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Commoner Paladin

  • Last updated Jul 22, 2017 (Quest Rogue Nerf)
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Wild

  • 16 Minions
  • 10 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 800
  • Dust Needed: Loading Collection
  • Created: 7/22/2017 (Quest Rogue Nerf)
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  • Total Deck Rating

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To the point: this deck was made with only basic and common cards, which means it's extremely cheap. That alone means that new players can benefit greatly from it.

Basic Stuff:

  • Be aggresive and take control of the board on the early turns. The extreme amount of tokens and divine shields allow for some good trades.
  • After turn 4, you can make use of your weapons and taunts to maintain board presence, but try not to trade too much because you will get outvalued.
  • Finish the game by buffing some minion into MAXIMUM OVERDRIVE.

"Advanced" Stuff:

  • Divine Shields allow you to trade efficiently, but they're also your only protection against board clears like Maelstrom Portal or Volcanic Potion. Sometimes, it's better to send 1 minion to its death (by trading, of course) and keep another one with its Shield up, than to have both of them deleted by a Consecration on your opponent's turn.
  • Light's Justice is a bad weapon, yes, but it grants you the ability to "ping" (deal 1 damage) for 4 turns at best. Also, it activates Deckhand's charge, which means you don't have to worry in the later turns about not having a minion up for that Buff + Windfury Adaptation Combo. Think of it as a poor(er) man's Rogue Hero Power.
  • If you fail to control the board in the first few turns, you have 2 options to fall back on: Consecration and Weapon + Dread Corsair. The first one is pretty straightforward, just try to wipe the board with one of the weakest board clears ever (still effective, though). The latter is something akin to a "swing turn": for 4 mana you can either a) Deal 1 damage, equip a 1/3 Weapon, and play a 3/3 Taunt; or b) Deal 4 damage, heal 2 health, equip a 4/1 Weapon, and play a 3/3 Taunt. These are your last resorts to get back on board; if they aren't enough it'll be extremely hard to win the game!
  • Your Buff spells are your win condition, don't go around blowing them in the early turns unless it is completely necessary. However, and because Adaptation is a bit inconsistent, you can throw it out a bit earlier if needed.
  • There's some more stuff I could say, like how you shouldn't adapt twice before attacking with a buffed minion or how to play mindgames with Hydrologist, but because it's either quite uncommon or already something that most people know, I won't throw it out there.

Serious-y Important Stuff:

  1. Can you win with this deck in Ranked? Yes, you can. While Legend or Rank 5 might be a bit out of this deck's league, you can play it all you want in the lower ranks and enjoy some good wins here and there.
  2. What's the highest Rank you can reach with it? As high as you want it to :^) Rank 12 is my personal highest with this deck.
  3. What's the worst matchup to go against? Any type of slow control-like deck can shut you down hard if they get their board clears in their first hands.
  4. What about Midrange or Aggro? Midrange decks are a pain because their stuff is usually bigger than yours anyway, usually. However, you can also get a lot of chip damage in and win with buffs if they don't have a taunt up. Aggro is a tossup on whether they hit your face faster than you can start dropping down Divine Shielded Corsair/Rocs, though you can also trade your tokens into theirs and win through sheer quantity. Buffs are also a huge help.
  5. Jade? Kill them before their Idols get too big.
  6. What's the most similar netdeck out there? Token Shaman or Aggro Murloc Paladin. The first one plays out similarly and the second one is self explanatory.

All in all, I hope someone out there sees this, makes the deck and has fun with it.