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Crazed Pala Deck [LEGEND]

  • Last updated May 8, 2014 (Live Patch 5314)
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Wild

  • 22 Minions
  • 6 Spells
  • 2 Weapons
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 10680
  • Dust Needed: Loading Collection
  • Created: 5/1/2014 (Live Patch 5170)
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  • Battle Tag:

    Angwar#2842

  • Region:

    EU

  • Total Deck Rating

    62

View 19 other Decks by user-13184428
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UPDATED DESCRIPTION!

First of all i wanted to thank everybody for their feedback and all the recognition i got for making this deck! It sure is a pretty crazy deck but it can work miracles if played in the right way. Anyways i would recommend you to check out my other Paladin decks which are not as crazy as this one :P I made a guide about an aggressive Paladin deck and some kind of midrange/tempo Paladin, so make sure to check them out ;) Now without furtherer do let's jump into the Mulligan and the Matchups:

Druid: This is not an easy matchup but it never is as a Paladin. With this deck though you have atleast a chance of removing their big beefy creatures. Usually i would recommend to keep your Black Knight for the enemies Ancient of Wars and not use it on their Druid of the Claws. But lately the Ancients have fallen out of favour since they are to slow for the current meta. Some Druids still run one of them but that is not a problem since you can always just use Humility or Aldor and Kodo on them to kill them off. Of course you could also use your Crazed Alchemist and a Big Game Hunter that depends on your hand and the cards the Druid has played yet. For the Mulligan i would probably keep a Humilty or an Aldor Peacekeeper in case they innervate something  big you otherwise can't deal with. Another general advice if playing against Druid is to keep an eye on your total life amount. Druids can kill you with a Savage Roar plus Force of Nature Combo if you are at 14 health or below! 

Hunter: I would always keep an Aldor Peacekeeper or Humility, a Spellbreaker, an Ancient Watcher or a Truesilver Champion or otherwise you won't be able to deal with their beasts early on. And against Kolentos Hunter you need to kill their beasts at turn 3 or otherwise they will Houndmaster them on turn 4 which is pretty much game for you. As wise Reynad said once: "This houndmaster will ruin your game at turn 4." You also might want to consider keeping a consecration in your hand due to UTH and the possibilty of them being an aggressive Hunter. Although UTH is getting nerfed to 3 mana next patch and i am not sure how this will effect Hunter and especially Midrange Hunter. Another general advice against Hunter: Don't put more than 2 minions on the board unless they already used both UTH. Usually you don't want to use your heropower in the mid game since it equals another doggie for your opponent. On the other hand it is really important though to use your hero power against an aggressive Hunter since they run a lot of 1 health creatures. Also you always want to calculate how much damage they can do nex turn. For example if you have 3 minions on the beard and want to put another one you need to think about what your opponent can do next turn. Leeroy Jenkins plus UTH plus Timber Wolf costs only 7 mana and provides 16 damage! Always watch out for those big combos.

Mage: The aggressive version is a tough matchup for almost every class and i don't know why this deck is not played that much yet since it fits really good into the current meta. I would recommend keeping Crazed Alchemists in your starter hand since you can kill off the enemies Mirror images. Sometimes i even use them on the opponents Mana wurm so i can kill it before it grows bigger. You also want to get a consecration and a Watcher by any chance in your opening hand. Against control Mage i often end up silencing their Water elementals because they are so annoying and can actual decide a game if they keep preventing you from using your Truesilver Champion. Another general advice: They also have a big burst combo that includes 1 Frost Bolt and 2 Ice Lances ( 11 damage for 4 Mana) or simply 2 Fireballs ( 12 damage for 8 Mana).

Paladin: Nobody plays this class except me and Zilea ;( If you run into one though it is probably an aggressive one since this is the only Paladin deck that has been consistently good in the meta. In that case you want Consecration, a Spellbreaker or Watchers in your opening hand as always against aggressive decks. Also you should consider them having a Divine Favor in their hand to refresh it. You can usually tell that if they kept that one card on the left since turn 1 and did not play it yet. In that case you don't want to have a big hand and should always play a card instead of using hero power if possible. Another general advice against Paladin: Most of the time they can only deal with big creatures or early aggression by using an Equality combo so you want to watch out for that and not play more than 1 big creature. The reason why i only run 1 Equality is that it usually doesn't offer what you need. If you are behind it will just clear the board but leave you without a minion aswell which is bad because the enemie can just refill the board with new minions. If you are ahead it is even worse since you never want to play it because it also sets the health of your Minions to 1. So instead of killing their big creatures with it you end up trading your one ones since you have no other option. I might even take it out of the deck but i am not sure yet. I think it depends on your playstyle and deck. Of course this is only my opinion and i don't think Equality is a bad card i just don't really like how it does what it does.

