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Buffarangadin

  • Last updated Apr 25, 2017 (Un'Goro Launch)
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Wild

  • 21 Minions
  • 6 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Handbuff Paladin
  • Crafting Cost: 9800
  • Dust Needed: Loading Collection
  • Created: 4/10/2017 (Un'Goro Launch)
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  • Total Deck Rating

    6

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Buffrangadin

Introduction


This Deck is in its core a midrange deck with a tendency towards a control orientated playstyle. As of writing this, I have a winrate of 57% (20 wins; 15 losses)  with this deck at ranks between 15-11.

Possible iterations

Stonehill Defender and/or Mind Control Tech out for Ivory Knight and/or Gluttonous Ooze.

How to play this deck

General

Always try to have some handbuffs in your starting hand as it can give you a heavy advantage in the early stages of the game. Just buffing up your Tar Creeper to a 2/6 (4/6) can really annoy your opponent. Keep your starting hand to low cost minions so that you can create a board presence right from the beginning.
You're not going to burn your opponent down with some combo in 1 single turn, so maintaining board presence is your key to winning games.
Don't waste your handbuffs on small numbers of cards in your hand; greed is recommended in a healthy dosis.
If you have a Vinecleaver up and Sunkeeper Tarim ready to play: attack first and use your hero power first for cheap 3/3s.
Elise the Trailblazer can help you out in the lategame once you manage to draw the pack.
Getting a Getaway Kodo from your Hydrologist to return itself or your Stonehill Defender can be really usefull to get a second chance with the discover.

Against Druid

Just play a standard midrange/control style.

Against Hunter (Quest)

If you're playing against a quest hunter, try to get a Concecration in your hand. It comes in real handy with all those 1-drops with low health. Even after your oppponent finished his quest Concecration is really usefull to clear out all those 3/2s if they are getting out of hand.

Against Mage (Quest)

Concede if you value your time. If you don't concede, try for Eye for an Eye with your Hydrologist and play it once they have their Ice Block up and are on low health. That's pretty much your only way to beat a quest mage.

Against Paladin

Missing Data

Against Priest

Try to get your small protective minions to 4 attack to prevent them from getting shadow worded. (For your Tar Creeper that's one buff, he gets +2 attack on your opponents turn and stays out of range). Get your other small/medium minions over the 5 attack mark so that your opponent has to waste his deaths on those and not on your big hitters later on.

Against Rogue (Quest)

Get your minions to 5 attack so that they can trade once the rogue quest is finished. Having your Sunkeeper Tarim ready is key as it can stop the 5/5s on board quite well.
If you have the opportunity to trade a minion off before the quest is finished, do it. Prioritize the minions getting bounced back.

Against Shaman

Missing Data

Against Warlock

Just play a standard midrange/control style.

Against Warrior (Quest)

Just play a standard midrange/control style.
Watch out for Brawls; before the quest is finished, don't fill your board with too much value if you can't fill it back up right away.
Once the quest is done, fill your board to save yourself from the RNG-death.
Sunkeeper Tarim and your beloved Equality + Concecration come in handy when your opponent has a few too many of his high health taunts up.