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[BD] "MechQuest" (Magnetic Mech Quest Paladin)

  • Last updated Apr 1, 2019 (Level Up Nerf)
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  • 16 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Kaleidosaur Paladin
  • Crafting Cost: 9160
  • Dust Needed: Loading Collection
  • Created: 1/12/2018 (Kobolds Patch)
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~Preface~

This deck improves upon the Buff Quest Paladin introduced in Un'Goro. The deck is a ton of fun to play and actually isn't terrible. Do not make the mistake of thinking Quest Paladin is an aggro deck; it isn't! Most of the win condition cards are played earliest on turn 6 and 7. The MOST important part of the deck is to keep a minion on your side of the board alive across each turn. Without a minion on the board, the entire deck falls apart.

This deck is constantly being updated; feel free to comment or experiment!


~Win Condition~

  1. Maintain Board Control
    • You win by buffing minions and hitting face, if you have no minions you can't win.
  2. Do not Over-Commit
  3. Know your Match up
    • Should you go face or should you trade? What are the chances they have an answer? Knowing the match up can really help your decision making.

~Cards~

Base Mechs/Minions (16)

Buffs (9)

Tech/Other (5)


~Mulligan~

Mulligan for a one-mana minion and a one mana buff. Keeping a two-drop is also okay. Keeping the Quest is highly recommended, but not mandatory.

What to Keep, In Order of Importance:

  1. The Quest (usually)
  2. One or Two mana minions
  3. One Mana Buffs

Otherwise, mulligan everything else. This deck can snowball very fast so its important to play to its strengths and get on the board early.


~Replacements~

Notable Mentions