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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)
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  • Battle Tag:

    Splatacleze#1568

  • Region:

    US

  • Total Deck Rating

    60

View 28 other Decks by Splatacleze
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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.