Guile v3.0
- Last updated Jan 11, 2015 (GvG Launch)
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Wild
- 20 Minions
- 7 Spells
- 3 Weapons
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 9240
- Dust Needed: Loading Collection
- Created: 1/26/2014 (Beta Patch 4482)
- saadatorama
- Registered User
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- 2
- 7
- 19
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Battle Tag:
saadatorama#1248
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Region:
US
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Total Deck Rating
41
Last Update: 01/10/2014: Minor tweaks to fit the current meta. Dropped one Quartermaster for a Coghammer. Swapping Bolvar Fordragon in and out with Piloted Sky Golem for fun in the early ranks (15-1).
* Bolvar Fordragon CAN and SHOULD be replaced with a Sylvanas Windrunner or Stampeding Kodo; I am running it honestly to draw out removal and testing ways to POSSIBLY make it a viable card, even as a turn 10 or fatigue turn drop. (He was replaced; it's too painful when you draw him as the 29th card, haha)
Deck has been updated for GVG.
Card choices:
Bolvar Fordragon - probably the one card I have in the deck simply to have in the deck. Can be replaced with any 5 drop, including Antique Healbot, Stampeding Kodo or even a 6 drop with [card]sylvanas windrunner[/card] (Removed, for now)- Zombie Chow - too good to not play. You should almost always be mulliganing for this, even vs control warrior as it draws out many a fiery war axe :D You should always run 1, 2 are too many.
- Arcane Nullifier X-21 is a great one of to add to the deck to buy you time until your board clears are drawn or turn 6 rolls around. Can be replaced with a Hammer of Wrath But I look at it as gain 5 life and hurt at least 2 minions on the board if played on tempo. Great taunt with Kel'Thuzad late into the game as well. Swaps in and out with the Antique Healbot.
- Antique Healbot is a great one of and serves as a potential 12 hp gain. With Kripparian having made the 'ResidentSleeper' Druid deck popular, you almost have to play it because half the Druids on ladder rush your face and the other half do the exact opposite. Also helpful with the current ladder climb decks being hyper aggressive after the season reset.
Perfect time to segue into Kel'Thuzad - a great card to have. The dream is a immortal Tirion Fordring :P but works great with the Sludge Belchers in the deck and Dr. Boom 10/10, add this to your deck. Note that he is played for value the turn you play him, NEVER play him as a naked turn 8-10 play.(Removed, not enough value any more and too much of a win more card).- No Sylvanas Windrunner & Ragnaros the Firelord!? Nope, you can add sylvanas in for Bolvar... he's not that great aside from drawing out removal, which is essentially the same purpose Sylvanas serves most of the time. There was no space for Ragnaros the Firelord.. but he's a great addition and can serve as a win condition.
- Muster for Battle - simply put, the answer Paladin have needed. Turns your hero power into a threat that must be removed due to Quartermaster, helps you remove something turn 3 combo'd with your Shielded Minibot and/or Zombie Chow and draws out board wipes just to be dealt with. 11/10 - always play this in your Paladin decks.
- Quartermaster - see above. Sometimes I run 2, other times I drop one for a tech card (The Black Knight, Coghammer and Mind Control Tech ... or a second silence, usually)
- No Stampeding Kodo as it's too slow
- Dr. Boom & Troggzor the Earthinator are probably the two strongest neutral legendaries in the game at the moment for the 7 drop slot, just poor old Troggzor doesn't fit the meta. Not enough spell heavy decks to add him. Dr. Boom is an auto-include in any mid-range / control decks I play. Affects the board too much to not play him.
- Big Game Hunter is interchangable given the meta with Mind Control Tech. Many handlocks and demonlocks forced me to add him into the deck.
Spellbreaker is a decent body and the Meta requires a silence card be played. Can substitute for Ironbeak Owl- Ironbeak Owl replaced the Spellbreaker because that 2 mana was worth more than the 4/3 body for the trade.
- The Piloted Dudes (Piloted Shredder and Piloted Sky Golem) - decent bodies and super sticky. Often draws out removal (SW;D, poly, hex, execute, shield slam, silence) - 10/10, play these in anything that's not a face/aggro deck. Please.
- Harrison Jones helps with card draw and there are too many weapon classes to not run this in the current meta. Killing a 4/1 or greater weapon is amazing. Make sure you don't fatigue yourself if using on Doomhammer or Blood Fury [Jaraxxus' weapon].
