TheChiv's Naxxadin
- Last updated Jul 28, 2014 (Naxx Launch)
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Wild
- 15 Minions
- 12 Spells
- 3 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3600
- Dust Needed: Loading Collection
- Created: 7/27/2014 (Naxx Launch)
- TheChiv
- Registered User
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- 17
- 49
- 116
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Battle Tag:
thechiv#1153
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Region:
N/A
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Total Deck Rating
1122
This is my Post week 1 Naxxramas Paladin deck. The deck is loosely based off the endurance Paladin and the shockadin decks with a few changes to make use of Nerubian Egg. Nerubian Egg will server 1 of 2 purposes in this deck. They will prevent your opponent from using any kind of board clear till they silence them, meaning the rest of your minions can be a little protected and focus on your opponents face. The 2nd purpose is to just give you an early game 4/4. By using cards such as Abusive Sergeant and Blessing of Might you can turn this 0/2 into an offensive minion meant to trade and summon forth the 4/4 on turn 2 with the coin.
The deck handles other main meta decks relatively nicely. Paladin is not a deck many prepare for and the ones they do tend to see are sustain decks with Tirion Fordring rather then aggro decks that do massive damage in the early game then rely on spells and weapons to finish you off. It is because of this most will not mulligan correctly to face you and much of their plays will be reactionary rather then planned steps.
Strategy
Your going to want to get at least one Nerubian Egg out as soon as possible to lock down aoe's as well as give you potential to trade and get a 4/4. The rest of the deck either is for boosting up your minions to give you trades when needed or to just slam it into their face and burn them as quick as you can. Even a simple hero power token becomes a massive threat because of Blessing of Kings, so don't be afraid to use it.
Finisher
This deck has a great amount of outs you can use in order to get a mid game burst to finish off your opponent. Leeroy Jenkins+ Blessing of Might gives you almost Pyroblast damage at turn 5, Now have the Truesilver Champion equiped and that is 13 damage right there. Past turn 5 this number will grow, turn 6 can become a 16 point hit very easily.
MULLIGAN
The mulligan for this deck so far for all classes that I have faced, all 9 of them, is as follows.
Nerubian Egg, Leper Gnome, Abusive Sergeant.
These three cards in your opening create a great amount of possibilities for an opening and will apply pressure on your opponent that when done correctly they will be constantly playing catch up. It should also be said other 1 and 2 drop minions are also good to have in your opening hand.
Trading
In any deck the idea is to kill your opponent before they kill you. Here your going to want to focus on the damage race and make them pay for every step. It is because of this trading should be kept at a minimum and only when you deem it absolutely necessary. Taunts would be a prime example. This is where you will want to boost a lower minion up to trade, and let the rest of your board go through. Another time trading should always be considered is in the case of hatching your Nerubian Egg. Here you will want to trade before they silence it.
zoo does it much much better.
I'm currently using
-1 Sword of Justice, -1Faerie Dragon, -1Avenging Wrath and -1 Blessing of Kings for
+2 Ironbeak Owl, +1 Loot Hoarder, and +1Argent Commander to some great consistency.
The commander vs AW is still a toss up for me, but I wouldn't trade the Owls for the world right now. Breaks enough silences and Eggs to be worth their weight in gold.
Rode a streak from 15-10. Picking it back up from there. I think the only change that I'm absolutely in love with is the Owls, as I've been silencing a LOT of Nerubian Eggs/Key Taunt minions.
The faerie dragon to Loot Hoarder...harder to say. With duplicate out, I'll probably go back to double dragons if mages get more popular. But double BoK was too many for my taste. Wound up with a lot of tech in hand and less minions than I was happy with.
I have removed 2 dragon faeries and put 2 ironbeak owl. I just didn't find the faeries useful enough for the games i've played, and I won't remove SoJ since i'm having success with it.
Loatheb and King Mukula are two cards I want to get in this deck.
Loatheb "sticks" and significantly impacts your opponent. Mukula when played properly can stick too. I'm thinking dropping Hammer for Loatheb & Faerie Dragon for Mukula.
I'm having great success with this deck. I made a couple changes. -1 Avenging Wrath -1 SoJ +1 Ironbeak own + 1 Argent Commander. I am crushing all manner of decks. Miracle, Zoo, Hunters, Mages (LOL), Control Pally, Shamans, Priests...this deck is too fast for them to keep up. Control Warrior and Ramp Druid matchups are super tough but i don't see too many of them on the ladder. Went from rank 19 to 9 in one evening playing about 3 hours. You have to be smart with your buffs and mulligan correctly to be successful. I almost never trade minions. Straight to the face with both minions and Truesilver. Save owl for the end game when you need to bypass a taunt. Egg is crucial to the early game. If you have Squires, Jugglers, Fairie Dragons in your opening hand muck them. You want the egg + might combo. Whenever i have this I'm very tough to beat. The win rates against Zoo and Miracle are just ridiculous when played correctly. Play fast and aggressive but don't over commit if you know an AOE is coming unless it's with eggs and trust the deck to bail you out for lethal if you don't happen to hit on a big Divine Favor. It's worked out for me numerous times.
