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Baccano! (Healadin)

  • Last updated Jul 5, 2014 (Live Patch 5506)
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Wild

  • 19 Minions
  • 9 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4260
  • Dust Needed: Loading Collection
  • Created: 7/6/2014 (Live Patch 5506)
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  • Total Deck Rating

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I keep hearing that Paladin is one of the weakest classes; however, this deck has been working pretty well for me so far this season. While generally a bit slow to start out (I often find myself hitting the Guy-button on turn two), it tends to - at least in my experience - pretty consistently dig its heels (and its heals... sorry -_-;) in about halfway through the game and claw its way back from the brink, turning what looked like a desperate situation with the deck at ~10 health and the opponent just below 30 into one where suddenly, I have board control, a really good hand for the upcoming late-game, and enough healing to stabilize without too much difficulty.

Another fun point I've noticed about this deck is that it can stay out of range of a lot of lethals fairly easily, so opponents who rely on combos to finish the game can find themselves wanting for the damage necessary to end it before the Healadin can retake control and counter pretty much any play the opponent tries.

One thing to note about the deck is its slight reliance on combos: Pyro + Equality, Equality + Consecration, Aldor + Kodo, all of these provide opportunity for massive swings in this deck's favor. Having just come off of a Priest deck from last season, comboing cards together to make their individual effects exponentially more potent feels quite natural, although it can occasionally be difficult to decide whether it's best to get a little bit of value out of a combo piece now or save it for potentially massive value later. Still, once you learn when to be greedy with your cards and when to let some of them go so that you aren't dead before you can use the combo in question, they become one of the deck's greatest assets.

In general, I find this deck to be quite solid. Although it falters a little bit in the early game, the mid- and late-game potential allow it to essentially resurrect itself from a bad situation and turn the tables on the opponent, and all without even a single bajillion damage, twelve card mega combo! Again, I keep hearing that Paladin is among the weakest classes, but playing this deck, I've had trouble seeing exactly why; it's not infallible and can't do anything particularly broken, but it's definitely good enough to win games confidently.

Best of luck to anyone who tries this deck out. I hope you have as much fun with it as I've been! ^_^

(Note: Inspiration for the deck's name.)