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Gunnolf's Wild Banana Exodia Paladin (ft. Fenci...

  • Last updated Jan 5, 2019 (Level Up Nerf)
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Wild

  • 15 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 9920
  • Dust Needed: Loading Collection
  • Created: 8/6/2017 (Quest Rogue Nerf)
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  • Battle Tag:

    00100100

  • Region:

    EU

  • Total Deck Rating

    1076

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Come in and Warm your Frozen Boots by the Fire!

 

Allow me to introduce myself. My name is Gunnolf, and I am originally from the Land Down Under a.k.a. Australia. I am an avid gamer that has acquired a real passion for card games, which originated from my humble beginnings as a Yu-Gi-Oh collector and eventually grew from my dabbling in Cardfight Vanguard and Buddyfight, until we reached the game we know as Hearthstone.

I've played Hearthstone since the days of classic, with multiple accounts on both EU and NA servers. Despite having reached the Rank of Legend and my own personal mentality of equating 'having fun' with 'winning', I am not really a fan of meta power-grinding & net-decking, not that there is anything wrong with that. Therefore, I enjoy thinking about new, cool and fun deck ideas that push boundaries while also allowing you to win and those are what I want to share with you guys every-time I post a decklist.

I have presently become a contributing writer to WILDHS and Vicious Syndicate will be posting articles there on a semi-regular basis, regarding deck-archetypes the status of the meta as well as how to get the most fun out of this game even if you aren't a big spender. If any of this sounds interesting, then I highly recommend that you check out of the websites, as the writers and the owner himself are some of the nicest people you'll ever meet with great in-game knowledge (link to be websites can be found HERE). You can also follow me on Twitter for latest updates.

If you genuinely like my content and would like to see me produce more of it, then please consider supporting me on Patreon. This is by no means necessary but it will definitely help me out in the long run. Thanks for Reading ^^


Deck Introduction

Hey guys and welcome back. Today on the menu we have my own personal take on the Exodia Paladin decklist for the Wild Format. This particular list is somewhat cycle heavy. However, having said that, quite a few anti-aggro options have been including thus making the deck consistent against all types of decks and not just the control/combo oriented ones.

Recently as of the Kobolds & Catacombs expansion, I made some major changes to the list that affect the overall playstyle of the deck and as a result make it even more consistent against aggro and control. We have included additional cycle options, anti-aggro options and combo discount tech that seriously push the competitive limits of the deck. Perhaps with some more support it could potentially be a force to be reckoned with. Now, without further ado lets look into the updated version of the deck.

Even more recently, the Rastakhan's Rumble expansion gave us a ton of new tools that have made the deck a lot more consistent thus giving a much needed boost to the archetype.


Combo Requirements:

To fully complete the combo you need 1) Uther of the Ebon Blade 2) Auctionmaster Beardo 3) and three spells that cost 0 or an assortment of coins and 1 mana spells (the combination of which will be explained and set out below).

For wild there are two ways in which to generate zero cost spells for paladin: Burgly Bully or having Emperor Thaurissan provide one discount tick on 3 one-mana spells (in this case bananas from Banana Buffoon. Now, even though we used to use Burgly Bully, we have now moved away from that approach, as it is too slow and often requires us to have the board, which is something we won't have consistently due to the nature of the deck. As a result I deem it, more often than not, a dead card. Instead we use the new card from the Rastakhan expansion Banana Buffoon to generate the token spells we need.  


Card Substitutions (post Marin Patch

The way in which the deck has been built below has now become obsolete thanks to Call to Arms, please refer to the next 'card substitution' part of the guide for an updated look into the deck.

-2x Clockwork Gnome / +2x Acolyte of Pain: Although, the card was first included as a way of generating additional 1 mana spell tokens to enable the combo, it was overall a very weak and slow card. Was replaced by the aforementioned three drops that provide additional cycle (NoteColdlight Oracles are not included because of how bad they are in the combo mirror match as well as when facing down aggro).

-2x Shielded Minibot / +2x Stonehill Defender: Although minibots are really good cards, the taunts will generally do a better job at stalling the game, especially with the increased chances of discovering a Paladin Taunt Card like Sunkeeper Tarim and Tirion Fordring, which are some of the best in the game.

-1x Tirion Fordring & -1x Ragnaros, Lightlord / +x2 Ivory Knight: The former two legendaries are quite heavy and don't really assist us in getting closer to our win condition and are sometimes unplayable against aggro. The latter cards provide immediate healing and give you the option of selecting a card that could potentially fit the relevant game in which they are played.

-1x Bloodmage Thalnos / +1x Fencing Coach: Here, we are sacrificing a little bit of cycle but in return we gain a huge addition to our combo list, the validity of which will be explained below.

-1x Burgly Bully / +1x Sunkeeper Tarim: As explained above, it is my general view that the bully is too slow. As a result we have introduced a high impact legendary that has both offensive and defensive acapabilties.

-2x Truesilver Champion / +2x Muster for Battle: The former can prove to be too slow some times. Additionally, the latter combos nicely with Sunkeeper Tarim.


