+1
Favorite this Deck

Wild Exodia Paladin

  • Last updated Apr 10, 2018 (Patches Nerf)
  • Edit
  • |

Wild

  • 13 Minions
  • 16 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: OTK Paladin
  • Crafting Cost: 7460
  • Dust Needed: Loading Collection
  • Created: 4/10/2018 (Patches Nerf)
View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    27

View 24 other Decks by Ragnarosmtg
BBCode:
Export to

Exodia paladin without burgly bully. The deck is designed to be able to pull of the OTK without any coins. The coin is helpful so hang onto it if you aren't pressured to use it, but if you can use it to make a play that will buy you another couple turns or more, then definitely use it. 

The strategy is to just stall the game out until you can pull off your OTK combo. With the way this deck is built, is very difficult to win without the OTK. Almost every game should be you cycling through the deck as fast as you can while stalling out as long as possible, and winning with the combo

You want to use fencing coach before the OTK turn, preferably as close to it as you can can so your opponent doesnt have much time to react to what is clearly your plan. Since you never play burgly bully, a lot of players will assume they are safe and that you cannot complete the combo, so they will pressure you less and give you more time to set it up. As soon as you play fencing coach, a good player will know you can win without any coins and will rush you down as fast as he can. 

For the combo to work (without coins), you need thaurissan to hit 2 targets. If you are going to use a spell that costs more than 1, you need thaurissan to hit 1 target for every single extra mana you need. You will play fencing coach on a turn before the otk so your 4 hero powers will cost 6 instead of 8. Beardo will be 3 (without a discount) so you will have 1 mana to cast 3 spells. If beardo is hit by thaurssian, youll have 2 mana to cast 3 spells. If every spell you cast for the comb is 1 mana, thaurissan only needs to hit 2 targets in the combo. If you need to use any spells that cost more (for example, if you only have 2 spells that cost 1 in hand, but you also have equality in hand), thaurssian will have to hit an extra target for every extra mana needed.

If you cant play fencing coach (such as a dirty rat pulling it, or fenching coach being in your deck when your opponent is a couple turns from winning) you can still pull off the combo as long as thaurissan hits 4 targets and you have all 1 cost spells. Again, youll need thaurissan to hit an extra target for every extra mana youd need for spells costing more than 1.  For example, if your combo is going to be a couple 2 cost spells and one 1 cost spell, and you lose fencing coach, thaurissan will need to hit 6 targets. Redemption and getaway kodo can make this happen, so try to get those to trigger on thaurissan if you do need to win without fencing coach.

Mulligan - 

Against Aggressive matchups: Doomsayer, mad scientist, wild pyromancer, loot hoarder, aldor peacekeeper, redemption, call to arms. If you get combos like equality and wild pryo, keep equality as well. 

Against Control: Mad scientist, loot hoarder, redemption, call to arms.

Synergy-

Redemption and Getaway Kodo combine well with mad scientist, loot hoarder, thaurissan (if you need a big discount for the combo), doomsayer. 

Wild pyromancer and consecrate with equalty. In a pinch, if you have equality in hand without pyromancer, you can pull out wild pyromancer with call to arms and play equality to clear the board. Just pay attention to what call to arms can and cant pull out, and the odds of it. 

Solemn vigil should almost always be used discounted. With all the board clears and resets, there should be plenty of turns where you can play a discounted vigil. The only time you should play it full cost is if you have nothing else useful to do, or your hand is too full. 

Versatility: 

Humility is a great multi purpose card. If you need it to stall, you can use it at anytime to do so. If your opponent plays a threat that you have no other answer to, you can change its attack to 1 and wait to draw your board clears. If you dont need to use it to stall, its a great cheap card that you can always play as part of the OTK combo. 

Redemption and getaway kodo combine well with almost any minion. 

Doomsayer can be used to stop early game aggression or it can be played late game after a board clear to setup a clean turn for Uther. Playing Uther on a clear board is  ideal, and youll usually want to hit with the weapon just to heal up as much as you can (its very unlikely your combo will still be incomplete 4 turns after playing uther).

Aldor is good as a tempo play against aggro decks and is a good late game answer to threats in control matchups. 

Summary: A deck intended to cycle as fast as possible while stalling as much as possible. It is designed to win without needing any coins. Coins can help, but its more important to use the coin to buy yourself time than it is to have the coin in hand for the combo.