S7 Mid(st)rangePaladin - FU hunter/zoo
- Last updated Oct 21, 2014 (Naxx Launch)
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Wild
- 20 Minions
- 8 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 4280
- Dust Needed: Loading Collection
- Created: 10/19/2014 (Naxx Launch)
- user-17464095
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Hello guys! My name is xUt9pia, I'm an italian Hearthstone player and that's my first guide/deck ever published, even if I have been playing the game since the beta period. (I started playing in december and I quickly fell in love with the game) Also, i'm sorry because I know my english is pretty bad but I'll try to make it as comprehensible as I can.
I have always been fascinated by the Paladin class, but very few builds ever really shined lately: the only viable one right now is the fat-healadin-slow as fuck version that, don't get me wrong, is pretty strong expecially against control decks, but it has also been the same since the first 'kolento paladins' popped up months and months ago. Given the fact that I hate playing with the same deck everyone plays with like hunters and zoo, I tried to make this midrange-ish paladin version that works well against almost everything in the meta right now.
The gist is: make smart trades and avoid AoE spells.
The solid early game is as good as a zoo/hunter one, expecially because you can buff and protect all of your early drops with cards like Argent Protector and Avenge (easily brought to the field by Mad Scientists) to make more efficient trades. Also, the Paladin evergreens like Truesilver Champion and Consecration and the tech Zombie Chow help you seal the deal as far as mid-early stage is concerned. Traps are easy to activate thanks to your cheap minions and zoo generally bites the dust because of your sticky Harvest Golem and your Divine Shields. The only thing you have to be concerned against fast aggro decks is their direct damage output (you have to pay attention to stay at relatively safe health against Soulfire,Kill Command and even hunter hero power, so my advice is to establish board control with smart trades while also putting pressure on them).
Don't be afraid to go for face even with weapons: if your opponent has low enough health and you can't make obviously good trades, smack him with your sword and board because generally the pressure the deck can cause is pretty high and Avenging Wrath usually helps you finish your opponent off.
Against control decks, the deck does better then you expect: the fast start is comparable to a zoo one and when the late stage approaches you can kill or steal their stuff with Equality and Sylvanas Windrunner. Tirion Fordring is one of my favourite cards in the entire game so I couldn't leave him out and no player expect him: since you start so quickly most of the heavy removal will be used inefficiently on buffed annoying minions and often your opponent won't have answers to your Tirion.
Last but not least, Divine Favor replenish your hand against control, usually making you draw 3-4 cards if not more since Warriors, Handlocks, regular Paladins and Priests tend to have large hands.
Mulligan is pretty easy: against pretty much everything search hardly for Undertaker and cheap deathrattle minions to develop your board. Keeping a Truesilver if you already have some early game is a-ok. Also if you feel that's a right choice keep Equality against Handlock or decks that lay big threats early (freeze mage, even control priest with injured blademaster + circle of healing) becase it's always useful, but you generally don't want to use it against a single threat and you save it for past turn 5.
The only grim matchup is Priest (every variation) and Warrior CTRL is a bit unfavorable, but when I play I feel like I have a slight advantage against every other deck you encounter on the meta right now, expecially handlock and zoo. Hunter matchups are ok (currently 6/4) but they play out oddly and you MUST overpace them in the early stage without taking too much damage or you're doomed. Consecration is your best friend, removing small 1/1 (snakes, spiders) and destroying/damaging other minions is crucial.
EDIT: equality + swarming deathrattles just obliterates Handlocks, currently 5/1 and the one I lost had a majestic Jaraxxus comeback from 2 health by his side
Not fully convincing cards:
Ironbeak Owl (useful to bypass taunts or silence buffed/threatening minions, but dead otherwise)
Acidic Swamp Ooze (super relevant against Warriors and hunters right now but meta depending)
If you have any questions or you feel like I'm doing something wrong or I forgot something, please tell me, help is very appreciated as I don't think I am the best deckbuilder around for any stratch of the immagination and I mostly posted this deck to receive feedback and advices to improve it.
