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[K&C] Gold Hands (Handbuff Paladin)

  • Last updated Dec 15, 2017 (Kobolds Patch)
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Standard

  • 26 Minions
  • 2 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Handbuff Paladin
  • Crafting Cost: 13500
  • Dust Needed: Loading Collection
  • Created: 2/28/2017 (Aggro Downfall)
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  • Battle Tag:

    JoeyJojo48#1451

  • Region:

    US

  • Total Deck Rating

    85

View 4 other Decks by joey_jojo_48
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~The real MVPs~

Hello Hearthpwn!

Here's my fifth deck (Handbuff Paladin). I've been maining Handbuff Paladin since Mean Streets and have taken it to legend in Un'Goro (proof below). Now it's back and stronger than ever in Frozen Throne! It's fairly tricky to play and is definitely off-meta, but it's one of the most fun decks I've ever played. If you've got the cards I highly reccomend giving it a try. I'll do my best to keep this page updated with the most current decklist I am running. Cheers!

 *DEC 15th UPDATE: First round of tinkers against the meta. Cut 2x Blackguard, and 2x Benevolent Djinn for 2x Tar Creeper, 1x Mind Control Tech, and 1x The Black Knight. Don't expect this list to be final yet, I'm going to keep experimenting and will likely post a newer version soon. Best of luck on ladder!*

 

~ General Strategy ~

The general strategy of the deck is fairly straightforward. Your goal is to use the handbuff cards (Smuggler's Run, Prince Keleseth, Grimestreet Enforcer, Val'anyr) to make your hand very big, and then use those big cards to beat down your opponent. To help with this, this deck runs a ton of cards to disrupt/neutralize your opponent's threats (such as Aldor Peacekeeper. Stampeding Kodo, and Sunkeeper Tarim) as well as cards who scale very well with buffs (such as Chillblade Champion, Wickerflame Burnbristle, and Acolyte of Pain). One of the nice things about a handbuff deck is you can run a decent number of tech cards, but since you can handbuff them they can still be useful in other matchups. It's a pretty tricky deck, but just be patient, think things through, and you can beat almost anything.

 

~ Mulligan Guide ~

Smuggler's Run
(if you can curve after it or if you have the coin)

Prince Keleseth
(ALWAYS!!! You want to play it as early as possible)

Mind Control Tech
(keep vs. aggro)

Corpsetaker
(always, but only 1)

Aldor Peacekeeper
(always, but only 1)

Wickerflame Burnbristle
(always throw it back, you need it in the deck to activate Corpsetaker)

Tar Creeper
(always)

Acolyte of Pain
(always)

Saronite Chain Gang
(only if you can curve into it)

 

 

~ Card Choices ~

The Handbuffers

Smuggler's Run
Prince Keleseth
Grimestreet Enforcer
Val'anyr

The purpose of these cards is to buff the cards in your hand (and deck).

Smuggler's Run and Grimestreet Enforcer are core cards and the deck will not work without them. If you don't have Prince Keleseth you can use 2x Grimestreet Outfitter and the deck is still very powerful (and it also allows you to run other 2-cost cards like Hydrologist or Acidic Swamp Ooze). If you don't have Val'anyr don't rush to craft it yet unless you've got 1.6k dust lying around. It can easily be replaced with some of the suggestions below based on what you have.

The Taunts

Wickerflame Burnbristle
Saronite Chain Gang
Stonehill Defender
Tirion Fordring
Sunkeeper Tarim
Bonemare
Corpsetaker
Tar Creeper

Taunt cards scale very well with handbuffs, and these cards form the core defensive of the deck.

There are lots of other taunt cards that could work in this deck, such as Soggoth the Slitherer, Stegodon, Dirty Rat, Righteous Protector, Spikeridged Steed, The Lich King, Primordial Drake, The Curator, or Second-Rate Bruiser. Feel free to try them out!

The Neutralizers

The Black Knight
Mind Control Tech
Aldor Peacekeeper
Sunkeeper Tarim
Chillblade Champion
Val'anyr
Uther of the Ebon Blade
Stampeding Kodo

These cards are all meant to mess with your opponent's gameplan so that your cards can shine.

Pretty much all of the cards except Aldor Peacekeeper and Sunkeeper Tarim are replaceable. I expect this part of the decklist to shift a lot as the meta changes. Other good tech cards you could consider are Acidic Swamp Ooze, Ivory Knight, Gluttonous Ooze, Golakka Crawler, Lorewalker Cho, Harrison Jones, Nerubian Unraveler, Hungry Crab, Dirty Rat, Skulking Geist, Stormwind Knight, SpellbreakerDeathwing, Blackguard, Primordial Drake, Truesilver Champion, and Mindbreaker.

The Heals

Wickerflame Burnbristle
Uther of the Ebon Blade
Chillblade Champion
Corpsetaker

You need heals to keep yourself alive. From my experience these cards are often enough, and you can semi-reliably find more Wickerflame Burnbristle off of Stonehill Defender if you need it.

Alternate cards you could consider are Alexstrasza, Benevolent Djinn, Earthen Ring Farseer, Truesilver Champion, Bloodworm, Ragnaros, Lightlord or Ivory Knight.

The Main Event

Saronite Chain Gang
Acolyte of Pain
Corpsetaker
Wickerflame Burnbristle
Stonehill Defender
Tar Creeper
Chillblade Champion
Corpsetaker

In handbuff decks, you obviously want to hit as many cards with your buffs as possible. But these cards in particular are the ones you really want to hit. They are either ones that have beneficial keywords, have card draw/pseudo card draw, and/or can squeeze extra value from the buffs.

When finding replacements for these types of cards, look for cards that have one or more of the following:
1) Taunt, Lifesteal. Charge, and/or Divine Shield
2) Effects that trigger when taking or surviving damage
3) Minions with higher Health than Attack
4) Minions with start or end of turn effects
5) Minions with card draw or pseudo-card draw effects (i.e. Discover)

 

Let's play some Hearthstone together! JoeyJojo48#1451, Americas :)

 

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