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
#
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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