(Post Nerf) Witchwood Quest Control Healadin
- Last updated Jul 11, 2018 (Spiteful Nerf)
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Wild
- 15 Minions
- 12 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Kaleidosaur Paladin
- Crafting Cost: 12480
- Dust Needed: Loading Collection
- Created: 5/5/2018 (Witchwood)
- Kwakdizzle
- Registered User
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- 13
- 30
- 155
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Battle Tag:
Kwakdizzle#1796
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Region:
US
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Total Deck Rating
90
Edit: With Call to Arms nerfed and having already been on the potential cutting list, I've replaced it with a second Blessing of Kings, which is another buff to get the quest closer to completion, but also one of the best buffs to use on Paragon of Light and Vicious Scalehide in the mid and late game for them heals. I took out one Loot Hoarder since it can't be pulled out anymore, but I kept one as it's a decent turn two play. I replaced one with Acolyte of Pain, since it is both card draw and a good target for buffing.
WHAT, QUEST PALADIN IS VIABLE????
Jk, no it isn't but it sure as hell is fun, and better than many people would think. The addition of Lynessa Sunsorrow with K&C helped the deck, but the real mvp is Sound the Bells! from WW. Why? It allows you the build the deck as a more traditional control paladin, because you no longer have the overload your deck with buffs. Sound the Bells! can quickly complete the quest on its own, so all you have to do is survive with the typical paladin control tools until you get the opportunity to use it. The other buffs are the actual good ones, such as Spikeridged Steed for survivability and Potion of Heroism for card draw.
WHY CONTROL/HEAL?
But control paladin sucks, I hear you say? Yes, that's true. Hence the healing factor of this deck. Two copies of Paragon of Light are amazing for healing if you can hit it with either an onslaught of Sound the Bells! or Spikeridged Steed. 2/5 for 3 mana is also not too shabby, and if you just drop it on the board, aggro decks are typically afraid to leave it up due to the poissbility of it being buffed the next turn, so it also acts as a soft taunt. A good buff on it can straight up win the game against aggro if they don't find a silence in time. Truesilver Champion is another proactive form of healing. Uther of the Ebon Blade is another nice control card that heals for 10 the turn it is played, and the better tokens it generates doesn't hurt either. Vicious Scalehide helps trade and heal against aggro decks, with the potential for lots of healing if you find the opportunity to buff it. With these forms of healing, The Glass Knight turns out to be a pretty sticky minion, and sticky minions are important as a target to buff.
WARPATH IN PALLY!
There's also one more unexpected synergy that WW brought. Aside from the usual great control synergy Wild Pyromancer has with Equality (it destroys spiteful decks, for instance), it can also be a good anti-aggro tool if you combo it with mutliple casts of Sound the Bells!. Sound the Bells! basically becomes a Warpath with a body, because the +2 health keeps the Wild Pyromancer alive.
SAY CHEESE
One copy of Zola the Gorgon allows you to pressure the opponent into removing either Lynessa Sunsorrow or Galvadon twice. Lynessa Sunsorrow usually ends up bigger than Galvadon and also gives card draw if you used Potion of Heroism before. Therefore, Zola the Gorgon pressures your opponent to clear giant minions not once, not twice, but three times.
The rest of the deck is explanatory: Sunkeeper Tarim is great against spiteful decks by reducing 12/12 elusive minions into a manageable 3/3, two Stonehill Defenders are essentially two extra Sunkeeper Tarims or Tirion Fordrings as well as 1/4 taunts. Harrison Jones fills the curve for 5 mana and is tech against cubelocks as well as card draw. If aggro is a bigger issue than cubelock, Gluttonous Ooze is a better body in the early game, and can help with survivavility through armour. I don't use Acidic Swamp Ooze because it gets pulled by Call to Arms. Taunts and draw aims to draw out the game against control and aggro alike. Call to Arms is not so much a tool for controling the board as it is a way to force onto the board a Wild Pyromancer for a desperate clear, a Vicious Scalehide for heal and trade, and Loot Hoarder for more draw. Since there are only 6 minions to summon with Call to Arms, I only play one copy. I'm considering adding another, but not sure what to cut.
