This deck has been giving me great performance in the Middle ranks right after season change. Wile a great tempo deck in it's own right it is one of the only ones that can stand against a Dragonfire Potion without even flinching, making it superb against priest. I hope to get some other opinions and show other people a really fun, inexpensive deck. And if you think Chillblade Champion is a bad pick, chances are you haven't seen it in a hand buff deck before.
Fun? OK. But Ive played too many handbuff decks to know that this deck is too slow for handbuffs. You might wanna get rid of grimestreet enforcerers and replace bone drakes with primordials. For scalebanes you require more cheap minions and better tempo gain so you can actually have sth to buff on t 5 (although i miht be wrong due to inclusion of saronites and templars).
Also i think weapons are too good to pass in this game. I know you cant buff them but handbuff decks are desperately in need of fast answers.
Still, handbuffs are meant for cheaper cards or specific cards like saronites or dopplegangsters, if you wish to make it more controlish with eq + pyro, doomsayers, don hancho.
The problem is that once you get overrun by your opponent there is no comeback mechanism due to lack of board clears. You have great taunts (when buffed) but your rival can still trade effectively.
Other than that i think it might actually work. Deck just requires some tweaking :)
Your idea isn't bad, but would work better in a dragon N'Zoth, the Corruptor deck rather than a buff one. Also (wile I do have those cards) it would be less budget. I actually have another deck in testing right now that is Deathrattle paly. Its currently running Bone Drake for value and The Curator/N'Zoth, the Corruptor synergy.
I too have played a lot of hand buff decks (crafted the don, lived to regret it) and understand that this one looks slow. But the thing is, what this expansion gave hand buff paladin was recovery. Against agro one of the best things you can play is a couple buffed Chillblade Champion that trades and survives. It can give great heal, often over 10, wile still trading favorably. In addition, Saronite Chain Gang allows us to get great taunts that one silence or removal won't screw (lots of Spikeridge Steed killing spell breakers out there). Its recovery is admirable, and against agro you more aggressively mulligan for early buffs to make them that much better. I agree weapons can be nice, but its hard to find a card to take out and they make the buffs worse. The deck has 10 2 drops and 6 three drops, all able to be dropped with buffs for great tempo so I would argue that it is plenty cheep in a meta where about 1/2 is gateling gun priest or other priest counter value decks, which we need to both out value and tempo at the same time. Great input thanks! Any suggestions of things to sub for some Truesilvers/Ralyings would be appreciated.
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Am a budget player trying to create fun and interesting decks. Sorry for bad spelling.
Limited-time only indeed: unless they receive quite a bit of help/support over the next few expansions, Standard Dragon decks will be dead after the loss of One Night In Karazhan.
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Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I firmly believe that Netherspite Historian is one of the best cards in the deck. Firstly because it provides card generation, very good for a deck that likes full hands, and a 1/3 body which if it receives one buff is well worth it for the 2 mana cost. Its this very nice ability to get buffed, along with the insane value it allows (sometimes great top decks like this give you a second or third wind against control decks) that makes this deck viable. Take away the Bone Drakes if you think the deck is too greedy, honestly I am contemplating replacing them with Truesilver Champion now, but this card is one of the core. If it goes you might as well not have it as a dragon deck (yes i know that is a good option, not the point, this conversation is about how to make the deck better).
I think that the Nightbane Templars are a reasonable sub but the wide board they provide are great with Cobalt Scalebane and also really nice tempo even unbuffed. Its not the most consistent, but frankly it helps a lot in agro matchups to have little things for efficient trades.
I was fan of saronites rly. But for me it happens too often that:
1. Your opponent can trade favourable because of 3 attack when buffed.
2. The moment they are buffed is too late. For instance you dont want to keep them in starting hand with buffs. Usually you want buffs + 1,2,3 drops. What happens is when you actually get the opportunity to buff them, 2 x 3/4 minions with taunt are not enough for given stage of the game. The card is not good enough on its own. Thats the main problem in my opinion.
I think elemental package is stronger for handbuffs. Especially in current expansion where you can just add kaleseth. playing 4/6 taunt with divine shield is stronger if you ask me. Also 3/5 taunt divine shied is stronger than saronite chain gangs alone.
Wile you are right that a 4/6 divine shield is sometimes better with taunt than 2 3/4 with taunt (notable exception is against hard removal(I have a roguish plant in mind)) but that is with one buff, and assuming that you are running enough card draw and elementals to reliably play one ahead of it and have the mana to buff it at the same time. If you run out of elementals you are screwed and some you have to run to make up for that aren't that great. Also if you buff both twice that Saronite becomes far and above the better card, even with divine. The diversification of stats and ability to make trades more awkward for high attack minions makes Maronite better in my option and in this deck we get more hand buff, which is better at buffing Saronite early than deck buff, which you have to luck into and than luck into taunts, instead of just muliganing for both
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Am a budget player trying to create fun and interesting decks. Sorry for bad spelling.
