This deck will only last until the next rotation, so maybe no need to craft everything . . . But if you're missing only 1 or 2 cards, I think it's worth.
As far as mulligans go, keep Pirates that aren't patches, Light's justice, Truesilver, Repentance against Priests, Noble Sac against Non Rogues, Redemption(if you have Redemption and Noble sac, keep redemption, if you are against Priest, keep repentance over all else. and in addition to light's justice), Argent Horserider, Doomsayer, Ooze, and Mysterious Challenger if you have at least 1 other keep.
If you draw into patches, don't be a noob and concede. I have drawn patches 5 times and only lost 1 of those games.
I'm gonna go through each of the cards and what they do.
Pretty self explanatory. There's no reason not to run it. Sometimes it's just deal 4 damage to the enemy hero, but that's actually pretty good especially compared to sinister Strike. You want to attack with this every turn so that you don't waste damage when you play Truesilver. You can save the last charge if you have a Set Repentance and you don't expect to have 1/1s at the start of your turn.
It's not as Versatile as Light's Justice, and it costs more, but I still think the effect is worth it.
Some people are like "Why is that even in there?" If this goes off and you follow it up with a Good turn, your opponent won't be able to come back. Not against this deck. This also can secure lethal. Let's say you have a Truesilver equipped and Leeroy and Kings in your hand. You wanna make sure your opponent with low health dies next turn. So You play a doomsayer just in case your opponent has some crazy nonsense you cannot foresee. (Reno is forseeable nonsense so we aren't talking about that.)
It's a pretty good card. Honestly though this is one of the worst cards in the deck. SOmetimes you can make a really threatening late game play with this, but you mostly just want to drop it on turn 2. Really nice if you get play the captain after this.
As it turns out, the difference between a 1/1 and a 2/2 is HUGE. Like a true captain, He takes the hit, allowing his other pirates to be spared from swipe, Wild Pyro, and the like. Amazing if you have two of them. In fact, I don't know what deck can survive against Light's Justice, Bloodsail Raider>Patches, Southsea Captain, Southsea Captain + Redemption.
Great with Repentance, Game Winning with Kings, generally annoying for opponent to deal with and also aggressive.
This card is INSANE!!! Win the game if you play it on turn 4 on anything. Win the game if you play it on Argent Horseman or Leeroy Jenkins. Incredibly versatile.
Can also deal 8 damage to the enemy face. You want to attack with this every turn too, just like with light's justice. Even if you are somehow forced to play this on turn 4, and your opponent has no minions, go face. Don't waste the 4 damage on a 1/1, but don't hold it for a better target. Go face. That way if they ooze you will have used at least 1 charge.
Was nerfed pretty hard, but is still pretty broken. Can you believe that it used to be a 3/2 that summoned a 10/9? It's Okay to keep 1 secret sometimes, but it really depends on alit of things. Against Priest, Repentance is great. Redemption is good if you have another early drop. Noble Sac is amazing against several classes. Remember that having a one drop means more tempo, which is almost always good.
As a side note, for Secredin, I have done lots of testing, and I think that Repentance, Redemption, Noble Sacrifice is the Secret Combo, and all that you will need. No other Secrets. All 3 of those can be good both early and late game.
Turns out it's game winning on curve. Some people suggested I just put in the 4 mana 7/7, but I actually prefer this, since this is harder to deal with, and I don't have to overload. I actually think (6) for 9/9 is enough to be constructed Viable. Besides it's a hex target, which means Tirion is much more likely to survive against Shaman.
Another amazing card. Your opponent think's they can race you, but you punish them super hard for going face, because now they don't have lethal, and you do.
It's a pretty bad card tbh. Especially against Priest. Against a priest, you may want to keep this in hand, and never play it. Just so they don't get like 4 copies of it from thoughtsteal, drakonid operative, and entomb. Against classes with target transform or take control it's meh. But against everything else it's game-winning. Is it worth? I already have so many cards that win the game :/ I will admit There are several times I have REALLY Wanted to draw this card . . . It stays for now.
Excellent finisher. No one expects the Leeroy Kings combo, and it's one of the main ways you win against Control. Sometimes you can even play it if you have Light's Justice up. What I love to do is Truesilver Smack face, Doomsayer, recruit or Raider, and then next turn Leeroy Kings.
Now that you've seen all the cards, Let's talk about how to play the deck.
Basically you want to Completely and totally out tempo your opponent and then smack face until they die. The skill comes in knowing when to smack face. You have to play around clears and know what sort of options your opponent will have. This deck has no healing so you cannot allow your opponent to kill you. You have to trade against Decks with tons of burst. For example, i think this deck is 60/40 against Pirate warrior, and maybe more, but you have to kill all their stuff. If you go face too soon, you will lose because they have a lot of burst.
