I am also considering removing Earthen Ring Farseer in favor of 2x Harvest Golem to give me some earlier minions to buff up and delay with since the healing is a little bit TOO much as I have even outlasted mages while laughing at them.
I might follow suit with 2x defender instead of hammers but will keep 2x avenging since I don't have half of those legendaries (Tiron in my next pack please!)
I added 2x Defender in place of an Earthen and... something. One of the lower drops I bet. I'll update the OP.
Replaced one Guardian of Kings for a Priestess of Elune to fit into the 6 mana complement that better consumes the full 10 mana with the other excellent 4 mana Paladin cards. She's not the best card, but it's a good response when you're not trading off too many minions.
Considering adding in a Holy Wrath instead of Hammer of Wrath as 18/30 cards are 4+ cost so 18/30 chance that is does more dmg than hammer of wrath and 23/30 chance of it being as good or better. One extra mana cost however.
Edit: Having an absolute awful run tonight. Think argus needs to go, given we have such little board presence throughout most of the game it is more often than not dead weight in my hand with nothing to buff. Have gone 1-10 this past couple of hours!! Dropped from rank 5 to 7 =(
I must say it seems almost impossible to beat OTK warriors, very few minions on the board to clear (our speciality) and our healing is worthless. Just had a game where Alexstrasza was the very last card a warrior drew from his deck and he still won with 14hp remaining.
I think I REALLY need to add some card draw in. The amount of games where I have lost because I haven't drawn a single heal card is staggering!
Still really hating these hyper aggressive decks and losing to removal on my large minions, I have made some more changes to hopefully have a better early game.
Remember Equality + Pyro doesn't clear vs a single Blood Imp. How many times people try this on me, no clue, enough to earn me a few wins. Equality puts them to one health, and Blood Imp buffs it up to two.
*Sheds a noob tear for all the times I've borked up trying to do this.*
Paladin does not work at all anymore.. I regret switching to it from Mage.. shouldve picked some other class
I'm having problems with my pally too - I think it's because a lot of people started to work around our heals and board clear, sadly. I'm trying to work on a deck geared more towards early game to combat rushes / murlocs / the dreaded rogue.
Cody, you lack a solid early game and have too many Avenging Wraths and guardian of kings. Also, considering most druids aren't running Ancient of War any longer, I think Paladins have more than enough removal in class cards to drop The Black Knight. With a few more solid 2-3 drops, this deck will be something to fear but as it stands, it's too slow imo.
You will notice the original deck posting has a stronger early game with minions as bait so you can aggressively mulligan for some strong early game to carry you into the late (I believe this is where Paladins, as a class, excel and this is also why, imo, they are the strongest class in the game).
Edit #2: Here're some suggestions, feel free to take or criticize as you see fit
We have healing. I stopped worrying about the early game so much when I realized that its the first three turns of the game. We can afford the hits. Pally has so many options at turn four. I made a thread about this deck two days ago that didn't get much attention here but it has a strong midgame and great endgame. It features the twilight drakes at a usual 4/7 turn four and a turn 5 or 6 mountain giant to make your opponents crap themselves. Then you steamroll them in the endgame.
As mentioned before the early game is not needed at all, once turn 4 comes along you can use Consecration, Hammer of Wrath of Truesilver Champion and you have plenty of healing to top back up again.
I have also tried giants paladin but it brings you way too low and in range for many lethal combinations which is why I don't like it. I have outhealed hunters with this deck and they rush damage from turn 1 so I don't think the early game is an issue here. Most druids don't do anything until turn 3 or 4 either except use Claw/Wrath.
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Hammer of Wrath hasn't really been doing much for me, most minions have more or less than 3 health or a shield/deathrattle... I am going to take them out and add in 2x Defender of Argus along with Cairne Bloodhoof in place of an Avenging Wrath.
I am also considering removing Earthen Ring Farseer in favor of 2x Harvest Golem to give me some earlier minions to buff up and delay with since the healing is a little bit TOO much as I have even outlasted mages while laughing at them.
I might follow suit with 2x defender instead of hammers but will keep 2x avenging since I don't have half of those legendaries (Tiron in my next pack please!)
I added 2x Defender in place of an Earthen and... something. One of the lower drops I bet. I'll update the OP.
