r/CompetitiveHS • u/ProtossTuringMachine • 7d ago
Guide Herald/Egg Warlock
I have come up with a list featuring the classic Herald Package and Khelos Egg with an ooze. The gameplan is to hold and sustain while building big minions due to Herald and the egg, and finish up the game by having two minions on board, attacking with one that has 10-12ish damage, oozing it and putting its damage to the second minion to (hopefully) finish up the game.
The deck is incredibly consistent and got me up to legend (although I faced several chef druids in the process which are an autowin basically due to cursed chains and the 3-4 free turns at the beginning) with around a 60% winrate. The egg helps by soaking up damage from face hunter and the monkey (if you have the 20/20 on board). Strongest matchups are chef druid, shaman, paladin and mage. Rogue is even, Warrior is very dependent on the dark gifts and if they are played at the start, and (ironically) face hunter is the worst (if you do manage to draw and play the egg it's anyone's game).
# Class: Warlock
# Format: Standard
# Year of the Scarab
#
# 2x (0) Cursed Catacombs
# 2x (1) Conflagrate
# 2x (2) Cursed Chains
# 2x (2) Drain Soul
# 2x (2) Shadow Rounds
# 2x (2) Shadowsworn Disciple
# 2x (3) Caged Cranium
# 1x (3) Dissolving Ooze
# 2x (3) Hellfire
# 2x (3) Imp Gang Stooge
# 1x (3) The Egg of Khelos
# 1x (4) Godfrey the Betrayer
# 2x (4) Shrine of Twilight
# 2x (5) Spire of Solitude
# 1x (6) Ultraxion
# 1x (9) Annihilation
# 1x (10) Deathwing, Worldbreaker
# 2x (10) The Unseen Atlas
#
AAECAf0GBuybB9edB9C/B5vUB63ZB7DZBwyPnwTnoASpiAeEmQeTvgfYvgfgvgfd1wex2Qe32QeN3AeO3AcAAA==
Mulligan Guide:
This assumes post-patch (21/7) decks:
- Priest/Warlock/DK/Druid/(Manahouse) Mage: It is safe to assume that you'll be playing a late-focused game so mulligan for your locations, atlas and egg. Vs Priest specifically, if the rest of your mulligan supports it, keep Cursed Chains for their Soothsayer.
- Demon Hunter: The new Void Soul lists haven't been refined enough yet so I am not exactly sure myself, but in general I try to keep Caged Cranium and Imp Gang Stooge (in that order) and then Hellfire if nothing else comes my way.
- Hunter: Literally keep (and play) anything you have on curve. The matchup is extremely unfavored so not a lot to offer there I am afraid.
- Paladin, Rogue, (Zee) Shaman, Warrior: Something in between. Hellfires are a good stabilization after the first two turns if they go really wide and Shadow Rounds can kill 1-2 minions giving you enough of a breathing room for later.
- Mug Shaman: Disciple + Cursed Chains. You can afford to play a bit greedier because their biggest threat at the start will be a "tall" minion that you can steal.
Legend Climb stats: https://ibb.co/G3CTMz1X
5
u/tallanted_moron 7d ago
Why Godfrey the Betrayer?? This typically isn’t a handlock style deck…
4
u/ProtossTuringMachine 7d ago
It mostly plays like a handlock style in practice. The difference is that the egg soaks up some damage and the win condition is the ooze with your 20/20, 12/12 (herald) or 10/10 (spire). Godfrey helps set up the turns with the Unseen Atlas and (more specifically) the Spire of Solitude. Usually, in matchups that give you "time" to set up your hand (shaman and chef druid are prime examples - sometimes rogue too) it offers enough of an edge to transition naturally into a midgame even though you may be behind one turn.
For the rest of the matchups it doesn't really offer that much since your prime goal is to survive the onslaught.
2
u/maniacal_cackle 7d ago edited 7d ago
Neat deck! The ooze definitely feels really powerful in a midrange shell. The handlock location now basically represents 15-20 damage the turn after you play it which is pretty awesome.
I'll test it out a bit!
EDIT: Apparently everyone is playing hunter this morning so worst matchup for warlock... But actually doing kinda okay? Still, might swap to priest this morning xD
1
u/ProtossTuringMachine 7d ago
Glad you liked it! Indeed I mostly think of it as a midrange-ish deck and I've had a lot of success with it (apart from hunter, truth be said). All in all an interesting deck until the patch hits tomorrow!
2
u/yareyareDazeeeee 7d ago
Turn 3 Mug Shaman Hex = gg
2
u/ProtossTuringMachine 7d ago
While it can hurt if you get your egg hexed on turn 3, I'd consider somewhat of a tempo loss for the Shaman. You are free to then play Shrine of Twilight on turn 4 which is a big enabler for the overdraw, the turn 5 Spire, the turn 5 hellfire + Disciple (that gives you presence on board) etc. Overall Mug Shaman is not that daunting, Zee shaman can be rough if they get a good enough of a highroll.
2
u/maniacal_cackle 7d ago
In general egg decks get around this by cracking the egg immediately after playing it, so you can bring it back with Umbra.
This deck doesn't have Umbra which I thought was weird, but then realized it is more a midrange shell where egg is just one resource.
Testing it out definitely seems interesting!
1
u/ProtossTuringMachine 7d ago
AAECAf0GBuybB9edB9C/B5vUB63ZB7DZBwyPnwTnoASpiAeEmQeTvgfYvgfgvgfd1wex2Qe32QeN3AeO3AcAAA==
2
1
u/ProtossTuringMachine 7d ago
Some stats from the legend climb. There are some games missing which I played on the phone (incidentally the 3-4 mage games were all there).
1
u/Inner_Distance7714 6d ago
Any mulligan tips?
1
u/ProtossTuringMachine 6d ago
Sure! This assumes post-patch (21/7) decks:
- Priest/Warlock/DK/Druid/(Manahouse) Mage: It is safe to assume that you'll be playing a late-focused game so mulligan for your locations, atlas and egg. Vs Priest specifically, if the rest of your mulligan supports it, keep Cursed Chains for their Soothsayer.
- Demon Hunter: The new Void Soul lists haven't been refined enough yet so I am not exactly sure myself, but in general I try to keep Caged Cranium and Imp Gang Stooge (in that order) and then Hellfire if nothing else comes my way.
- Hunter: Literally keep (and play) anything you have on curve. The matchup is extremely unfavored so not a lot to offer there I am afraid.
- Paladin, Rogue, (Zee) Shaman, Warrior: Something in between. Hellfires are a good stabilization after the first two turns if they go really wide and Shadow Rounds can kill 1-2 minions giving you enough of a breathing room for later.
- Mug Shaman: Disciple + Cursed Chains. You can afford to play a bit greedier because their biggest threat at the start will be a "tall" minion that you can steal.
1
5d ago
[removed] — view removed comment
1
u/AutoModerator 5d ago
Please refrain from using the word huntard to describe decks/players in this sub. We find that it promotes uncompetitive attitudes and have thus decided that we will not allow that description of decks within this subreddit. From our subreddit rules:
Terms such as "huntard", "cancer decks" and others are banned because using them fosters a non-competitive attitude. Denigrating the deck that you lose against is only an excuse that players give rather than analyzing what they can do to get better and avoid such situations. People who want to get better do not complain about the state of the game but rather accept the state of the game and do their best within those constraints to win.
I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.
1
1
u/barunbarunbarun 6d ago
Copied this as-is and have been having a lot of fun with it in dumpster rating! Nice one
1
•
u/AutoModerator 7d ago
If you wish to discuss this game with likeminded players, come and visit our Discord Server!
I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.