- Coghammer - I keep going back and forth on this card. Sometimes, it's game breaking when you get it on a Sludge Belcher or Sylvanas Windrunner or unshielded Shielded Minibot but other times, I find myself forced to use it early to get a shield on a dude or Zombie Chow or the like due to having to remove a X/2 creature and having it in my hand. In a deck like this, it's got immense value if you can afford to use it late but I will keep it in the mulligan IF I am going 2nd vs what I think is an aggro deck. For now, it's back in the deck.
Mulligans:
- Control matchups are probably the easiest mulligan for the deck, so I'll start there. Try to go for turn 1 or 2 drops. Aldor Peacekeeper can be kept, same goes for strong 4 drops (Piloted Shredder or Truesilver Champion). Anything else should be tossed.
- Aggro matchups, depending on the class and matchup, you should either aggressively mulligan for 1 and 2 drops, both of which are pretty sticky in this deck or go for the Equality Consecration combo. I would toss back Equality in favor of Consecration if I don't have it in the deck. Generally speaking, especially VS Zoo, Face Hunter or Mech Mage, I shoot for this.
- Zoo vs Handlock - this is a very tough mulligan as you are aiming for the exact opposite starting hand. Regardless, Shielded Minibot and Zombie Chow are good cards. The Ironbeak Owl, since it's a one of, is worth keeping, same goes for Big Game Hunter. BGH is a lot more dependant on what you already have though and I would toss him back for Equality/Consecration.
- Warrior matchup should almost always mulligan for Harrison Jones. I would never toss 1-3 drops back in favor of it though.
- Druid matchup doesn't have any specific strategy other than try to outdamage them if they are force/roar variety and outheal/damage them if they are 'resident sleeper' variety. If the former, strong and sticky minions are good. If the latter, do not over commit and save your Loatheb for an opportune turn.
- Special sidenote about the Mill Druid - KEEP AN EYE ON YOUR CARD COUNT. Keep in mind that they only need 5 mana to have you draw 6 cards! Not as bad as mill rogue, but fortunately, this is a less aggressive variety when it comes to the milling.
The general strategy of the deck is pretty straightforward when it comes to control. Bide your time, build your board with sticky minions and survive until the mid-game. This is where the deck starts shining due to the fantastic board clear available to the Paladin with Equality + Consecration and strong/sticky minions available in GVG and to the Paladin. Don't be afraid to drop your 5, 6 and 7 drops (Loatheb, Sylvanas Windrunner, Piloted Shredder and Guardian of Kings., respectively) to draw out removal. I would value Sludge Belcher and Dr. Boom higher than these cards so they weren't part of that list. This, combined with the Paladin's innate defense with up to 30 points of life gain (yep, you read that right) should lead you to a steady victory. The general strategy is essentially the win condition where you overwhelm your opponent with strong, sticky minions and if played to fatigue, a 2nd life.
Let me know if you have any questions or suggestions please.
What do you think about using Annoy-o-Tron instead of [card]Recombobulator[/card]? It could set up a really good turn with Kel'thuzad.
Hey man, sorry for the late response. I have gone ahead and removed the Recombobulators. Despite being one of my favorite additions in GVG, especially for priest - OHHH the COMBOS! - it just didn't fit the deck. As for Annoy-o-Tron, I don't think it adds enough value. Sure, it's great as a turn 1 drop, but it's not really protecting any win conditions in this deck for turns 2-5, I suppose the argument could be made that it can protect your Muster army... Mech and aggro decks run it because it's sticky and can save your turn 2 drop (Mechwarper, Knife Juggler, etc.) for a turn, sometimes 2 - just doesn't make sense here. Also, not sure with the current state of the deck, what I'd replace. If you want, you could replace it for the Zombie Chow and/or Arcane Nullifier X-21 but I find both of those to be far more valuable a on-of in the deck over an Annoy-o-Tron
Take another look at the updated list, has gone through many tweaks and am seeing about a 72% win ratio
New update for the deck? :)
I had been away from hearthstone for quite some time but after a couple weeks of playtime with GVG and almost having gotten all the cards, I have made a change. Take a look and let me know your thoughts.
This is deck pretty similar to my current Tauntadin deck. The problems I see in my deck, and probably this deck as well is it just too slow vs. Aggro. New GVG Paladin cards are great. We finally have some early removal now! But in my opinions, they not helping a lot in Control styles instead Mid-Range, & Aggro would do a better job.
