OTK Paladin - Rank 1, played 150 games
- Last updated Aug 21, 2017 (Frozen Throne)
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Wild
- 18 Minions
- 9 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Control Paladin
- Crafting Cost: 11180
- Dust Needed: Loading Collection
- Created: 8/15/2017 (Frozen Throne)
- GhostD
- Registered User
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- 3
- 15
- 28
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
48
I have played around 150 games with this deck and i'm currently at rank 1, will try to take it to legend if i have enough time since the games are so long.
Took me a while to learn how to play this properly, made a lot of stupid mistakes in the start like bouncing the wrong horseman, not having room on the board to play all 4 etc.
My deck has a high winrate against any greedy control deck such as reno priest, big druid, control paladin, death knight warlock, and even destroys jade druid. The slower and greedier the deck you are facing, the better your chances are.
If you stay alive until you draw your death knight, 2 brewmasters and 1 Garrison Commander you win the game against any deck no matter how much value they have, nothing can stop it, even goes through ice block.
I have successfully killed the enemy with the horsemen 25+ times so far, and since there is some confusion on how the OTK works, i decided to write a little guide as well as some advice on the most common matchups.
1. Play the game as you would normally play a control paladin, goal is to survive till you draw the cards needed, when you draw Uther play him asap
2. When you draw your first brewmaster, hero power and bounce the horseman to your hand, simple
3. This part is a bit more tricky, when you draw your second brewmaster hero power and make sure that the horseman you rolled is NOT the same as the one in your hand(you have a 75% chance to roll the correct horseman) and brew it to your hand. If you get unlucky and it is the same one, wait till next turn and try again.
4. Since you now have 2 different horsemen in your hand, as soon as you draw your garrison commander the game ends. When you draw it make sure to play both the horsemen from your hand FIRST, then play garrison commander and hero power twice for the win. Also keep in mind that you need to have room for 5 minions on your board.
5.(optional) Make him beg for mercy, then deny him and summon the 4 horsemen.
Matchups:
Jade druid: probably the easiest, i am currently 18-2 vs jade druid, mulligan for card draw and equality, distract them with your taunts and big guys, save your equality and aldors for their biggest jades, and eventually you will draw the 4 cards needed. The 2 games i lost death knight was the last card in my deck.
Reno death knight priest: If it is the value version with n'zoth you always win unless you get really unlucky and their deathlord pulls out garrison commander which happened to me a couple times, if it pulls a brewmaster you can still win with 1 horseman from hand just save spikeridge steeds to use on your horseman and one should stick since they usually entomb tirion and death rag so in late game they will have a hard time instantly removing a 4-8. If it is the OTK variant with Anduin, it is up to who draws their combo first. Currently 29-20 vs priest. Mulligan for equality and card draw against n'zoth, if you are sure it's the otk version keep uther if you get it.
Token shaman/druid: very easy 26-8, deck has 5 board clears, 2 doomsayers and a ton of taunts and healing, not much to say really just mulligan for aoe, combo is irrelevant so play whatever you can no need to save anything.
Demon reno warlock: I met a lot of them for some reason, time is on your side because mal'ganis doesnt prevent horsemen lethal, but surviving against krul and death knight can be tough since pyro equality can't clear it due to the mal'ganis aura, you need to equality first, then pyro consecrate to clear. If you get unlucky and they draw mal'ganis krul + demons into death knight and you don't have the answer or combo ready you lose. Matchup is really up to draw, i am 14-11 vs warlock. Mulligan for equality, pyro, consecration and draw.
Pirate warrior: the hardest matchup, 24-31 so far. I tried a version where i cut acolyte and 1 vigil for corpsetaker + chillblade champion which made things better but its less consistent vs control. I guess you could also cut something for golaka if all you face is pirate warrior.
seems im on a winning streak, though i never even once get the otk combo haha.
This is very strange to me, i went from rank 17 all the way to 1 and until i abandoned this deck i was 21-3 against jade druid.
What cards did you replace? Sounds to me like you are missing some critical cards vs jade druid, or you haven't played enough games vs jade and just got unlucky a few games in a row (variance). Or it might be a combination of both.
Love this deck, it's really fun and a bit hard to drive. My only gripe so far is that Lay on Hands seems like a clunky card: either it comes too late to actually help, or (actually most of my matches) it can't be used for fear of being milled, since I got an almost full hand but I NEED to keep digging into my deck. Is LoH still necessary or is there an acceptable substitute?
I ran into the same problem, but I didn't cut it because against control you need as much card draw as possible to get the combo, and sometimes against aggro the heal can save you.
The solution is to try and empty your hand before playing it. For example vs priest you can throw away cards like aldors, pyro and consecration, and if you are deep into your deck and are just missing 1 combo piece you can even throw away equality since their board doesn't matter if they are dead.