Playing this deck is so uncomfortable (because every deck steamrolls it). It's doing something different (which is nice), but it just doesn't compete against any decks in the current meta. Zoo runs right over it. It is easily controlled. I'm not sure what decks this deck is supposed to be competitive against, but it sure doesn't seem like any current deck that I'm aware of.
I loved the Shockadin deck and had great success with it. I also dislike that in Hearthstone there are too few varieties of play style for each class. But removing Equality from Paladin like this, just renders the deck impotent IMO. All games I've played with it have resulted in a loss around turn 6-7 (even with using the mulligan and guide). I suspect that this was just a theory crafting deck, not an actual play tested deck.
I love Pally decks, it's one of my mains. But this is one of my least favorite. I do understand that I could just be playing the deck incorrectly. But the fact that out of almost all Pally decks I've played I've never been so badly steamrolled before as when I used this deck just leaves a very bitter taste.
This deck is very interesting... I got fair win, and lose. For 1 thing I make a changed is: "Equality". I am still testing... more feedback coming soon... :)
Tried this deck for a good 10 matches, went 0-10 ... similar problems as I have to normal "aggro paladin" decks, everyone seems to be able to wipe my board about once every 2 turns (rogue seems especially good at this) then I end up topdecking 1 and 2 drop minions that can't survive my opponents turn. #failsauce
Not sure what to think of this deck. It played well for the first few hands. Now I've lost something like 13 or 14 in a row with it.
Can't say I've had any luck with this deck so far...Grant it I'm only 3 games into trying it (costing me ranks now....so that pisses me off)....but, I just can't seem to get a decent amount of damage in...
I'm fairly good at rush decks, and fairly good at keeping a heavy board...but so far with this deck not so good. Maybe I should wait until the next season at this point...
I am also prone to horrible luck at draws...so that could be a huge part of it.
I just put this together with an owl instead of the SoJ and an Argent Commander for one of the Avenging Wrath. I didn't have a second Avenging Wrath and I thought the Owl was better than the SoJ.
I've only played four matches against 3 zoos and a taunt druid. I beat the zoos and lost to the druid (but i had pretty bad draws too). You were right about zoo, just aim for the face pretty much every turn unless there is a really good swap (IMO). I can almost see the confusion on a zoo player's face when I go to the face instead of swapping. Go ahead zoo, tap away, just makes the finish line that much closer and I'm driving a faster car with a LeeRoy Jenkins nitro booster in my hand.
I really like this deck. It's fun and pretty versatile. Thanks!
Thank you yeah I made the owl change and it is actually doing pretty good for me as well. Considering doping to one AW and testing that viability.
I would love to add a mukla, though for some reason every time i get one I have been known to D/E him. The theory is sound though, however I have found that it can back fire alot. see Miracle Rogue
Do you ever find that not being able to buff your Faerie Dragons to be a big problem? Also, did you playtest/consider Wolfriders/Arcane Golems?
yes we did consider it the fairy dragon is kinda place holder its great in early game thus you get a good chance to do damage with it or in pinch trade...Wolfrider and arcane golems are also really good...The deck may get a few more changes. week 2 of naxx hits. The downside is with the new Unstable Ghoul alot of aggro decks are going to die. or have to adapt.
Since we are committing Paladin sacrilege by dropping equality (something I've never done before but immediately see the value in), what do you feel about running just one divine favor? Maybe it's just me but when they work they work great, but when they don't I always seem to get both in my hand preventing either one from being effective (6 mana for 1 card is very painful!).
I thought the same thing and this topic lasted like 30 minutes in our theory crafting argument. In theory it could work, in practice though we kept feeling like all the times we needed it it just wasn't there, But I can see dropping one perhaps and going for maybe another minion. But which minion ahh there is the issue. I could see Wolfrider as its very aggro plus with Blessing of Might its 6 dam for 4. I could see Arcane Golem so your not always dependant on Leeroy Jenkins
I would tend to agree with you. The sword was a compromise in the design process we wanted defender of argus but its speed gave us issues I could see dropping it for an owl and is a really nice suggestion.
I agree on swapping in an owl for the sword.
The sword slows things down a bit and doesn't get your tokens out of consecration, starfall, or holy nova range.
Also, the biggest problem I had was with ramp druids. I could handle one or two druids of the claw and get them down low, but not finish after they dropped a Ancient of War.