Priest: This is a good matchup. You want to keep your Watchers and Spellbreakers since they have 4 Attack which is the key number against Priests because they don't have a Shadow Word for that. They also live through Holy Nova and Holy Smite and the Watcher would even survive a Circle of Healing plus Auchenai Soulpriest combo. If you want to be really evil you can use your Alchemists on your own minions to put them out of range of their removal aswell. Priest versus Paladin often ends up with both drawing Fatigue so be careful not to lose board control. It is really hard to gain board back from a Priest due to their heropower being able to heal their minions. A general advice against Priests: Don't be to scared of Mind Control. Most Priests don't run it anymore because it is to slow. If they do though they usually just run a single one. You also want to make sure to kill a Blademaster  as fast as possible if they drop one since they can heal it up over and over again and keep getting value out of it.

Rogue: This matchup can be good if you are able to bring out your watchers early they might not be able to deal with them. DON'T USE SUNFURY EARLY ON UNLESS THEY PLAY MOLLYGOS ROGUE! Although you always want to play as aggressive as possible against Rogues you don't want to waste your Sunfurys since you will need them when you are in Leeroy combo range. I would probably also keep an Aldor in my hand to deal with a possible Edwin van Cleef or SI7-Agent. Some general advices: Watch out if you want to play a minion with 4 or below 4 health at turn 3/turn 2 with the coin. What is the Houndmaster on turn 4 for the Hunter is the Backstab plus SI7-Agent (plus Coin) combo for a Rogue. Also keep your Equality for their stealthed Auctioneers and don't underestimate their board clear ability. Deadly Poision plus Bladeflurry is 3 damage to all enemies. You also always have to keep in mind that they are able to use Preparation to higher their amount of spells they can pull out in 1 turn. Basically you always have to add 3 Mana on spells to their Mana pool until they used them. It is also great if you can force a Sap early on a big creature so they are missing it for your taunts later on.

Shamans: Crazed Alchemists really works wonders in this matchup. But make sure you don't waste them on the usual Totems. Keep them for Flametongue or Mana Tide! In this matchup you should drop a Sunfury on a empty board early on because as against Priests it is really hard to get the board control back against a Shaman once you've lost it. Keep Consecration, Alchemists and a Truesilver for their turn 3 Unbound Elemental or Feral Spirits in your opening hand. A general advice: Shamans use many different crazy combos to burst their opponents. All of them usually contain Rockbiter plus Al'Akir (12 damage for 9 mana) /Leeroy and Windfury (18 damage for 7 mana)/Doomhammer (10 damage for 6 mana).

Warlock: Zoo can be a hard matchup or an easy matchup. If you manage to use an Alchemist on 1 of their Shieldbearers early on you are good to go so i would recommend keeping them. Of course you also want a Consecration, Watchers and Sunfurys in your opening hand. Dropping a Sunfury alone early on can go horrible wrong so you should really think twice about it. On the one hand you want board but on the other hand they can just soulfire it and you will be missing it for your Watchers and to prevent doomguards from killing you later in the game. Don't blench from using a Humility against a Flame Imp on turn 1 if you don't have another good play. It minimizes their damage output and trading potential essentially early on. Against Handlock you want a Big Game Hunter and Equality in your opening Hand. Honestly this is a really hard matchup because Paladins just can't really deal with 4 Giants unless using Equality or Big Game Hunter. Do never try to rush them down! You will just help them getting to their Molten Giants faster and as a Paladin you have no good finishers. 

Warrior: Kitkatz control Warrior is not a bad matchup but a skill and luck based matchup. Make sure to get a Truesilver or a Spellbreaker in your opening hand since using Humility or Aldor on a Frothing Berserker doesn't really solve the problem. You probably won't ever be able to find a good use of Equality unless to get rid off Grommashs enrage buff (yes humility also removes that and he won't get enraged again if taking damage unless they finally patched that). As a general advice: The burst combo of control warrior is based on equipping Gorehowl and drop Alexstraza next turn setting your health to 15 and then finish you off next turn with Grommash (10/12 damage if enraged with taskmaster) and Gorehowl or Alexstraza if not removed. Don't use your heals until your opponent used Alexstraza or you are about to die anyways since it would be wasted!

 

 Replacements/Edits/Additions:  

Edits: Put out Ysera for Ragnaros because Ysera is to slow for the current meta and Ragnaros wrecks aggro Hunter and Miracle rogue.

Possible Additions: Thinking about adding an Acidic Swamp Ooze to the deck due to the increasing rate of Rogues,Hunters and Warriors in the current Meta. Harrison would also be an option since it would also provide card draw which is a weakness of this deck. On the other hand i feel like it is a little bit to slow.

Budget Replacements: It is always hard to replace Legendary cards due to their unique effects but Argent Commanders, Sunwalkers or another Faceless Manipulator usually provide decent value. A Guardian of Kings could also be an option or even a Venture Co. Mercenary or a Boulderfist Ogre. Basically cards that provide good value. For further questions you can PM me :)