Lockspam

Myr gave up on this playstyle. If you were hoping to play this, I'm sorry.
This deck is based around triggering effects that activate when a fighter's lock amount changes. Think of it like an Aggrorange version of Thaw, except the setlockers are used to give buffs.
Even though this deck type was merely mediocre, the cards used in this deck keep getting nerfed. It's almost comical, reallyThis means that Lockspam is constantly on the edge of becoming a non-competitive deck, which is why it's in both categories.
__TOC__
== Stats ==
Name: Lockspam 	The name of the deck.
Creator: civilCornball 	
The name of the person who built the deck.
My personal comments on this page will be represented by Italics and a CC at the end. -CC
Deck Color: Blue 	
The most common color in the deck.
Deck Type: Aggrorange Tempo	
The deck revolves around buffing its fighters through lock-related effects, making it harder and harder for the opponent to trade efficiently as the game goes on.
I finally found out how to classify this deck. Aggrorange. Like an aggro deck, it gets destroyed by any decent midrange and destroys Control. However, it obliterates aggro like a Midrange deck. - CC
This deck can also be a ramp or combo deck, if you try hard enough. I'll explain this in the Additional Sections segment. - CC
Goldfish: 5-10 	How many turns, on average, the deck takes to win against the Goldfish AI. Calculated using the example deck below.
This may be incorrect, due to the Goldfish skipping my turns. Vis pls fix. -CC
Consistency: 4/5 	
How much you'll not hate the opening hand, or how static the cards' effects are. A rating of 5/5 represents a deck that always gets to do what it wants in the first couple turns and whose effects do the same thing every time.
This deck has almost no good drawing cards, but your hand should be the same almost every single time. Sometimes you won't draw any cards with lock-related effects, but that's normal.
Complexity: 5/5 	
How difficult the deck is to play. A rating of 5/5 represents the most difficult deck to master.
Hoo boy. In terms of simple mechanical complexity, this is probably the most complicated deck in the game right now. Of course, in terms of "cards not telling you what you're getting," it's beat by the Apocrypha Archetype.
This deck has an insane number of strange interactions and situations to play/not play cards in that might not be obvious at first glance. They're small, but mastering them gives you an edge above the players that don't know about them.
This makes the deck incredibly difficult to master.
Accessibility: 3/5 	
How easy it is to get the cards to build the deck. A rating of 5/5 represents a deck anyone could easily and cheaply purchase or create.
If you want to get started on a Lockspam deck, most cards are Uncommons or Rares. The cards you'll have the most trouble getting (that you need) are Tiny Tank and Wesker202.
Tycoon Simulator has a bunch of the cards you'll use in Lockspam. Notably, it lacks PurpleBoy329, an incredibly important card in this deck.
For a while, the only cards I ran that triggered lock-related effects were (old) Fenrier and Regular_Show, and I still won games! -CC
Versatility: 2/5 	
How difficult the deck is to counter, or how often it can interact with other decks. A rating of 5/5 represents the most difficult deck to play against.
This deck's versatility is its major failing. If the opponent gets a board up before you, you're probably going to lose. If you're up against an opponent that plays a ton of cards with good statlines, you're probably going to lose.
However, there's still hope: Lockspam doesn't give up all of Blue's locking prowess in order to function. Quite a few cards can lock the opponents' fighters for at least 1 turn.
If even that's not enough for you, the lack of Versatility can be mitigated by a bunch of optional cards that give you hope if you're under assault from a midrange deck. These are listed in the Sideboarding section, or included in the example deck.
Popularity: 2/5 	
How often people play this deck. A rating of 5/5 represents a deck that everyone plays or has played.
Technically, I've only seen 2 players other than myself run this deck type, but with the state of the game as it is, there's an insane amount of viable options to choose from. Really, having anyone run a deck type that you do is insane. - CC
== Decklist ==
 Last updated October 23, 2020.
FIGHTERS 	Importance	Why play them?
tertiarick x4 	5/5 	Good body, and triggers lock-related effects.
2Hex x3 	4/5 	Draws, locks a fighter, has Haste, and has Defender. Only downside? It's not very powerful on its own.
