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"Sin" Pally Trap Aggro

  • Last updated Oct 5, 2014 (Naxx Launch)
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Wild

  • 12 Minions
  • 13 Spells
  • 5 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6740
  • Dust Needed: Loading Collection
  • Created: 10/5/2014 (Naxx Launch)
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  • Celdra
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This is my current labor of love. I am quite enjoying myself and I feel that it plays smoothly and consistently enough to share and get critique on it. The name comes from a combination of fitting with the paladin themes, and when i think of traps I think of assassin from Diablo II, or my Trap-assin, which became personal slang for any trap based decks that I ran.

I. Goals:

When I was creating "sin" I had a few points in mind, first and foremost being that I wanted a skill-based deck that played with consistency, that was also very agressive. I really liked how aggressive Zoo-Lock is, and how control oriented trap decks are. As I mulled over the posibilities (playing around with mage trap, hunter trap and the like) I remembered a very old aggro pally deck that I had laying around that was my first experiment in working things, it was a weapon based deck, this deck became the baseline of my deck.

 

What I envisioned was a aggro deck that didn't fold to straight removal, I accomplished this with "Sin" by placing quite a large amount of power in the five weapons that I run (1x Light's Justice, 2x Sword of Justice, 2x Truesilver Champion), and also in the low mana-high impact traps (Noble Sacrifice, Redemption, and Avenge)

 

 

II. Card Reasoning and Usage:

Light's Justice:

An early lights justice shows your opponent that you are interested in board control, use it to ping down 1 health minions and get rid of divine shield.

Avenge:

Avenge is basically a +3/+2 for us, generally we want this to punish the opponent for trading into us or using targeted removal. (You took out my Loot Hoarder, now you have to deal with my 4/3 Paladin Token)

Blessing of Wisdom:

Blessing of wisdom is a great turn 2/3 drop, you can use it on an early minion from an opponent to force your opponent to decide between giving you card advantage and dealing damage. Also works well on one of your creatures when you have protections. (Noble Sacrifice and Argent Protector come to mind). I typically will not throw this on my strongest creature because I want my opponent to decide between killing my strongest creature and gaining board control at the cost of giving me extra draws or killing my weakest creature and allowing me to gain board control. I only run one of these, and I swear by it.

Noble Sacrifice:

This card allows you to eat one attack from the enemies board, works well against charge minions or when you have board control. Also will activate both Avenge (allowing you to block an attack and gain +3/+2 on the minion he wanted to kill) and Redemption (allowing you to block an attack and gain a 2/1 body to trade with) or both. Also because we are running six traps, having two or three down can cause your opponent to play around all five paladin traps (Repentance and Eye for an Eye are not run in this setup)

Redemption:

This card allows us to bring a card back from the dead, and as we are running a few cards with death rattle effects (Mad Scientist, Loot hoarder, Tirion Fordring, and Cairne) we are really able to get some impressive plays with this card. However, do not save this card to try and combo with, even if all you rez is a paladin token, you are forcing your opponent to use two attacks/forms of removal/weapon swings to get rid of your creature.

South Sea Deckhand:

Because we run five weapons in this deck, we almost always have a weapon on the board. turning this card into a 1 mana blue gill warrior.  Combos especially well with Sword of Justice, giving you 3 damage for 1 mana at charge speed. (Turn 3 Sword of justice, turn 4 South Sea Deckhand, with Argent protector to safeguard and noble sacrifice to protect both, and you have a really strong and hard to beat board)

Argent Protector

Argent protector is a 2 mana 2/2 (cost effective) creature that grants divine shield, use this to keep board control and force removal. 

Loot Hoarder:

Similar to Argent Protector, this card is used to force positive trades, as you will get a card draw most of the time, also with redemption you can get two card draws and a sticky body. 

Mad Scientist

We are running six traps in this deck, and mad scientist keeps them coming, being cost effective and pulling a trap into play. 

Sword of Justice:

Because we are running so many low cost creatures this card will usually only last a turn or two. Combos well with instant speed cards like South Sea Deckhand and Noble Sacrifice, also any cards resurrected with Redemption will proc Sword of Justice. Do not be afraid to use this to clear the board (Do not use it to hit health bar unless you are going for lethal)

Divine Favor:

With our exceptionally low curve, we are able to make control decks tremble, typically we play this card on around turn five to draw 3 or so cards, any situation where we can draw 3 or more cards makes this card worth it. I never leave a divine favor in my starting hand being as that we have so much other draw.

Aldor Peacekeeper:

An effective 3/3 for 3 that gains an extra effect when it comes into play. Use aggressively to maintain board control (Turn that 3/2 into a 1/2 and trade with your 2/2, or turn that big 6/5 hyena into a 1/5). If you do not need this for board control, do not play it.

Truesilver Champion:

This card is more of a late game card, and should not be kept in a mulligan, we use this card to have massive life shifts (6) or to board clear. 

Consecration

Typically if we have to pull this card out it is because the enemy is also running a zoo, this is a great card to have to play on turn 6-7 to shift the board to your control.

Hammer of Wrath:

This is a card I actually keep in my mulligan hands, on turn 4 you can usually use it to trade 1:1 for an enemy minion, also netting yourself a card draw and hopefully keeping board control.

Captain Greenskin:

This is the most controversial card that I have in my deck. I am running the captain because he really takes any weapon, and puts them into overdrive, while also providing a decent body to buff and trade. On Turn Six, Cpt Greenskin into Lights Justice gives you a 2/6 that you can use for quite a few turns to keep board control. With a turn 4 truesilver that you dont attack with, into a turn five Cpt you get a 5/3 that ends up restoring 6 life. Sword Of justice on the board gives you an extra minion or the ability to swing for more than one. Finally if you have dead-tirions wep, you get an  6-9 damage. Every Time I have Removed Cpt from the deck, I add him back in a later, he is essential.

Avenging Wrath:

Avenging wrath makes a great turn six board clear or a solid late game nuke, allowing you to get lethal or go back to board control.

Cairne Bloodhoof:

Cairne is an answer. Typically with how agressive your early game is, your opponent is forced to spend quite a few cards to clear your board, removing cairne requires atleast two.(Silencer+removal, or Removalx2)

Tirion Fordring:

Tirion is also a card I consider to be an Answer. He requires two cards to get rid of, has taunt, divine shield, and decent stats.

 

III. Mulligans:

This deck is extremely reliant on being able to get, and maintain board control. As stated above, one of the major advantages of this deck is that much of its power does not directly come from creatures. With this in mind try and mulligan to be able to force your opponent to react to you. Knowing how to use each individual card is more important than trying to get a particular hand, as you must be able to play around what an opponent has, and no two games will go the exact same way.

Generally look for strong early game cards, and one 4+ card, prefering low mana cards (Truesilver Champion over Tirion for example). 

 

IV. Questions:

Throw them here, I will respond as best as I can. I do not currently stream (Just moved) so I have no footage of this deck in action.

Some Questions I want to premptivly avert:

1)WHY ARE YOU NOT RUNNING XXXXXX:
I have iterated on this deck at least 30 times, chances are I have tried it, and either I did not like the way it played, or I felt it ruined the consistency of the deck. (Blessing of Wisdom used to be an equality for example, but I feel that Blessing of Wisdom is more useful in more situations than equality)