Tempo Egg Healadin (W/ Guide)
- Last updated Aug 11, 2018 (Boomsday)
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Wild
- 23 Minions
- 3 Spells
- 4 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Midrange Paladin
- Crafting Cost: 5880
- Dust Needed: Loading Collection
- Created: 8/3/2018 (Spiteful Nerf)
- LunaTheLunathicc
- Registered User
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- 2
- 11
- 31
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
18
Win Condition
This deck's Win Condition is, as every Agressive deck, making the oponent's life points reach Zero by making strong early game turns. However, using cards such as Crystallizer allows us to take advantages of healing synergies used in Heal Zoolock, and the Egg package makes sure we will never be out of board prescence and buff targets.
Core Cards Explanation
Crystallizer/Emerald Reaver: Crystallizer is one of our main early game option play: this makes our hero take 5 damage, allowing us to take advantage of healing synergies for a long time. And since we don't have the Lock's Hero Power and not a good way to guarantee the Crystal Girl on starting hand, Emerald Reaver works as a another, but weaker option to enable heal stuffs to work.
Lightwarden/Voodoo Doctor/Fungal Enchanter/Happy Ghoul: Our Healing package. Lightwarden may not look that threatening at first, but with the Crystallizer/Voodoo Doctor combo she becomes a 3/2 which will keep growing every time we play a healing card, or when our opponent tries to heal his face. Fungal Enchanter and in special allows our minions to recover their Health after making trades. Happy Ghoul can give us a free board prescence after a healing effect on our hero, which is excellent to give more pressure for our opponent and good for Unidentified Maul.
Prince Keleseth: Strong card and one of our main early game cards. when played on turn 2, allows the next minions drawn to be more sticky against board clears/trades, and gives us a strong synergy with Saronite Chain Gang/Paragon of Light.
Devilsaur Egg/Mechano-Egg: The small Egg Package. Like i said before, both of them prevents us from leaving nothing on board after a board clear. If the opponent is another aggro deck and/or he is just ignoring them, the +1/+1 from Prince Keleseth and the buff from Blessing of Kings help on trades, and makes their Deathrattles trigger early.
Divine Favor: Our only draw engine. Its very good against control/midrange decks by drawing three or even more cards.
Paragon of Light: A 2/5 body is not that easy to remove on early turns and after a Keleseth buff it becomes a 3/6 that protect our other minions while having heal synergies.
Sunkeeper Tarim: Makes the trades favorable to us, allows our Eggs to attack, and makes our weaker minions become another problem for our opponent.
Mulligan:
Aways keep against any class: Prince Keleseth, Crystallizer, Lightwarden.
Only keep those if their conditions are met: Emerald Reaver(Keep this only if you don't have Crystallizer in hand).
Against Rogue, Hunter, and other Paladins: Righteous Protector(Great barrier to protect our face and other friendly minions against trades), Paragon of Light(Hard to remove. But only keep this one if you don't have Keleseth in hand).
Against Mage, Priest, Druid, Shaman and (possibly)Warlock: Divine Favor, Unidentified Maul(We can use this to make favorable trades for us and give them more pressure). Sarotine Chain Gang(May help at restoring board after a removal).
Matchup Guide:
Against Slow Warlocks/Druids/Combo Priest/Shudder Shaman: Aways play around Defile/Spreading Plague/Psychic Scream by trading weaker minions(If against Shudderwock, you must not trade them if your board can survive against Volcano) , while keeping a high pressure on them. Most of the time Divine Favor will aways draw to us four or more cards against those.
Heal Zoolock/Even Shaman/Odd Decks: Not much secret on those, just fight for board control. Odd Rogue is the more threatening for us since we don't have a good way to kill their snowball 3-drops other than trading our early minions.
Hunters: If against Spell Hunter/Any Hunter that uses Secret Package, don't forget to play around them, while also keep having the board advantage. Against Keleseth/Bomb Hunters, Keep the pressure and don't forget to kill their Eggs/Bombs to prevent dangerous synergies.
Replacements:
-1 Divine Favor, +1 Fungalmancer: Extra way to buff our minions, specially for Saronite and the Eggs
-2 Stonehill Defender, +2 Paragon of Light: Good with Keleseth and can help on triggering healing synergies.
-1 Crystallizer, +1 Emerald Reaver: Weaker, but cheaper option.
-1 Vinecleaver, +1 Spellbreaker/Void Ripper: Tech cards. Spellbreaker can be useful to bypass enemy taunts, while Void Ripper can help us in good trades, break our Eggs, or give a huge damage option with Paragon.
Obs: If you have any questions or sugestions, please tell me in the comments. Also, if you like this decks idea, Upvote it, so i'll make sure to add more information in it.
you might want to think about mag options for the egg though or something? I am planning on running some kind of pally mech deck, but I'm looking to make an even one if pos to keep the costs down. I don't want to have to be crafting loads of paladin, expensive cards that will rotate in about 6 months. especially since I already had tarim and weapon and dusted them like the idiot I am.. ha ha.
I'm not sure about Magnetic cards. even if some looks really amazing, i think it would be needed to replace all the healing package to put cards for anothers that sinergies well with the keyword. And I think you can make a good even mech deck since Annoy-o-Module and Piloted Reaper are nice even cards. You could replace the weapon with that Stegodon Spell(I forgot its name), But i'm not sure if an Even Pally without Tarim will work.
I like it. a nice cheap, but awesome looking list. be sure to let us know how this performs. you aiming to play it on day one?
Thanks! And yeah, i'm gonna try this one on the release, and if it gets a good performance, I will write some matchup guides, and after the meta is defined, I will make some replacements to adapt the deck.