This deck is a lot of fun to play because you can win against everything, but there's a chance for you to lose against everything too. By far the worst Matchup is Dragon Priest, which i think is 45/55. Against them you keep repentance, because priest's whole thing is they want big health minions. So you kill all their big minions with repentance. Also you maybe keep tirion, because you don't want them to get it. I'm still unsure about if the keep is correct. Also you could just mulligan tirion away and try to kill them before turn 8 so they can't play it. But the problem is, Priest is very controlling, and it will be hard to kill them quickly. It's quite the predicament!
Anyhow I've had a TON OF FUN with this, and I hope you will too.
Thanks! In my opinion everyone would like to create unique and new decks that are also good, but they just don't have the cards to experiment. I mean I didn't have a patches so I never could have tested him, but I opened him recently and it turns out he's PREEEETY GOOD!
I feel like if more players had more cards they could experiment more and create awesome decks. But such is this game:/
But cards, like this deck, are expensive.
I'd say let this deck be a lesson as to what possibilities lurk if you experiment a bit.
I'm gonna bump this just because IDK if people don't think i'm serious about this being the best deck ever or what, but it is.
Got me to rank 10so far, which is the furthest I have ever gotten(didn't even know that there were 5 stars at that level). And It effortlessly destroys everything except Dragon Priest, on top of that, even though dragon priest is the worst matchup, It's still only like 45/55. Zoolock seems to be another bad matchup, but it's not a very common deck so I don't know how bad it is yet.
I'm destroying pirate warriors with ease, i think it's like 60/40 maybe even better.
With a good draw you can kill someone on turn 5, and even if you have a bad draw, decks like RenoLock and Reno Mage are at a huge disadvantage against you. Those decks will never get tempo, and it won't matter how much healing they have. You will drop huge minions and they won't be able to kill them all.
I can't be crazy. Do all of you just not have the cards to even make this deck? That's probably the most likely. But Honestly I think It's worth it to enjoy this while it lasts.
Please do yourself a favor and try out the deck. I swear it's really good.
I'm gonna bump this just because IDK if people don't think i'm serious about this being the best deck ever or what, but it is.
I am always happy to see new paladecks but maybe it is your love for superlatives which discouarge people to test your decklist.
"actually the best deck in the format" "got me to rank 10so far, which is the furthest i have ever gotten (didn't even know that there were 5 stars at that level)" "I'm destroying xy"
I will be honest to you, after those sentences I doubt I will test it. Maybe you tell the trueth but when Rank10 is the highest you ever got how can you say your deck is that good and why should I risk playing it vs rank1-5 Tier1 decks?
Meh, I guess you're right. Being that I'm not very high ranked, people won't want ranked advice from me. That's fine. But the deck is also a TON of fun, so I guess just try it based on it looks interesting? Who knows, you may find out something even more interesting.
Currently I'm experimenting with -1 Divine Favor, +1 Sir Finly Mrrggleton
Meh, I guess you're right. Being that I'm not very high ranked, people won't want ranked advice from me. That's fine. But the deck is also a TON of fun, so I guess just try it based on it looks interesting? Who knows, you may find out something even more interesting.
Currently I'm experimenting with -1 Divine Favor, +1 Sir Finly Mrrggleton
i would keep paladin hero power tbh. In most matches a 1/1 is better than just about anything else you would get.
It's deck write-ups like this that make me wish for a dislike button on the forums...
On topic, what purpose are those secrets actually serving in the deck? You're basically shuffling 6 really bad top decks into your deck and praying to survive to turn 6 to get half of them out.
What are you talking about? You play any of those secrets, because they are good, you Don't topdeck them because they are pulled out of your deck by mysterious challenger, and on top of that, all of them are both good in early and late game.
Noble sac is basically Destroy 1-2 drop or negate an attack. Repentance means you can destroy any minion they play next turn. most likely with your weapon, and redemption makes any of your minions sticky.
Together when played with challenger it basically means skip your opponent's next turn.
you Don't topdeck them because they are pulled out of your deck by mysterious challenger, and on top of that, all of them are both good in early and late game.
It's deck write-ups like this that make me wish for a dislike button on the forums...
On topic, what purpose are those secrets actually serving in the deck? You're basically shuffling 6 really bad top decks into your deck and praying to survive to turn 6 to get half of them out.
