Spiteful Buff
- Last updated May 5, 2018 (Witchwood)
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Wild
- 26 Minions
- 2 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Midrange Paladin
- Crafting Cost: 10100
- Dust Needed: Loading Collection
- Created: 4/26/2018 (Witchwood)
- Splatacleze
- Registered User
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- 15
- 35
- 113
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Battle Tag:
Splatacleze#1568
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Region:
US
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Total Deck Rating
60
I started tinkering around with a Spiteful handbuff deck late last season. After MoG rotated out, I thought it might not make it in this meta, but it's actually transitioned nicely. I made it to rank 6 last season (don't ladder all that much, but when I do it's entirely with this deck). I'm sure it can get to higher ranks. I've given reasons below for including some of the less conventional cards.
GENERAL STRATEGY: This is a midrange deck, so trade to keep the board even early on. Try to eek out the lead into the midgame. With slightly stronger minions and buffs, survive till you get a win condition (I'll do a mulligans and detailed strat if it gets interest).
STRENGTHS: The deck is adaptable. There's lots of flexibility to achieve a win condition. You can either build up board or burst with some big minions. Added bonus: Right now, no one really knows what to expect. This isn't a current archetype, so you can catch people off guard.
WEAKNESSES: Lack of AOE is the deck's biggest weakness (I have tinkered around with various tech cards. Still looking to problem solve). There are several low/mid cost minions, so you can fight off aggro, it just gets difficult if they have a great start you you stumble a little. Other weakness is RNG. I've had some rough games where I top-deck both Dinosizes early on.
CORE CARDS:
Spiteful Summoner: While this might be as powerful as Priest and Druid decks with their luscious 10-drops, there is still great value to be had. Depending on how far behind/ahead you are, the game can swing wildly depending on what your this pulls. Not all 8 drops are created equally. Say your prayers to RNGesus before playing.
Sunkeeper Tarim: Such value/board swing. The only time this is not be useful is when I'm playing against Odd/Even Pally and I'm way behind on board.
Corpsetaker: A fully charged up Corpsetaker is a thing to be feared. If your opponent cant' remove it right away, you can gain massive advantage quickly. It they do, it usually means they trade poorly or use up a silence. Baiting out silences is key to this decks win condition.
Dinosize: Yes, it's what makes Spiteful Summoner go, but there's many other reasons this card is valuable. The burst value – especially on a windfury minion – is nuts.
CORPSE-TECH:
Righteous Protector: An auto-include in pally decks. Has great double synergy.
Young Dragonhawk: I've come to love this card. Dropping this on turn 7 with Sunkeeper Tarim is very good. Also makes for a great Dinosize target. Will often bait out a card even as a 1/1.
Chillblade Champion: Love the burst value of this, especially with a buff on it.
Saronite Chain Gang: Auto-include in many decks. Extra sweet with at least one buff on it.
Ghostly Charger: NEVER thought I'd include this but it's testing very well. I've been able to swing the board back your my way and leave a body on the board. 3/4 body is lackluster, but with Prince Keleseth and Sword of Justice, this gets better.
Tirion Fordring: He's back! I know silences are everywhere, but this deck has so many potential targets. If Tirion becomes a target, it makes Dinosize and/or Corpsetaker more viable. I added this when I added Countess Ashmore. So far, I've been pleased. Double synergy with Corpsetaker is nice as well.
BUFFERS:
Prince Keleseth: Dr. 2 isn't needed to win with this deck, but he sure helps.
Sword of Justice: Don't be afraid to attack when needed, if you can get at least 3 charges on minions it's done its job.
Dinosize -- Yes it's slow. Yes, it's really bad to top deck early on, but this has ended many games for me single-handed (dropping on a Young Dragonhawk is soooo satisfying).
TEMPO:
Fire Fly: I added this in place of Argent Squires because it's stickier. Really need to drop these early against Odd/Even Pally.
Glacial Shard: I have come to greatly appreciate the swing this can give you. This has been able to help me recover when I'm slightly behind. Especially against other spiteful decks.
Truesilver Champion: This wasn't in the initial version of this deck, but at the 4-slot it fits very nicely. Great to chop an opponents board back down to size. Very helpful since this deck's biggest weakness is lack of AOE.
Ghostly Charger: As I mentioned, this can really help swing a board. Catches opponents off guard.
TECH CHOICES:
Aldor Peacekeeper: With all the other spiteful decks out there, it's super satisfying to turn that Ultrasaur into a 1/14.
Ironbeak Owl: I do prefer Spellbreaker but the 4-slot is full up.
Rotten Applebaum: I usually find myself down in the midgame before I can claw back. This is good for putting the breaks on aggro decks. I'm not sold on including this card, but it's working presently.
Countess Ashmore: Good late-game draw. I have been testing her for a while and she's working. The 6/6 body helps.
ALTERNATES:
Fungalmancer
Mind Control Tech
Harrison Jones
Val'anyr: I love the value this gets, but the meta seems too fast right now to play.
Silver Sword: Yes, this is slow, but I really don't see this as a win more card. It has allowed me to win back the board, make great value trades and end games I would not have won otherwise.
Nice deck building there, possibly Leroy, or another Fungalmancer, would be my preferred choices over Rotten Applebaum.