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"Budget" Hand_Buff Paladin

  • Last updated Feb 8, 2018 (Patches Nerf)
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Wild

  • 25 Minions
  • 3 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Handbuff Paladin
  • Crafting Cost: 2060
  • Dust Needed: Loading Collection
  • Created: 2/8/2018 (Patches Nerf)
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  • Battle Tag:

    DeviantSyn#11280

  • Region:

    US

  • Total Deck Rating

    2

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So. You want to try hand buff Paladin, but don't have any of the legendaries? Well, you've come to the right place. 
Welcome to the Budget Emporium, where I have crafted, and tested (Around rank 20!) a charming deck with nothing above the rare tier. (It did okay against some friends)

Now. If you have these cards, what do they do? Let's discuss. 

 (I'm not the best with explaining strategy, as I usually adapt each battle, but I'll try!)

Our Core Buffs:

Handbuff isn't handbuff with the buffs.

Grimestreet Outfitter: A general keep if you've got a decent minion curve to play with for your first few turns. 

Smugglers Run: A spell, that does the same thing as Grimestreet Outfitter, but 1 less mana and no body. Usually you don't play this on turn one, and use it to buff up something you'll play that same turn (Saronite Chain Gang or Doppelgangster, as examples) 

Grimestreet Enforcer: Here we have our main buffer. It's a 5 drop, which is a little slow, but just two turns on the board can make a weak card into a game changer. If you start with the coin, dropping this on turn 4 while you have either (Saronite Chain Gang or [card]Doppelgangster[/card in hand is usually a good play, but time it so it'll give out more than one buff. 

So. How do you live long enough to actually get buffs and win? Let's see.

Our Control/Survivability

Rallying Blade. Now, for control, Truesilver Champion is a potentially better card for this role, but I found that the 3 drop play felt a lot more suitable against aggro decks. This also buffs our Righteous Protector, which I found offset the extra damage we might take. 

Stonehill Defender: It's not a great minion, being honest. It's better if you dont buff this, usually. It's here mostly for the extra taunts, which covers for our lack of late game usually in the form of a lucky [card]Tirion Fordring[/card] or Sunkeeper Tarim, just find what you think helps the most with what you're facing. 

(Saronite Chain Gang: It's good. Just really good. 

Tar Creeper: Another really good taunt. Buff or not, it will usually keep you alive for awhile. 

[card]Spikeridged Steed[/card] is possibly your best defense. On just a Silver Hand Recruit, you get 13 points of shielding if it's not silenced. A variant run by a friend runs 2 of these and only one rallying blade, and she won a couple matches. So if you have em, you can give it a try. 

Ivory Knight: This is here for a decent body, and the potential to discover extra spells, since the deck runs nearly none on it's own. This is another card you could easily run one of, if you want a second [card]Spikeridged Steed[/card], but I found the extra heal and card more useful than not.

Aldor Peacekeeper: I love this card. This card has highhandedly turned around matches against Warlocks and Priests i've fought. It's almost always a safe card to keep in your starting hand against a warlock, as it slows them down a lot.

Tech Choices:

Acidic Swamp Ooze: This is for the warlock matchup. The weapon warlocks play will finish u off quickly, so to delay that, we have this, It's helped me before. I've had opponents either slow down to the point I could steal a victory, or take risks with Doomguard and burn their cubes or Voidlords.   

If timed correctly, You can even use this on a Mill Rogue and mill their Kingsbane with a lot of luck. Unless you think you can do that though, only break their weapon if you think you can delay their buffs and control by a few turns.

Ironbeak Owl: You can swap this for spell breaker if you have those, and if you think this card is too weak, or cheap to play. It's helpful against all sorts of decks and effects, and useful for sniping down general taunts or and early Voidlords for a win.

 

So, there you have it. Sort of. 

 I've tested other versions with Bonemare, but this one just had the overall better curve and plays for me. [card]Spikeridged Steed[/card] Serves a somewhat better purpose, and does a somewhat better job against the decks I faced. 

 

Feel free to tell me any changes you made, or if I overlooked any good, cheap cards, or if you have any questions even, I can try to answer.