[S13+S14] Legendary midrange pala
- Last updated Jun 8, 2015 (Blackrock Launch)
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Wild
- 20 Minions
- 7 Spells
- 3 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 9140
- Dust Needed: Loading Collection
- Created: 5/21/2015 (Blackrock Launch)
- Julebrygd
- Registered User
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- 32
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Battle Tag:
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Total Deck Rating
86
Greetings friends!
My name is Max and i'm from Sweden!
I reached legendary for the first time last season and now i managed to do it again. Both time with paladin as the main class from around rank 7 - legendary.
I know there are lots of midrange paladin decks and all of them are quite similar but since there is an overall impression that midrange paladin is weak i still decided to share the deck that i have used. I will try to write about my thoughts on cards and playstyle etc. Hope you enjoy!
Proof:
S13:
S14:
Overall playstyle:
The first thing that i have noticed about midrange paladin is that tempo and board control is two key elements in being successful. When Paladin falls behind it is often really hard to regain the control and even if you use your Equality+Consecration combo it will take most of your turn and the opponent will get the chance to once again take initiative.
By using cards like Shielded Minibot, Coghammer and Muster for Battle you have the opportunity to make lots of value trades to gain tempo in the early game. Truesilver Champion is another card that can help greatly with this in certain match-ups.
By gaining tempo, and in return board control, you have the ability to stall the game, often you want to keep your board at maximum 3 minions+recruits. By doing this you can start to save up your hand(since paladin lacks good card draw). Use your weapons to kill of minions while pressuring them with your early minions such as Silver Hand Recruit, Piloted Shredder, Aldor Peacekeeper, Shielded Minibot, etc and force them to use their board clears. When they do this you can once again fill up the board with a few minions and put on pressure. This kind of stalling tactics will often let you draw into answers like Big Game Hunter to counter their big minions when they are played.
Another thing that helped me a lot is realizing the important of patience, often i decided to go with a play on a certain turn to quickly. Especially when going for board clears, i would see it as a effective way to solve the problem at hand but often you can, with some thinking, solve the situation in another way. I made it into a mini-game too try and be as resourceful in my plays as possible and save my Consecration for as long as possible. I think this has improved my gameplay greatly. Especially vs decks like zoolock, before I lost every game to zoolock but now i think it's one of the better match-ups in the game.
How to tech cards properly is another thing that pushed me to the next level. When people talk about tech-cards, it's often simply a card you insert to help against whatever is the most popular deck atm. "The Black Knight is so good against this meta" What you often forget is that most decks are naturally better vs a couple of other arch-types. For example mid range paladin is super strong vs tempo-mage. When i met lots of tempo-mage on the ladder i added Loatheb and Kezan Mystic. I did win almost all games vs tempo-mage but lost vs other decks where these two aren't nearly as useful. What i realized is that even without Loatheb and Kezan Mystic i can almost beat every tempo-mage. So i effectively gimped my deck vs other weaker match-ups to make a already strong one stronger. My point is the importance of considering the strengths and weaknesses of your deck before teching in cards.
Reasoning behind certain cards:
I think most of the cards explain themselves and, since this overall is a standard midrange pala, doesn't need any further reasoning but feel free to ask!
Second Equality
Most people use only one equality in paladin but personally i prefer 2. I tried using only one for a long time but i found myself never having it when i needed it. With 2 i am more or less guaranteed to draw into one and it's almost never a dead card. If i have one in hand and draw into a second one i can use one without hesitation and clear a semi-big minion like Druid of the Claw who otherwise would cause me trouble and might end up making me loose the tempo and board control. Even if i don't have 2 in hand i can use one more freely to ascertain control in the early-mid game since i know there is another one in the deck waiting for me. Also most people lately doesn't play around 2 Equality which in itself is an valid argument for running it.
Coghammer
Coghammer is in my opinion an amazing card! This card alone can win you games, the tempo and value it can provide is insane. If you drop it on turn 3 and hit a Zombie Chow, Knife Juggler or Shielded Minibot(after killing something with it!) the value can be insane. The card is often a 3-4 for 1. You shouldn't hesitate dropping it on a empty board at turn 3 or only hitting a 1/1 with it if you lack another play. The weapon itself can be worth it just to remove the opponents early minions allowing your own to stick. The card is also extremely useful in the mid-late game allowing you to make valuable trades.
Azure Drake
This is a card i ran 2 of last season to counter all the grim patron decks. It also filled a second purpose of being a minion that is hard to deal with for priest. Both priest and grim patron warrior is the biggest weakness for this deck from my experience and having this one card that helps the match-up vs both those classes is great. It's also a overall good card, it gets you a 4/4 body, draws a card(which paladin always needs) and it enables you to cast 3 dmg consecrate which most people never see coming. Atm one is enough since i haven't faced that many patrons.
