Mini Pally - From rank15 to Legend
- Last updated May 16, 2014 (Live Patch 5314)
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Wild
- 17 Minions
- 11 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 6860
- Dust Needed: Loading Collection
- Created: 2/20/2014 (Beta Patch 4482)
- Holyrock
- Deck Architect
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- 9
- 44
- 44
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Battle Tag:
holyrock#1646
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Region:
US
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Total Deck Rating
1466
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THIS DECK IS OUTDATED.
Updated deck here:
http://www.hearthpwn.com/decks/54902-mini-pally-2-0-legend-from-rank-17
What about Tirion i this deck?
Hi Holyrock,
Thanks for sharing this deck. Its a very fun deck to play and it got me from rank 25 to legend this season.
I agree with all your match ups except for Aggro Hunter. I think this deck is not strong vs Aggro Hunter, simply because every Hunter plays with Unleash the Hounds and Explosive Trap which counters all of our x/1 creatures and on top of that most of them play with Tracking which makes it easy for them to get these two cards. I faced a lot of Hunters with this deck and i think my win/loss ratio against them is approximately at 55%, so I consider this deck at most "fair" vs Hunter.
Hey Kranky! Congratulations for getting your legend rank this season! I'm really happy that you managed to get it with this deck. Did you change anything? I would love to know what cards you got in this deck =) Oh about the Aggro hunter, I have to agree, I used to have better win/loss ratio vs them last season, and seems like I can move them down to "fair" vs hunter, thanks for pointing that out. Have a nice day sir Legend Kranky =)
I removed it from the deck, after nat pagle nerf it got really weak, and king mukla wasn't working well for me after the patch for no especific reason as well. You can place 2 worgens back in. Good luck and have fun ^^
Possible replacement for King Mukka?
Another Blood Knight or another Arcane Golem. Good luck =)
Really enjoying this deck! Even without the epics it has me climbing the ladders. Up to rank 18 in three days.
Avenging wrath is demoralizing enough to get people to concede even if they are up.
Thank you for posting!
"I fight" + "grl grglgrgl" = /coffeesnort
Thanks for the feedback =) Glad you'r enjoying this!
Thanks for your comments! The more you play with this deck the better you will get with it =) Keep it up and have fun.
I am having a horrible time with this deck. Cant get past rank 18. I have about a 20% win rate with this deck. Terrible
Quoting IIdangercloserII: If this deck is flat out failing for you its not the deck its you.
First day after the reset I was rank 15 with this deck, after 2 days I'm rank11 with it. This is not an easy deck to play with, it requires experience in-game and experience with the deck itself. Good luck, maybe the right aggro deck for you is hunter, it's easier to learn and play, try it out.
I kind of agree and disagree with IIdangercloserII. I've been hovering around 19-18 for awhile, and sometimes if I'm lucky I'll get a good win streak going and shoot up the ranks. My mage deck got me from 25-19 in 2 hours. This deck is fun to play, but when it works. On paper you have good counters for certain things IF you're able to draw that card. Don't get me wrong, playing against friends or casual it's a blast. I just think ranked players are getting savvy to rush decks and their tactics, so they are equipping themselves for that grind to rank 10 knowing that they are going to be encountering a lot of rush decks along the way.
Hell, just the other day I fought a rush down druid...I didn't even think that was possible but hey, anything can happen. The deck works, it's just in a meta where, like I said, people are getting used to seeing and playing against it, it's just getting harder to play, especially since so many tournament players are playing Shamans now, and so everyone else kind of follows suit, and thanks to Trump, the influx of Mage players is ridiculous (the two hard counters to this deck.) But like I said, it's still fun to play, and I think Paladin's have a great curve for rush down decks. Nothing quite like pulling an Argent Squire on turn 1, then coining into Blood Knight on turn two and giving him Blessing of Might on turn 3. Not too many people have an answer for that. XD
Hey Mattdontbeahero, thanks again for the comments! I have to agree with you again ^^ Mages, Shammans and warriors are our main counters atm, even druids are a hard match as well. I will try to improve and change this deck a bit more to fit the current meta, I can't promise perfection cause that thing is impossible. Really pleased to see some smart constructive criticism. =)
Maybe switch two for Defender of Argus, but the problem is the mana curve would end up sucking because so many of the Paladin's abilities cost 4 mana. Maybe add Faerie Dragon so they don't get torched by druid, shaman, or mage. It'll cut down on the whole rush'em and hit'em in the face but it might serve as more of a buffer so that way they won' totally be annihilated at the end of the day. I can think of a few others, but not without turning this into a mid-range deck.