The deck write-up itself is pretty good and detailed. But as someone else pointed out it's the "love for superlatives which discouarge people to test your decklist."
The noble sac isn't really bad in the early game by itself and the redemption with horserider is very good. But the repentance is maybe one of the worst cards in the entire game to draw early. Even more so in this meta.
But your point is still true on a larger scale, this deck is obviously extremely draw dependent, not only because of the secrets.
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This deck will only last until the next rotation, so maybe no need to craft everything . . . But if you're missing only 1 or 2 cards, I think it's worth.
Here's the deck:
As far as mulligans go, keep Pirates that aren't patches, Light's justice, Truesilver, Repentance against Priests, Noble Sac against Non Rogues, Redemption(if you have Redemption and Noble sac, keep redemption, if you are against Priest, keep repentance over all else. and in addition to light's justice), Argent Horserider, Doomsayer, Ooze, and Mysterious Challenger if you have at least 1 other keep.
If you draw into patches, don't be a noob and concede. I have drawn patches 5 times and only lost 1 of those games.
I'm gonna go through each of the cards and what they do.
Pretty self explanatory. There's no reason not to run it. Sometimes it's just deal 4 damage to the enemy hero, but that's actually pretty good especially compared to sinister Strike. You want to attack with this every turn so that you don't waste damage when you play Truesilver. You can save the last charge if you have a Set Repentance and you don't expect to have 1/1s at the start of your turn.
It's not as Versatile as Light's Justice, and it costs more, but I still think the effect is worth it.
Some people are like "Why is that even in there?" If this goes off and you follow it up with a Good turn, your opponent won't be able to come back. Not against this deck. This also can secure lethal. Let's say you have a Truesilver equipped and Leeroy and Kings in your hand. You wanna make sure your opponent with low health dies next turn. So You play a doomsayer just in case your opponent has some crazy nonsense you cannot foresee. (Reno is forseeable nonsense so we aren't talking about that.)
Destroys 5/3 Fiery War Axe, 5/3 Ashbringer, 5/1 Arcanite Reaper, 6/1 Gorehowl, 3/7 Blood Fury, 1/3 Atiesh, 3/2 Spirit claws, and 1/3 Northshire Cleric.
It's a pretty good card. Honestly though this is one of the worst cards in the deck. SOmetimes you can make a really threatening late game play with this, but you mostly just want to drop it on turn 2. Really nice if you get play the captain after this.
As it turns out, the difference between a 1/1 and a 2/2 is HUGE. Like a true captain, He takes the hit, allowing his other pirates to be spared from swipe, Wild Pyro, and the like. Amazing if you have two of them. In fact, I don't know what deck can survive against Light's Justice, Bloodsail Raider>Patches, Southsea Captain, Southsea Captain + Redemption.
Great with Repentance, Game Winning with Kings, generally annoying for opponent to deal with and also aggressive.
This card is INSANE!!! Win the game if you play it on turn 4 on anything. Win the game if you play it on Argent Horseman or Leeroy Jenkins. Incredibly versatile.
Can also deal 8 damage to the enemy face. You want to attack with this every turn too, just like with light's justice. Even if you are somehow forced to play this on turn 4, and your opponent has no minions, go face. Don't waste the 4 damage on a 1/1, but don't hold it for a better target. Go face. That way if they ooze you will have used at least 1 charge.
Was nerfed pretty hard, but is still pretty broken. Can you believe that it used to be a 3/2 that summoned a 10/9? It's Okay to keep 1 secret sometimes, but it really depends on alit of things. Against Priest, Repentance is great. Redemption is good if you have another early drop. Noble Sac is amazing against several classes. Remember that having a one drop means more tempo, which is almost always good.
As a side note, for Secredin, I have done lots of testing, and I think that Repentance, Redemption, Noble Sacrifice is the Secret Combo, and all that you will need. No other Secrets. All 3 of those can be good both early and late game.
Turns out it's game winning on curve. Some people suggested I just put in the 4 mana 7/7, but I actually prefer this, since this is harder to deal with, and I don't have to overload. I actually think (6) for 9/9 is enough to be constructed Viable. Besides it's a hex target, which means Tirion is much more likely to survive against Shaman.
Another amazing card. Your opponent think's they can race you, but you punish them super hard for going face, because now they don't have lethal, and you do.
It's a pretty bad card tbh. Especially against Priest. Against a priest, you may want to keep this in hand, and never play it. Just so they don't get like 4 copies of it from thoughtsteal, drakonid operative, and entomb. Against classes with target transform or take control it's meh. But against everything else it's game-winning. Is it worth? I already have so many cards that win the game :/ I will admit There are several times I have REALLY Wanted to draw this card . . . It stays for now.