No Aldor Peacekeeper? He's one of the best 3-drops in the game, good in every matchup.
might try that tomorrow, but I don't knoe what to toss out
just earned couple of ranks
really good thanks
Hey this deck is great in the current meta. I'm lower on the NA ladder ~rank 9/10 but I'm having great success. I think I'm going to drop Sylvanas Windrunner for Cairne Bloodhoof & Ironbeak Owlfor a Chillwind Yeti to get a few extra sticky minions in there. I'd even like to sneak a Sword of Justice in there somewhere, but I'm not sure how that will fit yet.
don't know about it, probably SoJ is too slow of a card to be played at all.. your changes are all right but they seem to shift the deck to a more control-ish version and they might work but they differ a bit from what I had in mind creating it, tell me if they work out
also glad you like the deck!
Don't run Sword of Justice. It's a wasted 3rd turn and an investment that you may not be able to get value from. I've seen that turns 1-4 are the most crucial turns for this deck, and they pretty much dictate your success or failure. I guess that anything in the 3slot is better than the sword. Try Dancing Swords for instance.
Thank you sir! almost no time to play today tomorrow I'm testing some suggestion out
I would try Knife Juggler out, and obviously change Avenge for Redemption. I have always thought that if you go Redemption way, then Sunwalker is much better than Sylvanas, so give it a shot if you feel like it.
Avenging Wrath, athough nice when it works, is mostly sitting in your hand...so I replaced it with another Divine Favor. I would also give a shot to Dancing Swords, for that bigger Divine Favor---or King Mukla if you have him. Also, Undertaker to coin+Dancing Swords is an amazing start if you get it.
Here's what I was playing in the start of the season up to rank 6, which is almost similar. I will update it when I start playing again according to the meta
As far as I'm concerned your version isn't bad at all, I'll definately give it a try, but I don't think Avenging Wrath is removable, it acts like a finisher + boardclear, something the deck really lacks
The Redemption change is something I considered and you're maybe right considering all those deathrattles, I'm maybe adding it 1x
Thank you for your feedback!
,
Avenging Wrath is amazing, but I think not for this kind of deck. If it's not aimed as a finisher, then it needs Equality for consistency. All these mean, that most often it's going to stay in your hand for the correct time to be played. A completely contradicting concept with your mid-game hand filler, Divine Favor. The concept of having cards that need a specific timing is ok, for either up to 3 mana or after 7 mana for this kind of deck. Divine Favor is too good, not to focus upon.
Oh and I really thing you need 2. Essentially, aggro-midrange Paladin is as good as its Divine Favors.
I tend to underrate Divine Favor just because sometimes it's just plain dead, like, you can't get any bit of value whatsoever from it and that's the main reason I run just one in this deck: Avenging Wrath is totally slow, right, but you always have some uses for it and the same thing doesn't happen with DF. I think it's just personal preference and I see your point, it's amazing when it works, but 2 is really heavy in my opinion.
I'm trying your version tomorrow and if that works as I expect it to, I'll try to adapt my decklist using stuff I like the most from yours
Let me know how it goes. Real life issues have kept me away from laddering, and I ended in rank 6 with this 4 days after the last season ended. So I have no idea how it performs right now. Back in the start of the month, it was really easy to rank up from the reset in rank 17, because everybody was running Handlock...the deck's easiest matchup (hello Divine Favor for 6 cards).
I understand that Divine Favor is almost useless against the other popular matchup which is Zoo, but I haven't met a Pala deck that can go toe-to-toe with Zoo, and frankly Avenging Wrath isn't helping in turn 6 either.
tried and retried, with your list and most of the additions you suggested
I don't know, I dropped to rank 6 probably I'm doing something wrong but I was kinda disappointed with the results; ok, sometimes I had some dreadful hands but Redemption works really worse than Avenge, Sunwalkers are too heavy, and Knife Jugglers are the only card I enjoyed a bit
Probably you aren't doing anything wrong. I never got the deck in lower than 6 rank. I guess that you should get Knife Juggler in your list and see how it goes.
interesting deck, I will be giving it a try.
Thank you! On EU it works very well but it seems like it loses a lot on NA.. I'll add EU % later this afternoon
Hey play this deck on NA see what happens....
Is NA meta THAT different? I assure you that on EU it's wonderful, I was rank 8 with 0 stars yesterday (when I started playing it) and today I'm sitting on rank 4 and I didn't play that much