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Simple Handbuff

  • Last updated Sep 22, 2017 (Evergreen Nerfs)
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Wild

  • 24 Minions
  • 4 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Handbuff Paladin
  • Crafting Cost: 3600
  • Dust Needed: Loading Collection
  • Created: 9/22/2017 (Evergreen Nerfs)
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Putting this up for discussion.  It's not meant as a guide by a long shot.

I think this deck succeeds for me because it's quite greedy.  I try to live without Equality/Consecrate and Equality/Wild Pyro, mostly keeping a large hand for the first few turns to maximize the eventual handbuffs.

Having a larger hand makes the drakes into larger threats and allows me to play the giant that makes the opponent spend his removal early.  If I don't have the handbuffs, I play the draw cards, Stonehill Defender, Twilight Drake and Mountain Giant as they are.

I find that I have a lot of empty turns if I don't get at least 2 handbuffs by turn 5 and those usually cause me to lose the game (obviously).  I can sometimes come back from behind with healing from Ivory Knight and buffed Chillblade Champion, but if it takes too long to get the buffs I am screwed.

I am looking to discuss ideas to improve the deck in the same direction (handbuff and large hand).  I don't yet have the second mountain giant or any of the legendaries that could be useful in here (Wickerflame Burnbristle, Sunkeeper Tarim), but probably have just enough dust for them.

So obviously, the goal is to survive longer, probably by adding Taunt minions or Equality/Wild Pyromancer and removing Consecrate.  The Vicious Fledgling seems out of place (but it's a major removal magnet, that can snowball) and I would probably want to replace it with another Grimestreet Enforcer.