Thanks a lot for your insight; I guess I need to convince myself not to overrate some of the cards in the deck, in order to have a chance at winning. Lol, like I said, it's a bit hard to drive, specially with that feeling of "but i don't want to throw away my Pyro/Aldor! What IF...!"
No problem, it took me while te learn how to pilot this properly and I lost some games because I held onto reactive cards instead of drawing aggressively. You just have to throw away certain cards in some matchups, aldor is the best example, just play it as a 3/3 body if it means you can keep drawing. Always keep in mind that you don't win by getting value out of your cards, you win by drawing your 4 combo pieces one by one.
Good luck with the deck, I know it's hard to play and doesn't have a high win rate, but I'm pretty sure it's the best way to pull off the horsemen otk since I tested a lot of ways to do it with both garrison commander and auctionmaster beardo.
This is fantastic and so much fun - thank you for sharing! I do have trouble finding the GK sometimes, but when it all fits, just brilliant!!
stuck at rank 10 so much aggro, any ideas on how to stop them?
The deck sucks vs pirate warrior, face hunter and aggro paladin, the only reason I made it to rank 1 was because I faced a lot of jade druid and other slow greedy control decks in the beginning of the month. I got stuck at rank 1 and fell back to 2 recently because I ran into all lot of pirate warrior. I am in eu so not sure what it is like in your region.
If you insist on playing this and want to beat pirates, cut azure drake, solemn vigil, pyro equality for corpsetaker, chillblade champion, ooze and golakka. This will give you a higher winrate vs pirates but lower vs control since you won't have the card draw to get the combo, at which point you might as well play a different deck that is good vs aggro.
I made this deck because it's fun for me to slaughter jade druid with the horsemen, i'd go as far as to say it's better against them than geist.
If you want to climb the ladder fast against pirate warrior, play a different deck.
I feel like Lay on Hands is one too many 8 drops in this deck. This deck is already flooded at the 8 drop slot and having another one makes having Steed targets harder and worsens your matchup against midrange and aggro. I've been having another Acolyte in its place instead since it fills the same role and is better on curve.
This deck is really different than control paladin in how you play it from what I see. Usually with control paladin I attempt to go face in the late game and do not control the board as much. With this deck though your win condition kills from any health so it is best to control as much as possible. After you get used to the deck and how to play with the four horsemen the deck becomes really good. The first few games might be bumpy but once you get used to it it is a really great deck. Thanks for sharing it.
I swapped out primordial drake for the lich king by the way.
I agree that you should control the board in late game but you can definitely win by going face against classes with no heal like hunter.
As for putting in the lich king, I don't think it fits in my deck. Against aggro primordial drake is simply better. Against control in late game you often have a hard time drawing cards since you need to save pyro/conesecrate, equality, brew, aldors, garrison commander. Lich king can make that worse by giving you death grip or one of the 2 discard spells. Even the best option is not as good as in other classes since you already have 2 (or more) 5/3 weapons. Only 2 decent cards are death coil and obliterate but the deck has enough removal and you have the same chance to draw one of the unplayable cards that will clog your hand.
+1 for the idea and info provided im trying it :)
I really like this deck and I am having success with it. Thanks for sharing it. However, I sometimes find it difficult to play Acolyte of Pain, because I have so many cards in my hand. Has anyone else had that issue? Has anyone tried substituting something else for Acolyte of Pain?
Glad you like my deck. I suggest replacing acolyte with a second azure drake or a belcher.
I'm missing Ragnaros, Tarim and Wickerflame (substituted with some others), and still this deck is amazing and very fun to play! I'm sure I'd win even more games if I had those 3 cards.. but outta dust at the moment so making do with what I have.
Lots of AoE and taunt, so with the right draw/mulligan it stacks up very well against rush decks. I love smashing pirate decks to pieces!
Most wins don't even require the horseman. There's so many rush decks in the ladder, this deck shuts them down and they just run out of steam and give up. And of course against control decks, this has the ultimate win condition.
It's only real downside is the win condition takes 3 turns to execute (turn 1 bounce, turn 2 bounce, turn 3 OTK). I've lost the occasional game on turn 2 of the 3-turn kill. Also it takes 4 cards to win (DK, brewmaster x 2, garrison commander), so you're often fishing for one of the four at the bottom of your deck and most games are spent trying to survive long enough to get there. But when you do pop all 4 horseman on a priest that just played their second Amara (after stealing one of your brewmaster's and bouncing her), or smash an Exodia mage while they still have Iceblock up - it's quite rewarding!
Thanks @GhostD for sharing this fun deck!
How crucial is wickerflame burnbristle? He's the only card I lack.
Edit: I'm running Refreshment Vendor for good results at the moment.
Wicker is good vs aggro but not crucial, you can replace it with second azure drake or a belcher.