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Clockwork Card Dealer Secret Paladin

  • Last updated Oct 9, 2015 (TGT Launch)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Tavern Brawl
  • Deck Archetype: Unknown
  • Brawl: Clockwork Card Dealer
  • Crafting Cost: 7800
  • Dust Needed: Loading Collection
  • Created: 10/9/2015 (TGT Launch)
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  • Total Deck Rating

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An example of brawl-specific Secret Paladin. I have 73 wins in the brawl, almost all with Secret Paladin, and recently use this decklist. First player advantage is huge in this brawl, but I have won the mirror as second player using this deck, which makes me think it's strong.

Although you have the option of playing on curve every turn, sometimes that's not the best play, which is why it's fun to pilot this deck, apart from it being strong.

Main curve, with comments where the card choice isn't clear:

  1. Secret or Shieldbearer. The purpose of this play is to protect your Doomsayer (Redemption, Noble Sacrifice, Shieldbearer) and/or hopefully stick around to provide value afterwards (Avenge, Redemption). It's OK for this play to be low value. Just don't play Competitive Spirit because it will buff the Doomsayer on the turn it dies, which never helps.
  2. Doomsayer. Its purpose is to provide a clean board for your Muster. Originally I ran Minibot here and assorted 1-drops, but Doomsayer is a more reliable way to take board control.
  3. Muster for Battle
  4. Blessing of Kings. This provides immediate board impact and nearly always has a target because of turn 3 guaranteed muster. Unlike Truesilver, it doesn't conflict with your Light's Justice.
  5. Sludge Belcher. This is a game-winner vs face decks, protects your mustered dudes, and matches well against Piloted Shredder, which many decks run. Some decks run Loatheb, but Loatheb is usually effectively a vanilla 5/5 because decks will typically be playing minions on turns 5 and 6. (Exception: coining into Mysterious Challenger.)
  6. Mysterious Challenger
  7. Dr. Boom
  8. Tirion Fordring
  9. North Sea Kraken. This has the most immediate board impact of any 9 drop. It also provides reach, and even just 4 damage decides games surprisingly often. Originally I ran Alexstrasza in this slot, but Kraken is more flexible.
  10. Deathwing. If you reach turn 10, if you're winning, you don't need a lot of help. If you're losing, Deathwing can be just what you need to have a chance to turn the game around. It also can remove taunts, allowing your Ashbringer to hit face.

Mulligan for:

  • Mysterious Challenger (at most 1 copy). As second player, turn 5 Coin Mysterious Challenger is the key to winning the highly unfavored mirror matchup. It's also a good option to have as first player, since developing Noble Sacrifice makes Challenger a slightly more defensive turn 7 play than Dr. Boom.
  • Redemption, Avenge. These are the best turn 1 plays to lead in to Doomsayer.
  • Target Dummy. This card is crazy strong in this deck. Use it to protect your mustered dudes in the mirror, as a target for Kings and Competitive Spirit, and to protect your Doomsayer when it might be in danger. (Having your Doomsayer proc is very important, so don't be afraid to lose the Target Dummy to make sure it does.)
  • Wisp. Also very strong, effectively a bonus dude and doesn't interfere with your curve.
  • Molten Giant. Mostly filler to avoid being drawn, but can be nice since you are losing health controlling the board with your Light's Justice.