Mulligans
While http://www.hearthstonetopdecks.com/decks/battlecry-handlock/ wrecks with combos like Leeroy Jenkins + Faceless Manipulator, this deck has a more slow style and uses powerful dragon synergies instead. Your win condition is with this deck is very different from
http://www.hearthstonetopdecks.com/decks/battlecry-handlock/ , often games are won with Ysera, or Lord Jaraxxus, providing long-term value. Plan B is use Leeroy Jenkins with Faceless Manipulator and Hellfires to OTK opponents. Either way, first we need to survive. And we achieve this by 3 ways,
1. Stabilizing the board. We achieve this goal with early game cards; Mortal Coil and Netherspite Historian. At turns 4-7 we come back with Hellfire board clears, and we then overpower other minions with Twilight Drake , Twilight Guardian, Mountain Giant, and Blackwing Corruptor.
2. Healing. Handlock/Dragonlock’s playstyle requires anywhere from 3-7 life taps per game. When aggro strikes in the early turns while we are tapping, we must heal up. At turns 4-5, we have anywhere from 15-20 hp; therefore we use massive amounts of healing such as 2 Earthen Ring Farseers, 2 Refreshment Vendors, and 2 Cult Apothecarys. Even vs control, our cards still have decent stats per mana cost, and are simply good on curve plays.
3. Taunt Up! The midturns 3-6 are crucial to our deck’s success. We must curve out well, and force the opponent to remove our minions instead of go face. 2x Sunfury Protector often supports a Mountain Giant or Twilight Drake right after it is played, while Defender of Argus help us use our weak minions to suddenly impact the board and provide real threats. Faceless Shambler is just as important, as it provides a fat taunt, stopping aggro in its tracks. Its the trio of Taunt! And they help us create a wall of 4/10s and 8/8s.
CARDS
Mortal Coil. Provides 3 crucial pieces, early game, cycle and removal. Very important in early game, but lacks in late game and control.
Netherspite Historian. Like Mortal Coil, it is extremely good early game and can remove, but it does not cycle. Although Discovering a Dragon is very useful, sometimes RNG just gives you: Nosdormu, Hungry Dragon and Dragonkin Sorcerer :/
Sunfury Protector. Gives Taunt, mid-game body, and makes “face” unobtainable. Its a vanilla body and saves you tons of hp. Perfect with Mountain Giant and Twilight Drake, and game winning with Ysera.
Earthen Ring Farseer. More healing is always welcome. So is an Early/mid-game body. Also makes Mountain Giant and Twilight Drake trade efficiently while getting a 3/3 on board. Also very useful when you are in Lord Jaraxxus mode.
Hellfire. Midgame Control is very important, and Hellfire does this perfectly. Almost always, your minions are left and they have few and damaged. Hellfire is also perfect tech card vs extreme aggro. It is one of the few Handlock cards that can be used very often and almost always generates tremendous value.
Shadowflame. After midgame turns 5-8, Shadowflame is your trump card. Powerful with all of your minions, although sparingly used to full potential, it is still especially important when you hit Mountain Giants or Sylvanas Windrunner to snag your opponent’s biggest minion.
Defender of Argus. Like Sunfury Protector it helps give taunt, but it trades cost for tech. +1/1 to adjects minions creates value trades when you hit your weak and damaged minions, but it still worse than sunfury when hitting Mountain Giants and Twilight Drakes.
Faceless Shambler. Creates 2 important things, Survivability and value. When we faceless on Mountain Giants and Twilight Drakes, we get a copy with taunt. It can be used quite easily, and effectively very often.
Refreshment Vendor. Heal for some more! Plus provides a minion perfect for trading. Particularly useful while in Lord Jaraxxus mode to stabilize your hp.
Twilight Drake. Powerful every time it is played, also provides a dragon activator. Very useful with Sunfury Protector.
Twilight Guardian. Average minion for trading, and has a bonus of taunt. Useful as a midrange taunt, usually it trades into 2 minions, providing some value.
Azure Drake. Cycle, and importantly a dragon. Also, 5 drops are lacking in handlock after Lotheb, Antique Healbot, and Sludge Belcher rotated out of standard. Provides a nice boost to our midgame and curve.
Blackwing Corruptor. Midgame minion and removal. Valuewise, its a darkbomb plus a 3 mana 5/4! Incredibly powerful 5 drop, and is so versatile, it can even be used for lethal.
Cult Apothecary. Important healing, replaces Antique Healbot after it rotated out of standard. Usually heals for 4-6, reasonable for 5 mana.
Faceless Manipulator. Tremendous value with Sylvanas Windrunner, Leeroy Jenkins and Ysera. Can also copy your opponent’s big minion.
Leeroy Jenkins. With charge, it provides damage needed to close out games vs warrior. Usually along with Hellfire andn Faceless Manipulator, can deal around 12 dmg.
Emperor Thaurissan. Honestly an auto include considering the playstyle of Handlock, we just have so many cards. Also, alows us to play our curve out perfectly.
Sylvanas Windrunner. Bridges the gap between turns 6-10, counters C'Thun and Ragnaros the Firelord. Synergies with Defender of Argus, Sunfury Protector and Shadowflame. Should be banned from hearthstone.
Lord Jaraxxus. The trump card! After you out-heal your opponent and taunt up! We destroy them with 2 mana 6/6s (take that shaman!) and 3/8 weapons, and then Taunt Up! again.
Ysera. The 2nd trump card! Either provides DMG in the form of Nightmare or Ysera awakens, But the real power is with Faceless Manipulator; it has so much value, you win. Just win.
Mountain Giant. Big MINION! And its even better than a 4 mana 7/7. 😉
Finally, GL HF!
This deck archetype is dead, just admit it! Nerfed moltens ruined it completely, i just tried it, played a bit, couldnt overcome 50% wint rate.
Well Then I can play a bit better than you 😛