Excellent finisher. No one expects the Leeroy Kings combo, and it's one of the main ways you win against Control. Sometimes you can even play it if you have Light's Justice up. What I love to do is Truesilver Smack face, Doomsayer, recruit or Raider, and then next turn Leeroy Kings.
Now that you've seen all the cards, Let's talk about how to play the deck.
Basically you want to Completely and totally out tempo your opponent and then smack face until they die. The skill comes in knowing when to smack face. You have to play around clears and know what sort of options your opponent will have. This deck has no healing so you cannot allow your opponent to kill you. You have to trade against Decks with tons of burst. For example, i think this deck is 60/40 against Pirate warrior, and maybe more, but you have to kill all their stuff. If you go face too soon, you will lose because they have a lot of burst.
This deck is a lot of fun to play because you can win against everything, but there's a chance for you to lose against everything too. By far the worst Matchup is Dragon Priest, which i think is 45/55. Against them you keep repentance, because priest's whole thing is they want big health minions. So you kill all their big minions with repentance. Also you maybe keep tirion, because you don't want them to get it. I'm still unsure about if the keep is correct. Also you could just mulligan tirion away and try to kill them before turn 8 so they can't play it. But the problem is, Priest is very controlling, and it will be hard to kill them quickly. It's quite the predicament!
Anyhow I've had a TON OF FUN with this, and I hope you will too.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
Very unique deck, no idea how good it might be. I play wild and I prefer to see og secret paladins since I can farm those :)
Thanks! In my opinion everyone would like to create unique and new decks that are also good, but they just don't have the cards to experiment. I mean I didn't have a patches so I never could have tested him, but I opened him recently and it turns out he's PREEEETY GOOD!
I feel like if more players had more cards they could experiment more and create awesome decks. But such is this game:/
But cards, like this deck, are expensive.
I'd say let this deck be a lesson as to what possibilities lurk if you experiment a bit.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
I'm gonna bump this just because IDK if people don't think i'm serious about this being the best deck ever or what, but it is.
Got me to rank 10so far, which is the furthest I have ever gotten(didn't even know that there were 5 stars at that level). And It effortlessly destroys everything except Dragon Priest, on top of that, even though dragon priest is the worst matchup, It's still only like 45/55. Zoolock seems to be another bad matchup, but it's not a very common deck so I don't know how bad it is yet.
I'm destroying pirate warriors with ease, i think it's like 60/40 maybe even better.
With a good draw you can kill someone on turn 5, and even if you have a bad draw, decks like RenoLock and Reno Mage are at a huge disadvantage against you. Those decks will never get tempo, and it won't matter how much healing they have. You will drop huge minions and they won't be able to kill them all.
I can't be crazy. Do all of you just not have the cards to even make this deck? That's probably the most likely. But Honestly I think It's worth it to enjoy this while it lasts.
Please do yourself a favor and try out the deck. I swear it's really good.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
I am always happy to see new paladecks but maybe it is your love for superlatives which discouarge people to test your decklist.
"actually the best deck in the format"
"got me to rank 10so far, which is the furthest i have ever gotten (didn't even know that there were 5 stars at that level)"
"I'm destroying xy"
I will be honest to you, after those sentences I doubt I will test it. Maybe you tell the trueth but when Rank10 is the highest you ever got how can you say your deck is that good and why should I risk playing it vs rank1-5 Tier1 decks?
Meh, I guess you're right. Being that I'm not very high ranked, people won't want ranked advice from me. That's fine. But the deck is also a TON of fun, so I guess just try it based on it looks interesting? Who knows, you may find out something even more interesting.
Currently I'm experimenting with -1 Divine Favor, +1 Sir Finly Mrrggleton
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
It's deck write-ups like this that make me wish for a dislike button on the forums...
On topic, what purpose are those secrets actually serving in the deck? You're basically shuffling 6 really bad top decks into your deck and praying to survive to turn 6 to get half of them out.
What are you talking about? You play any of those secrets, because they are good, you Don't topdeck them because they are pulled out of your deck by mysterious challenger, and on top of that, all of them are both good in early and late game.
Noble sac is basically Destroy 1-2 drop or negate an attack. Repentance means you can destroy any minion they play next turn. most likely with your weapon, and redemption makes any of your minions sticky.
Together when played with challenger it basically means skip your opponent's next turn.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
But as someone else pointed out it's the "love for superlatives which discouarge people to test your decklist."
But the repentance is maybe one of the worst cards in the entire game to draw early. Even more so in this meta.