Card Substitutions (Kobolds & Catacombs)

With the Kobolds & Catacombs expansion, this deck got a huge boost to its arsenal thus making it even more consistent than it was before. With a few more expansions I am fairly certainly that this will become an extremely viable and competitive deck.

-2x Lost in the Jungle / +2x Clockwork Gnome: Since the minions have synergy with Call to Arms.

-2x Hydrologist / +2x Loot Hoarder: Extra synergy with call to arms and provides additional draw.

-2x Muster for Battle / +2x Call to Arms: This is the main card that led to the deck being reworked. Thins out the deck and protects you from aggro absurdly well.

-2x Stonehill Defender / +2x Dirty Rat: Both are taunts, the second one though has Call to arms synergy and in addition can work as disruption tech against combo decks.

-2x Ivory Knights / +2x Blessing of Wisdom: You lose a little bit of healing but you gain draw which is important. Additionally, since these are one mana spells than can work as combo activators.

-1x Sunkeeper Tarim / +1x Bloodmage Thalnos: With the changes to the deck, we don't really need the offensive boost offered by Tarim anymore. Therefore he is being cut for even more draw.

-2x Aldor Peacekeeper / +2x Righteous Protector: Synergy with Call to Arms and a good defensive minions overall.


Card Substitutions BOOMSDAY Project

-1x Acolyte of Pain | +1x Shrink Ray: The archetype did not receive a ton of support in this expansion. However, shrink ray is yet one more equality type effect that can allow us to clear the board. Initially, wanted to get rid of Burgally Bully but that would have left us too reliant on the single spell otk. It's always good to have a back-up plan so I cut some draw instead.


Card Substitutions Rastakhan Rumble

I am discontinuing this section of the guide from this expansion onward as not many people have expressed interest in this segment of the guide. If that changes I will provide reasoning as to the updates.


Deckbuilding & Combo Calculations Explained:

Ok, now that that is out the way let's look into how you can potentially complete the combo and blow your opponent out of the water:

- Auctionmaster Beardo (two mana) + 4 hero powers (eight mana, each one refreshed by a cheap spell, which would consist of either: 
(a) three discounted one mana spells (bananas) or
(b) one one mana discounted spell + one regular one mana spell and the starting coin).
For the above combo to be pulled off, then 1-3 Emperor Thaurissan ticks will be required.

Auctionmaster Beardo ( at two or three mana) + 4 hero powers (six mana and not eight since you will be playing Fencing Coach the turn before, each one refreshed by a cheap spell, which would consist of either
(a) one discounted one mana spell + the starting coin + a regular one mana spell (with Beardo at 3 mana) or
(b) two one mana regular spells + one discounted one mana spell or the starting coin (with beardo at 2 mana).
From the combos listed above, it becomes evident that if you go second and manage to play Fencing Coach and save the coin, then you can complete the combo without Emperor Thaurissan.


Why Run Emperor Thaurissan?

Since I have shown that we can complete the exodia combo without emperor thaurissan discounts then why do we run him over Burgly Bully? The matter of fact is that, he is just more consistent than the coin factory and has an effect that is immediate, meaning that your opponent cannot interact with your discounted spells outside of Loatheb, in most realistic scenarios.


Alternate Deckbuilding

Although I am not convinced that much can be done to change the core mechanics of the list at hand, you can make a few small alterations depending on the metagame. Specifically:

-2x Solemn Vigil / +2x Coldight Oracle: In a non-aggressive metagame you can use the murlocs to cycle a lot quicker towards your win-condition. They are however less prevalent against aggro. Additionally though they do offer the upside of a body on the board and are not contigent on board clears to offer better value on mana spent

-1x or -2x Fencing Coach  / +1x Burgly Bully or +1x  Shirvallah, the Tiger or +1x Forbidden Healing: Generally, although I personally love fencing coach in so far as it enables a quicker combo you might occasionally require more healing or a way to counter Skulking Geist should it become prevalent.


Short Mulligan Guide

As with any deck, identifying what cards to keep and what cards to toss back in your mulligan phase can be potentially game changing. Before the game even starts, consider what you are potentially facing. If you are up against aggro/midrange you will want to find your early minions/spells (Call to Arms, Equality, Wild Pyromancer). However, if you suspect that you might potentially be up against a control deck then you might potentially want to be greedy and keep Uther of the Ebon Blade and Auctionmaster Beardo since you have more combo enablers and fewer combo pieces.

Always remember that EqualityWild Pyromancer can lead to you playing Solemn Vigil for free. It is an important 3 card combo so do your best to get it off, as it usually makes quite a significant difference in the long run.


Author's Notes

I enjoy deck-building a multitude of interesting decks that are both entertaining and Legend viable (with some odd Free-to-Play lists mixed in). So if you like this deck (or anyone of my other ones) consider leaving a thumbs up, as it really helps in the long run! :)

Thank you guys for all your support and if you have any suggestions, let me know. 

 

Check out my other decks!

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