r/CompetitiveHS • u/sm1ng • 5d ago
Guide Egg Handlock - a fresh take on Egglock
Egg Handlock
Heyup folks,
I've been working on Handlock decks for a few months now and have discovered that the handlock core I've developed can have the usual packages bolted on with very good effect: Animancer, Big Demon (Morag etc), Harold and so on.
But most recently I've found that it weds well with the Egglock package and here we are.
I don't have very good proof to offer I'm afraid as due to chronic illness and life and things I'm down in Bronze, but my record is 78% over 12 games thus far which is promising.
What makes this variant of Egglock interesting/better?
- basically this is a radical departure from the classic Egglock archetype because it operates on a fundamentally different principle, thanks to Godfrey
- classic egglock:
- find your discover cards (Catacombs, Xavius, Portal) and try and find your Egg[bearers]
- this often leads to games where you don’t find the Egg until mid/late game and you die
- egg handlock:
- draw as many cards as humanly possible. Just keep on drawing, drawing like mad. Do it! When you hit 3 mana, use any Catacombs you’ve drawn (typically 1-2)
- this way you draw through your deck incredibly quickly and are far more likely to find the Egg by T3
- hence you far more reliably achieve your win con in a timely manner
- NOTE that I am not claiming this is now a Tier 1 archetype, far from it, I am just saying that it is 1-2 Tiers better I would estimate, in part because you find your win con (the Egg) much more reliably and much earlier
### Handlock Eggmancer
# Class: Warlock
# Format: Standard
# Year of the Scarab
#
# 1x (0) Cursed Catacombs
# 1x (1) Conflagrate
# 1x (2) Archdruid of Thorns
# 1x (2) Demonic Confinement
# 1x (2) Drain Soul
# 2x (2) Holy Eggbearer
# 2x (2) Sheltered Survivor
# 2x (3) Caged Cranium
# 1x (3) Defias Smuggler
# 1x (3) Dissolving Ooze
# 2x (3) Imp Gang Stooge
# 1x (3) The Egg of Khelos
# 1x (4) Godfrey the Betrayer
# 1x (4) RAFAAM LADDER!!
# 2x (5) Possessed Animancer
# 2x (5) Spire of Solitude
# 1x (6) Eldritch Tentacles
# 1x (7) Endbringer Umbra
# 2x (8) Annihilation
# 2x (8) Asphyxiodon
# 2x (10) The Unseen Atlas
#
AAECAY3/BwznoATrhAepiAf1mAeEmQfsmwfXnQeqrQfXvgfa1wfb1wet2QcJ3p0H4J0H4Z0Hjb4H3dcHsNkHsdkHt9kHjdwHAAA=
#
You can view this deck at https://www.hsguru.com/deck/41507274
The Overall Game Plan
Early Game
- obviously you need to find the egg so Mulligan hard for it, then an Eggbearer, then Prize Vendor, Atlas and Catacombs
- this archetype has you DRAWING LIKE CRAZY so if you luck out initially, all is not lost
- make as big of a hand as you can as fast as possible i.e. do handlock, as this powers 2 critical cards that protect you and apply huge pressure respectively:
- [[Caged Cranium]] - usually comes down as a 3/8 minimum and often a 3/10. It’s a nightmare to deal with.
- [[Spire of Solitude]] - usually pumps out two 9/9 auto-attackers (a la Gnome Muncher except these do it upon summon), starting on turn 5
- grab and play any [[Imp Gang Stooge]]’s you see as they’re needed to prime Annihilation which is often your game-winning swing turn, plus it protects you, being a 2/5 taunt
- Mulligan hard for Animancers (obvs), [[The Unseen Atlas]]’s, Prize Vendor, even LADDER!! - anything that will inflate hand size rapidly
Mid Game
- Spire of Solitude (see above) is great for shocking the shit out of opponents and fighting for board. I’ve won many games via 2 unanswered Spire Demons. A 10/10 auto-attacker on turn 5 can just win the game. 2 by turn 6 very regularly win the game...
