you were able to use them to trade. Use them sparingly to extend the game as long as possible. Reno is also a great tool at this point for clearing the board. A well timed Fizzle gives you a second Reno, which should basically seal the deal. Remember that clearing threats is not as important as usual because your win condition is now passive. You can spend more of your resources slowing your opponent down since you do not have to develop any threats of your own at this point.

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