I am thinking of adding in an Explosive Sheep. After playing those games tonight on warrior, I posted the deck on hearthpwn and really fell in love with Recombobulator & Explosive Sheep! The dream would be triggering it with a Wild Pyromancer but unfortunately, it's not as easy for Paladins to do one dmg to their own minions. Unstable Ghoul could also work (ie: 1 unstable + 1 explosive, a 4 mana 3 dmg board sweep, assuming one or both don't get silenced)
Have you added muster for battle to your deck? Are you still having issues vs Aggro decks? I find that 1x wild pyromancer in place of the zombie chow can be a good replacement but I opted for the chow because the current meta is so deathrattle heavy. I do think the current decklist could use a bit more heal, considering adding in a guardian of kings instead of the piloted sky golem.
Excellent looking guide and solid deck build. I have been testing quite a bit of Paladin lately and can tell this deck is doing just fine with the right pilot behind it. I do have some quick questions for you though:
I really like that you have Sunwalker in the deck btw, I use to use that card all the time but started running into too many TBK's from the midrange/control decks and then Silences from rush decks, but I may add her back into the mix if she's working out well for you.
+1 friend, Well Met!
Hey dude - apologies for the way way way late response, I haven't been able to be as active as I'd like.. or once was.. due to a new gig.
Anyways, thank you so much for the kind words and the +1... answers to your questions below, in bold
Hi all, thanks for the feedback and kind words.
Manian: the reason I focused on the mid-game is because I feel Paladin's as a class have really really strong mid-game cards, especially 4 drops. The deck had a stronger early game when I was running the Knife Juggler and Argent Protector but I found that I rarely was winning games due to early game oomph (really on a hope and a prayer) so I opted to replace them for stronger but slower cards. To stay viable through the early game and combat aggro, I added 2x Doomsayer
Nat Pagle and Ysera are truly unique cards and hard to replace but this deck can be played without them. Instead of a Nat Pagle you can add Azure Drake or Loot Hoarder. Sylvanas Windrunner is a good replacement for The Black Knight, in fact, I flip flop them a lot myself.
I think you can run the older version of this deck with Knife Juggler and Argent Protector as well, especially if you don't feel you need the additional taunt in the Defender of Argus - I found great early game value out of those 4 cards. You could also try running a Mind Control Tech if you're having issues with aggro.
Tinkmaster Overspark and The Black Knight, especially The Black Knight, are by no means necessary for a strong Paladin deck. You could replace them with Blessing of Kings or any silence card + Youthful Brewmaster
Definitely agree on the changes.
I felt Defender of Argus had no value in this deck. (Not without putting in an Ancient Watcher or the like). Paladin control wipes the board much more often than druid and I feel we generally have less minions on the board than the shaman or druid control decks (warlock is a different story). Hell, our primary 4 drop is Truesilver Champion.
The Doomsayer is definitely a good addition, and I am going to look into crafting them soon. I'm still going for The Black Knight first though, since I'm running druid control a little more these days.
I just checked out flood_'s deck - we run very similar decks. The Defender of Argus made a lot more sense with Knife Juggler and Argent Protector in the picture.
Good luck crafting The Black Knight
I really need to try and craft or find a tinkmaster, him and the black knight are all i need left to make a good pally deck.
Hey man, i'm missing a few cards so i can't try this exact deck. I'm missing Pagle, The Black Knight and Ysera (I can replace Black Knight with Sylvanas to still have a powerful 6 drop in his stead i guess) and both the doomsayers
I have about 400 dust on me, which i'm saving for Pagle most likely, but what would you consider effective replacements for Ysera (she doesnt really have an equivalent does she?), Pagle, and the doomsayers that will function as decently powerful?
EDIT: Upon initial testing, man those doomsayers are hard to replace against aggro, losing such an important card really hurts, i might have to buckle down and craft them
Trying this exact build. I'll give you some feed back.
I feel this IS stronger than Flood_'s. I don't think his has enough early game. I feel his deck suffers through the mid game, while this deck has decent mid game with decent late game.
I really like this deck, It's a lot of fun to play. It works vell againts a wide variety of opponents. Keep up the good work!
Open to any feedback, my goal with this deck is to keep this deck for as long as possible, across shifting metas while making small edits to keep it viable. Let me know if you run this and if so, how it does for you as well! Thanks for taking the time to take a look.
Happy to do a write up and explanation of all or some cards, if anyone wants.