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[Witchwood] Wild Hands (Handbuff Paladin)

  • Last updated Apr 15, 2018 (Witchwood)
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Wild

  • 26 Minions
  • 2 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Handbuff Paladin
  • Crafting Cost: 18240
  • Dust Needed: Loading Collection
  • Created: 2/28/2017 (Aggro Downfall)
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  • Battle Tag:

    JoeyJojo48#1451

  • Region:

    US

  • Total Deck Rating

    194

View 8 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 playing the hell out of Handbuff Paladin ever since Mean Streets, and I even took it to legend in Un'Goro (proof below). And while it may not be allowed in Standard anymore, it'll live on in wild! 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!

 *APRIL 15th: The first Wild version of this deck is here! This is far from a final refined list given that I am not a wild main and that the wild card pool is so huge, but it's at least a solid starting point for anyone wanting to try out the archetype.

If you're interested in a "standard version" of the deck, feel free to check it out Piperbuff Paladin. While obviously not exactly the same, it plays very similar.

Also I made another standard deck, a Big Deathrattle Hunter, so feel free to check that out if you're into that kind of thing.

Best of luck in the Year of the Raven!*

 

~ 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, and 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. Ironbeak Owl, and Sunkeeper Tarim) as well as cards who scale very well with buffs (such as Chillblade Champion, Wickerflame Burnbristle, and Saronite Chain Gang). 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)

Zola the Gorgon
(only if you have Prince Keleseth)

Paragon of Light
(always)

Aldor Peacekeeper
(always, but only 1)

Wickerflame Burnbristle
(keep vs. aggro)

Coldlight Oracle
(keep 1 if you're facing a deck with a ton of draw)

Stonehill Defender
(keep if you have Smuggler's Run)

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

 

 

~ Card Choices ~

The Handbuffers

Prince Keleseth
Val'anyr
Grimestreet Enforcer
Smuggler's Run

 

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
Sunkeeper Tarim
Tirion Fordring
The Curator
Primordial Drake
Saronite Chain Gang
Stonehill Defender
Paragon of Light

 

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, Grimestreet Protector, CorpsetakerStegodon, Dirty Rat, Righteous Protector, Spikeridged Steed, Tar Creeper, The Lich King, or Second-Rate Bruiser. Feel free to try them out!

 

The Neutralizers

Uther of the Ebon Blade
Sunkeeper Tarim
Eadric the Pure
Val'anyr
Primordial Drake
Aldor Peacekeeper
Chillblade Champion
Ironbeak Owl

 

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, The Black Knight, Nerubian Unraveler, Hungry Crab, Dirty Rat, Skulking Geist, Stormwind Knight, SpellbreakerDeathwing, Blackguard, Stampeding Kodo, Mind Control Tech, Truesilver Champion, and Mindbreaker.

 

The Heals

Wickerflame Burnbristle
Uther of the Ebon Blade
Paragon of Light
Chillblade Champion

 

You need heals to keep yourself alive. From my experience these cards are often enough.

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

 

The Main Event

Wickerflame Burnbristle
The Glass Knight
The Curator
Primordial Drake
Saronite Chain Gang
Paragon of Light
Coldlight Oracle
Chillblade Champion
Ironbeak Owl

 

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. One package of note in here is "The Curator Package" (1x The Curator, 2x Primordial Drake, 2x Coldlight Oracle, and 2x Ironbeak Owl). This package gives a very reliable minion-based card draw engine to help keep your hand full and ready to buff.

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)
6) Minions with cost reduction effects

 

 

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