AsrielMemer x3 	4/5 	450/450 is actually a really good statline for Blue, and the draw can help you get cards to discard to put into your Baseplate.
CinematicMind x3 	5/5 	
450/300 for 2W1B is surprisingly good in Blue. A very versatile card; you can use it to either buff your fighters or lock an opponent's fighter.
PurpleBoy329 x3 	5/5 	An amazing source of card advantage and board control. Lets you access the actions Lunar loves.
Fun fact: I used to play Lunar when I was starting out, so when PurpleBoy got reworked into what it is now, I was really happy. It's almost like this deck type reflects my playstyle! -CC
Wikiwakiwoirier x3 	5/5 	Sets the lock of a target fighter when you cast any fighter, including itself. Sure, it's only once per turn, but it's still useful. One of the more complicated cards to use, since there's no easy indicator for if its effect had activated this turn or not.
WildSpeedy x3 	5/5 	An amazing card for the earlygame, albeit one you shouldn't use to attack on your first turn. Also pairs well with Arte71, since it has Haste and a decent pool of Health.
Darklord1506 x3 	4/5 	A decent Health buff for your fighters that can also trigger lock-related effects. The downside is, it sacrifices its own Health and some Power for this utility.
Arte71 x2 	4/5 	A swapping card with decent stats. Lets you use the built-up Power of your fighters as Health, and turn weakened fighters into punching bags for your fighters to attack. Watch out for swapping your opponent's fighters into huge glass cannons, though - it won't swap those back.
Gaomon94 x2 	4/5 	Never thought I'd run this card again, but Storexit makes it surprisingly viable. Decently tanky, and helps with consistency.
JakeTheNewb x2 	4/5 	Storexit makes this card insanely viable. A 700 Power fighter with Haste is good on its own, but one that can also depower? Sign me up!
Tiny Tank x2 	5/5 	This deck's "midrange" card. Starts off with a ton of Health but barely any Power. Often ends up paired with Arceusdon in a pinch.
Wesker202 x2 	5/5 	Severely weakened, this card is still decent. Kinda. If you can think of a better card for this slot, go ahead and use that instead. Maybe SharpTH?
Lunar Banishment x1 	4/5 	This deck doesn't run very many Epics and Legendaries. Meanwhile, Storexit incentivizes running as many high-cost fighters you can. Combine that with their tendency to be high-cost fighters and, well... People are running a ton of them.
VetexGames x1 	4/5 	Really good at helping you come back from the brink of defeat. 3 cards is no laughing matter, and it doesn't deal AoE damage like DIY Azurewrath.
Arceusdon x1 	4/5 	Gives your fighters a huge headstart on ramping by setting their Power to 700.
Regular_Show x1 	5/5 	This card is normally just decent, but when paired with PurpleBoy329... Oh boy, is it useful. 5 cards, even if they're Actions, is still 5 cards.
ACTIONS 	ACTIONS 	ACTIONS
Luck o' the Lobsters x1	3/5 	It's the boardwipe everyone uses. Really useful, and also helps against Midrange decks.
=== Deck Code ===
Thanks to Error404Memes for updating this page while I was gone. -CC
(Note to future self: Make sure that the deck doesn't have any alt-arts before you post.)
Tiny Tank|Tiny Tank|Darklord1506|Darklord1506|Darklord1506|Lunar Banishment|Wesker202|Wesker202|Arceusdon|Luck o The Lobsters|WildSpeedy|WildSpeedy|WildSpeedy|CinematicMind|CinematicMind|CinematicMind|DigitalSon|DigitalSon|DigitalSon|DigitalSon|wikiwakiwoirier|wikiwakiwoirier|wikiwakiwoirier|Regular_Show|2Hex|2Hex|2Hex|PurpleBoy329|PurpleBoy329|PurpleBoy329|Gaomon94|Gaomon94|AsrielMemer|AsrielMemer|AsrielMemer|Cyclist|Cyclist|Arte71|Arte71|VetexGames
== Sideboarding ==
Feel free to suggest cards to add to this. If you want to add 'em directly, that's cool too, just make sure the explanation's good.