Replaced one Guardian of Kings for a Priestess of Elune to fit into the 6 mana complement that better consumes the full 10 mana with the other excellent 4 mana Paladin cards. She's not the best card, but it's a good response when you're not trading off too many minions.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
I think all of the cards to Consider should be in the deck for sure :)
Considering adding in a Holy Wrath instead of Hammer of Wrath as 18/30 cards are 4+ cost so 18/30 chance that is does more dmg than hammer of wrath and 23/30 chance of it being as good or better. One extra mana cost however.
Thoughts?
Edit: Having an absolute awful run tonight. Think argus needs to go, given we have such little board presence throughout most of the game it is more often than not dead weight in my hand with nothing to buff. Have gone 1-10 this past couple of hours!! Dropped from rank 5 to 7 =(
Ok is it just me or does this deck not work anymore? I have literally won only 3 of my last 15 games, dropping from rank 5 to 8!
Well I've changed my current deck a bit, it only really loses to hyper aggressive decks unless I draw healing and Equality/Consecration.
Against other decks it has a pretty good chance and it really comes down to who has what.
I must say it seems almost impossible to beat OTK warriors, very few minions on the board to clear (our speciality) and our healing is worthless. Just had a game where Alexstrasza was the very last card a warrior drew from his deck and he still won with 14hp remaining.
I think I REALLY need to add some card draw in. The amount of games where I have lost because I haven't drawn a single heal card is staggering!
Still really hating these hyper aggressive decks and losing to removal on my large minions, I have made some more changes to hopefully have a better early game.
*Sheds a noob tear for all the times I've borked up trying to do this.*
I'm having problems with my pally too - I think it's because a lot of people started to work around our heals and board clear, sadly. I'm trying to work on a deck geared more towards early game to combat rushes / murlocs / the dreaded rogue.
That's not possible, Wild Pyromancer activates AFTER casting a spell.
With the change in meta and hunters popping up everywhere I have made some changes to my deck.
If Malygos stays alive and you have Consecration + Avenging Wrath it's basically a GG, also tons of healing.
If you can make it to turn 9 for a Maly drop with the huntard charge/UTH meta, you either already won or the huntard is dumber than his deck is.
Drop Pyro then equality, you lose the pyro but clear the board. I use this as a staple in my paly deck.
Well the last one I played went 100% for my face every turn but I got 2x Holy Light 2x Earthen Ring Farseer and after that I could start dropping Guardian of Kings.
He played nothing but charge minions every turn aside from Leper Gnome and Animal Companion, also used his hero power when he could and even hit me with Kill Command and Arcane Shot.
My current version of this deck:
I've added in Aldor Peacekeeper to counter giants mainly but also other threats and just to have a 3 drop if really needed. Also added Big Game Hunter for those Faceless Manipulator Ragnaros the Firelord combo's and The Black Knight because I am seeing a lot of taunts lately in control decks.
Cody, you lack a solid early game and have too many Avenging Wraths and guardian of kings. Also, considering most druids aren't running Ancient of War any longer, I think Paladins have more than enough removal in class cards to drop The Black Knight. With a few more solid 2-3 drops, this deck will be something to fear but as it stands, it's too slow imo.
Edit: If you insist on playing it so slow, might as well throw in a Defender of Argus and a couple Molten Giants and a Mountain Giant.
You will notice the original deck posting has a stronger early game with minions as bait so you can aggressively mulligan for some strong early game to carry you into the late (I believe this is where Paladins, as a class, excel and this is also why, imo, they are the strongest class in the game).
Edit #2: Here're some suggestions, feel free to take or criticize as you see fit
'Go home and be a family man!'
Decks (Current as of 12/28):
Sonic boom! | Iron Juggernaut | Rogue
We have healing. I stopped worrying about the early game so much when I realized that its the first three turns of the game. We can afford the hits. Pally has so many options at turn four. I made a thread about this deck two days ago that didn't get much attention here but it has a strong midgame and great endgame. It features the twilight drakes at a usual 4/7 turn four and a turn 5 or 6 mountain giant to make your opponents crap themselves. Then you steamroll them in the endgame.
As mentioned before the early game is not needed at all, once turn 4 comes along you can use Consecration, Hammer of Wrath of Truesilver Champion and you have plenty of healing to top back up again.
I have also tried giants paladin but it brings you way too low and in range for many lethal combinations which is why I don't like it. I have outhealed hunters with this deck and they rush damage from turn 1 so I don't think the early game is an issue here. Most druids don't do anything until turn 3 or 4 either except use Claw/Wrath.