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This deck has been giving me great performance in the Middle ranks right after season change. Wile a great tempo deck in it's own right it is one of the only ones that can stand against a Dragonfire Potion without even flinching, making it superb against priest. I hope to get some other opinions and show other people a really fun, inexpensive deck. And if you think Chillblade Champion is a bad pick, chances are you haven't seen it in a hand buff deck before.
Am a budget player trying to create fun and interesting decks. Sorry for bad spelling.
Makes DK Uther sense in this deck?
Paladin deck without Tirion LOL
Fun? OK. But Ive played too many handbuff decks to know that this deck is too slow for handbuffs. You might wanna get rid of grimestreet enforcerers and replace bone drakes with primordials. For scalebanes you require more cheap minions and better tempo gain so you can actually have sth to buff on t 5 (although i miht be wrong due to inclusion of saronites and templars).
Also i think weapons are too good to pass in this game. I know you cant buff them but handbuff decks are desperately in need of fast answers.
Still, handbuffs are meant for cheaper cards or specific cards like saronites or dopplegangsters, if you wish to make it more controlish with eq + pyro, doomsayers, don hancho.
The problem is that once you get overrun by your opponent there is no comeback mechanism due to lack of board clears. You have great taunts (when buffed) but your rival can still trade effectively.
Other than that i think it might actually work. Deck just requires some tweaking :)
Your idea isn't bad, but would work better in a dragon N'Zoth, the Corruptor deck rather than a buff one. Also (wile I do have those cards) it would be less budget. I actually have another deck in testing right now that is Deathrattle paly. Its currently running Bone Drake for value and The Curator/N'Zoth, the Corruptor synergy.
Am a budget player trying to create fun and interesting decks. Sorry for bad spelling.
I too have played a lot of hand buff decks (crafted the don, lived to regret it) and understand that this one looks slow. But the thing is, what this expansion gave hand buff paladin was recovery. Against agro one of the best things you can play is a couple buffed Chillblade Champion that trades and survives. It can give great heal, often over 10, wile still trading favorably. In addition, Saronite Chain Gang allows us to get great taunts that one silence or removal won't screw (lots of Spikeridge Steed killing spell breakers out there). Its recovery is admirable, and against agro you more aggressively mulligan for early buffs to make them that much better. I agree weapons can be nice, but its hard to find a card to take out and they make the buffs worse. The deck has 10 2 drops and 6 three drops, all able to be dropped with buffs for great tempo so I would argue that it is plenty cheep in a meta where about 1/2 is gateling gun priest or other priest counter value decks, which we need to both out value and tempo at the same time. Great input thanks! Any suggestions of things to sub for some Truesilvers/Ralyings would be appreciated.
Am a budget player trying to create fun and interesting decks. Sorry for bad spelling.
Limited-time only indeed: unless they receive quite a bit of help/support over the next few expansions, Standard Dragon decks will be dead after the loss of One Night In Karazhan.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I firmly believe that Netherspite Historian is one of the best cards in the deck. Firstly because it provides card generation, very good for a deck that likes full hands, and a 1/3 body which if it receives one buff is well worth it for the 2 mana cost. Its this very nice ability to get buffed, along with the insane value it allows (sometimes great top decks like this give you a second or third wind against control decks) that makes this deck viable. Take away the Bone Drakes if you think the deck is too greedy, honestly I am contemplating replacing them with Truesilver Champion now, but this card is one of the core. If it goes you might as well not have it as a dragon deck (yes i know that is a good option, not the point, this conversation is about how to make the deck better).
I think that the Nightbane Templars are a reasonable sub but the wide board they provide are great with Cobalt Scalebane and also really nice tempo even unbuffed. Its not the most consistent, but frankly it helps a lot in agro matchups to have little things for efficient trades.
Am a budget player trying to create fun and interesting decks. Sorry for bad spelling.
I was fan of saronites rly. But for me it happens too often that:
1. Your opponent can trade favourable because of 3 attack when buffed.
2. The moment they are buffed is too late. For instance you dont want to keep them in starting hand with buffs. Usually you want buffs + 1,2,3 drops. What happens is when you actually get the opportunity to buff them, 2 x 3/4 minions with taunt are not enough for given stage of the game. The card is not good enough on its own. Thats the main problem in my opinion.
I think elemental package is stronger for handbuffs. Especially in current expansion where you can just add kaleseth. playing 4/6 taunt with divine shield is stronger if you ask me. Also 3/5 taunt divine shied is stronger than saronite chain gangs alone.
Wile you are right that a 4/6 divine shield is sometimes better with taunt than 2 3/4 with taunt (notable exception is against hard removal(I have a roguish plant in mind)) but that is with one buff, and assuming that you are running enough card draw and elementals to reliably play one ahead of it and have the mana to buff it at the same time. If you run out of elementals you are screwed and some you have to run to make up for that aren't that great. Also if you buff both twice that Saronite becomes far and above the better card, even with divine. The diversification of stats and ability to make trades more awkward for high attack minions makes Maronite better in my option and in this deck we get more hand buff, which is better at buffing Saronite early than deck buff, which you have to luck into and than luck into taunts, instead of just muliganing for both
Am a budget player trying to create fun and interesting decks. Sorry for bad spelling.