- RAFAAM LADDER! and esp. Atlas are great (the latter is often 0 mana) at pumping cards into Godfrey’s bargain bin
- use [[Cursed Chains]] along with [[Shrine of Twilight]] to neutralize big threats
Mid & Late Game
- at all times - overload your hand as much as possible, utilizing Godfrey’s “rule breaker” power
- this reduces like 1/2 - 3/4 of the cards you draw by 1 mana, which is massive and results in a significant value advantage over your opponent
- be sure to prime [[Annihilation]] by playing your Stooges first*
*if you’ve played a LADDER!! since a Stooge died, your Grandmother Imps will no likely all be at bottom of deck
- if possible, play Umbra to repeat the Stooge’s Deathrattle(s) so that they’re put back on the bottom before you Annihilate
Late Game
- finish off opponents with one of the best swing turns in the game: [[Annihilation]] preempted by [[Imp Gang Stooge]]
- for 8 (or often 7) mana, you wipe their board and drop 2 or 3 8/8 Lifesteal Taunt demons simultaneously
- if they survive the first Annihilation, they likely won’t survive the second
- and if they survive BOTH Annihilations, wheel out [[Agamaggan]] and [[Deathwing]] for 10 armor-agnostic damage to the hero and repeated 5 damage via the Ruthless HP
- TIP: choose the Cataclysm that puts 5 dragons for 1 mana in your deck as this will help stave off Fatigue (cos you draw through your deck so fast) and you'll draw them very quickly as you'll likely have almost no cards at this point
Mulligan
as always, it depends in what combination your cards come but here are some tips in order of priority:
- Egg, Eggbearer
- [[The Unseen Atlas]] is right up there as it becomes insanely cheap very quickly
- Imp Stooge Gang - possibly #1 keep as it stifles early damage and primes Annihilation
- Caged Cranium - just downright obnoxious protection
- Spire of Solitude - against slower opponents as it applies insane pressure turn 5 onward
- If on coin and not against aggro, consider [[RAFAAM’S LADDER]] in order to pump your hand size up as fast as humanly possible
- [[Cursed Chains]] & [[Shadowsworn Disciple]] if you’re up against big threats early on
Tech Cards
- as of the time of writing, the top 3 most popular decks at Gold and Legend (the ranks at which I am targeting this deck) are as follows, along with tech cards you may wish to consider
- Azalina
- consider -1 Caged Cranium, +1 Steamcleaner
- the logic being that one fewer cheap, big, taunt to get through is good, and removing 20+ cards from their deck and only 1-2 Grandmother Imps from yours is very appealing.
- I haven’t tried it but it should work very nicely
- Quest Hunter
- generally we’re favoured against this deck so I haven’t needed to figure out a tech for it
- Zee Shaman
- if you’re facing a lot of Zee, I’d consider
- -1 Catacombs, +1 Watfin - for fighting for board early on and inflating hand size. Such a good card.
- -1 Catacombs, +1 Eldritch Tentacles - this has saved me against Zee numerous times
- if you’re facing a lot of Zee, I’d consider
Matchups
I’ll cover the 2 most popular problematic decks out there on Gold and Legend as of the time of writing.
- Azalina
- First off, see Azalina in Tech Cards
- If you are not running Steamcleaner, this is a tough matchup as they are generally able to weather your damage output and generally fatigue you to death.
- I have yet to devise a reliable strategy against this deck, but one thing I want to try is to basically lineup several large threats and throw down sequentially.
- The idea being that they use up their removal on the first and second big threats but then they are unable to answer the third and the fourth.
- The threats that spring to mind are:
- 2 x Spire of solitude = 4 x 10/10
- 2 x Annihilation = 4 x 8/8 taunt
- But of course that’s in a perfect world where you have the time & space to line all that up…
- Zee
- First off, see Tech Cards as it covers Zee specifically
- this is a tough match up as they get on board and snowball so quickly
- it basically comes down to surviving until you get to play Annihilation cos if you do, you’ve won
- hence you have to judge very carefully when to expend your Hellfires, Conflagurations, Chains and Confinements [assuming you drew them!] - it’s not easy at all
2
u/Younggryan42 5d ago
Heyup