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.
Very nice deck man! The best feeling in the world is when you are about to pull the combo and you emote " There is only my justice now " then kill the fucking cancer druid.
Thx man i though i need beardo to be able to play this deck and i didnt want to craft him
Glad you like it. I tested both beardo and garrison commander extensively and I can say with 100% certainty that garrison commander is much better.
I don't have any 5 drops and belcher is decent vs aggro, also the slime usually survives so you have a target for spikeridge steed on 6. Belcher is not a must so you can definitely replace it if you want.
That is an excellent idea, i will try that myself thank you.
I'd like some video proof of this deck.
I am glad you guys are playing my original content, i am surprised nobody else came up with this, i just wrote a little guide with some of my stats, hope you enjoy. I will try for legend with the deck when i have more time.
What's the best replacement for Sunkeeper Tarim?
Tarim is pretty sick in any paladin deck, i really wouldn't replace it.
I got all cards except 2, garrison commander and lightlord, im willing to craft a commander but i dont wanna craft lightlord for a meme deck. Any replacement u can suggest?
currently 15-2 with this deck. not a meme deck at all. lightlord is not that important, second primordial is fine
Lightlord is great in serious paladin decks, it is not just for meme decks. But if you wanna replace it i guess a second acolyte wouldn't hurt vs control, or if you are facing pirates go with a golakka crawler.
Thanks for the interest, yes i tried 2 garrison commanders but it is honestly not needed since you have to draw the other 3 cards anyway, and having 2 garrison commanders on the board doesn't help, you can still only hero power twice. N'zoth is not for this deck, you have enough value vs midrange decks already, and against greedy control decks you win with horsemen no need for second win condition. I have beaten a few n'zoth paladins with this deck no problem.
Truesilver vs rallying blade is a good question, truesilver is better vs frothing or imp gang boss and heals a bit, but can be too late vs something like ships cannon or vicious fledgling. I considered cutting doomsayers, some draw and acolyte to make room for the whole rallying blade package with righteous defender, corpsetaker and chillblade champion it would probably be better vs agro but worse vs control. Will test your suggestion when i reach legend.
So, just to be clear you need to have 2 of the deathlords bounced before you can OTK? or does the garrison commander reset your hero power
cheers
Well - I will surely take this for a spin ! Starting at Rank 18 today! Let's see!
Thanks for sharing! :)
EDIT: 6 - 0 ... Oh my god... This is DISGUSTING...!!
Great idea to use Brewmasters to bounce the Horsemen. I did not think of that and was working on a version that used Emperor Thaurissan, Auctionmaster Beardo and 3 Secrets to pull it all of in one turn.
Your version looks way more consistent, I will definitely give that a try.
As for suggestions: have you considered running Forbidden Healing or Chillblade Champion for additional heal? Or is health not that great of an issue for your version?
If you face a lot of Aggro you ditch one Wild Pyro, if not you keep it as a body.