The Black Knight
This spot is actually a tech spot and right now it is occupied by TBK. I teched this card in recently since almost every deck use taunt. Even the hybrid-hunter that infects the ladder atm often run a Sludge Belcher. This combined with a owl in the deck often gives you a good way to get past a final taunt and ending the game also. A problem midrange pala often face is not being able to deal the final 3-4 dmg. Otherwise i often keep a Harrison Jones, Kezan Mystic or even Kel'Thuzad vs control-heavy meta.
Thanks for reading so far! Will keep writing more if people seem interested :) And give me a +1/leave a comment if you enjoyed it! It's greatly appreciated!
I feel like Tirion is irreplaceable but I don't have him, any replacements? Rag or Loatheb maybe?
yeah he is kind of irreplaceable but another big end game legendary like rag or ysera could work
Any other 5-drop is fine, another quartermaster or loatheb for example
Hi!!!!, nice deck really look awesome, but i have a question. "Vs" aggro decks its viable? or need something change??
Thank you! It depends what aggro we are talking about. I think it has a really strong match-up vs zoo lock and tempo mage. It's weaker against face/hybrid hunter but that match-up can be helped by changing one juggler for zombie chow and shredders for sen'jins. But if you face lots of aggressive hunters this deck might not be the strongest choice. This season i have been using a similar deck but with 2x sen jin, 2x sludge and 2x sunwalker :) works pretty well in stopping the more aggressive decks!
Im only missing silvans? is it really necessary? replacement?
Sylvanas is a very strong and versatile card but it's not necessary for the deck. You can replace here with any other strong 6-drop you have that can pose a threat to the opponent in the mid-game :)
Thanks for the deck! Unfortunately, I don't have Coghammer. In my deck, I ended up replacing it with Sword of Justice, since it synergizes really well with muster. Do you think this works, or should I replace cog with something else? Thanks!
Thanks for the comment m8!
Sword of justice is a card I like a lot in theory(and the combo with muster is definitely awesome when you pull it off) but personally i often find it a bit too slow, especially compared to coghammer which is great at gaining tempo. I would personally switch out coghammer for a card like MC tech instead since it helps a lot vs aggro and give you great tempo swings in late-game as well. But if you think SoJ works well for you i think you should keep going with it, the fact that people don't expect it coming is in itself a really powerful thing that can give you a strong advantage.
Thank you! So Tirion is the only legendary you have? Or do you have any other legendary cards not in the list? If you have for example the naxxramas cards you could add in loatheb+kel thuzad, or if you have ragnaros you could add him. You could also swap out the black knight for another 5-drop like azure drake or quartermaster. What you need to add is mid to late-game threats. Would be easier to help if i knew what cards you have! :)
Thanks for the comment!
Yeah, KT is a good substitute. If you face a lot of aggressive i would go for something a bit faster though since KT is very slow. Loatheb or second quartermaster could be a good alternative!
replacements for coghammer and TBK?
EDIT:Thank you
For TBK i have posted some alternatives in the guide but i would go for either Harrison, 2nd Quartermaster, Kel'thuzad, even loatheb or avenging wrath could be a choice. This spot depends on meta and what you face so feel free to tech in whatever you might find helpful!
Thanks for the comment!
Nice deck!
What do you think of Captain Greenskin? do you think hes a better choice to Azure Drake?
Thank you! It's an interesting pick that i would like to try out but sadly i don't own captain greenskin :(
It has really great synergy with the deck so i can imagine that it's great in a minion heavy meta. It's also extra burst that your opponents probably won't calculate for. Azure drake fills a different role in giving you a extra tool to win against patron warrior which in my opinion is the hardest match-up. If you don't find you meet many patron warrior i would definitely try it out! :) Feel free to tell me if you have any success with it!
Sorry if this a horribly n00b question, but how does the mulligan go here? I've been hanging mostly onto Muster, Chow, Minibot and Aldor
Not a stupid question at all! I'm happy to answer any questions i get! :)
As you say muster, chow, minibot are all great to mulligan for. I also always try to go for coghammer, especially in aggro match-ups. Aldor can be really good vs zoo, mech mage, and other classes that can snowball with minions like blast mage or nerubian egg. Ofc it's also great vs handlock to counter giants. But vs more control-oriented classes like warrior it's not unusual that i throw it back.
Other than that my general rule is that if i have coin, i can keep a 4 drop. Especially vs zoo(imp gang boss) and tempo mage(flame waker), cards like truesilver champion and shredder can be amazing.
Can try and add a mulligan-guide as well with write-ups for all the classes when i have time but if you have any question for a specific match-up don't hesitate to ask!
Thanks for answering, really love the deck and congrats on Legend!
Thanks m8! Glad to hear you like it! :) Sadly enough i have to agree that dragons just can't measure up to classic midrange pally yet!