Hey there,
I was running a similar deck to this one without as much overall removal as you run, and would constantly have issues dealing with minions. So I thought I'd try this deck out (since it is very similar in style) to see how it would work out, and here's my report on it:
I played a good 10 games or so, and I don't know if maybe I'm just the most unlucky person in the world, or I just was doing something wrong, or whatever the case, but I had absolutely HORRIBLE games with this.
- If I ran into an aggro matchup, Divine Favor is an absolutely WORTHLESS card. Every aggro opponent I came up against would always have their hand lower than mine making the card dead. It really sucked too, because I like the card a lot when facing an opponent that draws a lot, like Mages (however every card drawer I faced I NEVER got Divine Favors at all... I'm chalking that one up to my bad luck).
- For an aggressive deck, this thing can just outright stall. In a few of my games, I would end up with nothing but spells in my hand and no minions, or all my minions, no spells/card drawing, and by mid game would just slow to a crawl. If you get none of your card drawing to keep your hand replenished, you're doomed no matter what you're facing. If you end up replacing things in your starting hand, hope and pray you get a 1 or 2 drop that can last for a while, because I know I ended up with 4 and 6 casts in my opening hand and drew into no minions for a few turns. This hurts massively since you're supposed to be aggressive, but you're putting out 0 damage and are stuck in a bad situation.
When it works, the damn thing can be downright unstoppable. However, you're placing all of your eggs in one basket and hoping for solid card replenishment so you can keep pressing your attack. I know that putting all your eggs in one basket IS what aggro decks are about, and what they do, but this one can burn you REALLY bad with dead cards, horrible opening hands (but that's with any deck of course, not just this one), or absolutely 0 card drawing to keep you moving along.
I'm still really new to Hearthstone, so I may be just hitting a wall, and my inexperience can be showing through. However, I'm not sure how to make this deck more consistent. It's really fun, and works amazingly... IF it is working in your favor. However, you can end up massively screwed in before the game even begins.
I hear you about Divine Favor, it is a pain when you have it and the opponent has less cards then you. Mulligan may mittigate this effect and it's is one of if not the most important phase of the game for this deck, knowing what are you going to face and knowing what to keep and what to look for is what win you games, that's the hardest part to master.
You are absolutelly right when you say about placing all your eggs in one basket that's pretty much what an aggro deck is (as you stated above), but we need to keep in mind that we can't win all games and what matters is staying above the 50% win ratio.
The current meta is not favoring this deck as it did last season, in a few days expect some changes in this deck to have a better win ratio in this meta.
Anyway, thanks for the comment, good luck and have fun!
Shamans are also an issue for this deck. Feral Spirit and Earth Shock are incredibly annoying, and their Lightning Storm burns up the board, along with Stormforged Axe. Mages and Shamans are the only real threat to this deck, along with a Murloc Warlock if they draw more minions faster than you do.
This deck is slightly different than Force Feed's deck, which gives me about a 50/50 chance of winning. Then again, I've faced A LOT of Mages too, but a lot of it comes down to card draw. Worse feeling on earth is drawing a Blessing of Kings, Truesilver Champion, and Avenging Wrath on your first hand, then send them all back only to get them all back or other 4 + cards back in turn. It's painful and you have to wait and hope your 1 mana cards come out, because once you go past turn 2 and all you've managed to do is use your hero power, it feels like you're screwed.
I agree with you in both ends. Facing shamans can be a real pain, we can't really counter earth shock, all we could do is deal with it, now feral spirits can be dealt with truesilver, consecrating, trading buffed minions preferably divine shield ones or using equality early game, it feels wierd but losing all the board or stop attacking because of feral spirits can be really bad for us.
Mages are very anoying for this deck, try holding your a card if it's gonna die to a ping next turn, try dropping it next turn combined with another one, so that at least 1 of them survive next turn. Forcing a ping is not that bad as well, since the mage will not have "full mana" to drop bigger stuff.
Don't worry bout bad draws, they happen, it's a card game and rng is aways there, just put it together and play with what you got, don't worry cause you aways have the next game to redeem yourself. Thanks for the comment, good luck and have fun!
Really like this deck.
Glad you like it ^^