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TGT Midrane Paladin

  • Last updated Sep 11, 2015 (TGT Launch)
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Wild

  • 20 Minions
  • 7 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 9300
  • Dust Needed: Loading Collection
  • Created: 9/2/2015 (TGT Launch)
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Quick card overview:

Zombie Chow - an early game body, basically Minibot #3. Always keep.

Equality - Utility roleplayer that gets you out of hard to. Don't be afraid to use it a bit more liberally, "perfect" opportunities where you equality + consecrate 4 big minions are really rare. Never keep. 

Ironbeak - cleans after Mysterious Challenger, gets rid of some nasty stuff. You rarely keep it, tho. Be aware of main targets (like Tirion, AoW) and try to use it in the right moment.

Knife Juggler - another "not really a 2 drop creature", tho you do need to drop this early sometimes and risk it, esp if you can follow up by muster. Ideally you want to put it behind taunt and abuse it, but if you have no other early presence, you have to sacrifice him. Keep if you have no other early present, or if you have muster.

Shielded Minibot - Best 2 drop like ever. This is what keeps you in game early. Always keep, always play when you can. Insane guy.

Coghammer - you have to accept that it will be rare that you will use all 3 charges and the buff. Often you will override it with something else before you use all of it, sometimes you will have to buff a 1/1. It's still good, regardless. Buffing a Tuskar is my favourite play. Keep if you have early bodies.

Muster - Always keep, best turn 3 play in 90% of situations.

Aldor - You usually want to get at least a shredder debuffed with this - so try to do so. It is very versatile and does a lot of work. Don't keep with muster, or if you otherwise have a good start like 2 drop, coin + truesilver.

BGH - you lack good removal, you have to play this.

Truesilver / Consecration - I don't think these need explanation nowadays.

Defender of Argus - I decided for 2 of these. I dropped Murloc Knight, second Belcher and some other stuff for it (Vendor..). I really feel it worth it tho, he is pretty good. Murloc can go out of hand but it doesn't happen that often, this guy will make benefical trade and can easily protect your high value minions like juggler. You usually do not keep, but he is a fine follow up to muster if you don't have a Truesilver, so not the worst keep.

Shredder - I actually tried cutting this but it is impossible. Keep if on curve.

Quartermaster - 2 seems a bit steep, but with Muster and Justicar I often find myself wishing for this guy, so that's why 2. Never keep.

Tuskar Jouster - this guy is INSANE! against the decks that you really want the effect, you win a lot, I don't know, 80% ? And body is relevant in other matchups too. I keep it against hunter if I have a lot of early stuff, like a minibot + muster/consecrate.

Justicar - he dies next turn, you should expect that (unless you protect with argus somehow). But 2 1/1s each turn is insane! It is so, so grindy, in the end you will always get value of it. No keep.

Dr. Boom - yeah, he is preety good. If he gets BGHed, bombs work good with equality.

Lay on Hands - Your only real draw - and heal makes sure you get to use it. Pretty great overall. 

Tirion - try to be sure to that he won't be hexed/silenced if possible. Otherwise he is nigh-unbeatable.