If the number of cards to play isn't listed, it's a good idea to run the max amount you can.
FIGHTERS 	Why play them?
DeadZoneHark (C) 	Really high stats at a really low cost. Helps you set up in the earlygame. If you really want to swap out AsrielMemer for some reason, you could replace some of these with Korblox Archers.
DairingPoopHead (C) 	A tanky fighter. Because of the mulligan system, you're really likely to get this and Gato Luz together. Because of its high Health and decent Power, odds are it'll be able to trade very well.
Lohit (C) 	Use only if you're tired of aggrorange, and want to make the absolutely awful choice of going straight to an Aggro Combo deck. Pairs amazingly with NearMiss_TFW, not so much the rest of Lockspam. Sure, it has some pretty entertaining t1 combos, but that's just swarming the field with a bunch of small fighters you can't even buff.
AsrielMemer is better than this card in every single conceivable way otherwise.
Gato Luz (C) 	Triggers the lock-related effects of all allied fighters, as long as they're above a certain number of locks. Only reason I'm not running this is so I get 2Hex more often.
Glaciem Mage (U) 	It's the staple Blue locking fighter. What else is there to say?
Korblox Archer (U) 	Another staple Blue fighter, but this one depowers, making it safer for your fighters to attack. As with most high-White fighters, do not run this fighter alongside AsrielMemer.
Mlgloga (U) 	An extremely well-statted fighter for its cost. Sure, you're limited to a setlocker if you want to attack with it, but it's definitely worth it!
Stevenl15 (U) 	You're already running a ton of setlockers anyways, why not put them to use? The only downside to this card is its low Power.
DIY Azurewrath (R) 	Run this fighter for the same reason as VetexGames: Making a comeback. Really good when you have 0 fighters out, not so much at any other time.
SharpTH (R) 	It's the staple Blue draw fighter. Why not run it? Well, aside from its poor stats, of course.
SupernalNine (E) 	As with all high-White fighters, only run this if you aren't running AsrielMemer.
Its +1000 Health and setlock to 2 has helped me stay in the game when I otherwise couldn't multiple times.
Hampunk Mecha (L) 	Huge boi. Benefits from setlockers, and you should be running a bunch of setlockers in this. Go nuts.
amanda (C) 	
It's AoE depower, but also a power buff. Why wouldn't you want this card? Aside from the small statline, of course.
The power buff is very helpful, since most of the cards with lock-related effects start at a very low Power. By buffing them, you speed up their ramping potential.
NearMiss_TFW (L) 	
This card is an excellent source of card draw. Running this card is the only reason you should run Lohit. With Lohit to provide a buffer, you can spam setlockers onto the field, gaining tons of card advantage.
The main drawback to this card is the fact that it's a yellow card. This means that it cannot generate blue icons, forcing you to overextend if you want the 3B each turn this deck thrives on. Run at least 3 Yellow cards alongside this fighter that you're alright with discarding.
ACTIONS 	ACTIONS
Divine Favor (R) 	A very good card for comebacks, but only if the opponent has very few cards in their hand.
Most Lockspam fighters can gain Health after Divine Favor is cast, allowing for efficient trades. However, this maneuver leaves them at low Health and Power.
Moorph (R) 	Cheap effect negation.
Toothy Deer's Blessing (C)	Sets a fighter's stats to 500/500, giving you a boost on ramping or weakening one of your opponent's fighters.
Vitality Potion (E) 	Lets your fighters stay on the board longer.
Beast Within (R) 	3W to draw a card and trigger nearly every effect condition.
For some reason, triggers cards with an OnLockIncrease trigger, like Gaomon94 and Wesker202, twice.
Hallow's Treats (L) 	Discard fodder for NearmissTFW, but comes in handy more often than you'd think.
Don't run this card alongside Lohit and/or Darklord1506. It can and will destroy them.
You'd be surprised how often I've managed to decimate the opponent's board in the middle of a game with this. Nobody expects it! -CC
== How to Play ==
Lockspam, at its very basic, is based around triggering lock-related effects. This can be done via setting the fighter's locks, attacking, or just plain locking them. However, there's a bunch of tiny irregularities, interesting combos, and situations you need to watch out for. These are listed below.
===Engine Irregularities===
* Attacks take priority over OnSummon effects. If you accidentally summon a setlocker before attacking, you can queue an attack before its effect activates. You just need to have quick reflexes.
* Cards with effects that activate OnLock or OnLockIncrease also activate when they're summoned and before they attack fighters. This means that, if you attack with, say, Tiny Tank, it'll have an extra 100 Health and Power during the combat. Strangely enough, if you attack the opponent with a card that has one of those effects, it will only activate after the attack.
* If you trigger a fighter's lock-related effect that does not buff itself, its effect will be applied to the turn player. For example, locking the opponent's NearmissTFW on your turn will cause you to draw a card. This makes Lockspam mirror matches extremely interesting.
===Card Irregularities===
* Beast Within triggers cards with OnLockIncrease effects (Wesker202, Gaomon94, Nearmiss_TFW, among others) twice, for some reason.
===Combos===
* WildSpeedy+Arte71. Summon WildSpeedy first, then Arte71. This gives you a 100/500 WildSpeedy with Haste, and swaps all the opponent's fighters. With that, you can take out anything with less than 500 Power.
* NearmissTFW+Setlockers (Lohit optional). Spam setlockers onto the board, draw 10 cards per turn, somehow win before you fatigue.
* Lohit+Gato Luz into a PurpleBoy329. Discard for a Lohit on the first turn, then use the icon you get back from him to summon a Gato Luz, giving you enough icons for a PurpleBoy329. Extremely wasteful, don't do this unless you're running the Aggro variant.
===Miscellaneous Tips===
* Get in the habit of attacking first, then summoning setlockers. This habit really helps if you have wikiwakiwoirier on the field. Of course, if you summon a fighter before you're ready for wikiwakiwoirier's effect to activate, you can always take advantage of the fact that attacks take priority over OnSummon effects. (see: Lockspam#Engine Irregularities)
* Of course, it's occasionally a better idea to not attack with your fighters, and trigger their effects with the setlockers.
* It's usually better to use CinematicMind's effect to lock another fighter instead of trigger an effect.
* If you're patient enough, you can actually pull off Stormchaser's Gambit in Lockspam by abusing PurpleBoy329's effect. Store up icons, then unleash your Actions!
* Running some cards from Thaw, like Dairingpoophead and/or Mlgloga, can help Lockspam come back if the opponent has cards with huge statlines.
* If you have both a Lohit and WildSpeedy in your hand on the first turn, it's always better for you to cast the WildSpeedy. Yes, even if you have a Gato Luz in your hand to get the icons for PurpleBoy329.
== How to Beat ==
Lockspam has one major weakness: midrange. Specifically, good stats. If you can cast mostly fighters with 400+ Power and decent Health throughout the game, it's highly likely that you'll win. You either beat them down throughout the game, or prevent them from getting a presence entirely.
Surprisingly, this means that the Cat's Eye archetype, of all things, actually has a use in hard-countering this deck. It can bring in a constant stream of fighters, batting down almost all the fighters the Lockspam player puts onto the field. In fact, Cat's Eyes actually have a fighter that can depower, which really messes with Wesker202.
Lockspam also has a secondary weakness: Boardwipes. Due to the combo-y nature of this deck, it's incredibly easy for the Lockspam user to end up meeting the criteria for cards like Luck o' the Lobsters or Bobaman1, and getting punished for it.
== Additional Sections ==
I promised you an explanation of how Lockspam could be a combo or ramp deck, and so I shall deliver. If you've been reading normally so far, you can probably guess what I was talking about. - CC
If you want to make Lockspam a combo deck, NearMiss_TFW plus a few Lohits can let you pretty much throw cards from the top of your deck onto the board. Don't underestimate your setlockers' stats.
If you want to make Lockspam a ramp deck, the combo of Lohit+Gato Luz/CinematicMind is hard to beat in terms of icon generation. You could also try PurpleBoy329, for a ~50% chance of getting a Blue card you can discard.
This deck is similar to Thaw due to its use of setlockers.
Category:Outdated Decklists