CONCLUSION
The deck could still use refinement: It may need more early game protection against aggro, or silence against cubelock, and I'm still testing what the flex spots may be. But my overall impression is that is actually does really well against spiteful decks, and any slower midrange/control deck in general barring cubelock. Let me know what you think and what can be changed, I'm sure this list can be improved!
Edit: Added Vicious Scalehides and considering an extra Call to Arms. The Lesser Pearl Spellstone would be super cool to add in, given the amount of healing there is and the stall it can provide, but I don't think I can fit it in.
WOW, YOU READ THE WHOLE THING? THANKS FOR READING, UPVOTES WOULD BE APPRECIATED!
any replacements for The Glass Knight and Zola the Gorgon?
The Glass Knight is not too crucial. You could add a Gluttonous Ooze or any midrange minion tech that you see as useful, or even The Lich King. Zola the Gorgon is very important for value. Having it makes Lynessa Sunsorrow twice as good. I would say Faceless Manipulator is the closest replacement.
Doesn't cutting call to arms imply cutting vicious scalehide and replacing loot hoarders with acolytes ? It seems to me these two drops aren't good enough on they're own...
Viscious scalehide provides good healing if drawn in the late game with buffs. In the early game, it helps clear out dudes, for instance, reasonably well. You have a point about replacing loot hoarders with acolytes, that's an option, but I think having a turn 2 play after quest without using wild pyromance (which is better kept for combo clears) is important to not immediately lose the board. Cutting out both scalehide and loot hoarders would mean turn 1 quest, turn 2 hero power for every game, which is just too little tempo to recover against almost any more aggressive matchup.
I was trying out this deck since I packed the quest a couple of weeks ago. I actually don't like Call to Arms in this deck arch, reason being I often find myself with no minions to buff because they're all being taken out by call to arms, so all I draw is buff spells without having anything to buff. Obvious answer is "use hero power" but buffing a 1/1 isn't always ideal from my experience and I seem to always be short of mana and stuffing the deck with tonnes of 2 cost minions leaves less room for control spells or anti-aggro stuff like Tar Creeper or Stonehill.
Also strongly considering adding a rebuke, just to mess up dark pact on 5/6 and call to arms on 3/4. Anyway, I'm gonna continue testing, might not work well but only time and testing will tell - but I didn't have much success with call to arms in my deck.
I actually built one of my own, and decided to go looking to see what other people have done with the Last Kaleidosaur. I've got a decent win rate with mine, but not against Rogue, or Warrior rush. for some reason, it did well against all mages and hunters. Hmm. I'm going to check yours out and see if I could tweak it a bit.
Super cool, would love to try, but too expensive atm :-)
Haha, true. I'll put in a guide on replaceable cards later, but The Glass Knight is definitely not needed and could be replaced with a second Call to Arms, which I'm considering. Uther of the Ebon Blade is replacable as well to make the early game stronger, but it's a sacrifice against the longer control games and also cuts out some needed healing in the late game (people also rarely expect it). Harrison Jones can be cut for Gluttonous Ooze.
Ok good, well those are exactly the ones i have lol. Would need to quest and the gorgonzola so at the moment i'll wait it out a bit. Did you think about including the OTK package, i.e. Auctionmaster Beardo and Burgly Bully? Works Gold against a wall of Voidlord or similar.
The OTK package is now wild only. The new standard OTK package requires rng and takes more cards, so I don't think fitting it in would help the deck.
I feel a moral obligation to tell you that if you don't have the quest, it may be a waste of dust xD I made this deck to see if the quest works, and although it's fun, it's not that good. This is my very best ability to make the quest work; only craft it if it's only for fun, and not for laddering (although I'm going to try laddering with it for the next few days, and will update the guide based on my experience).
@Kwakdizzle I might disagree with cutting The Glass Knight. I wouldn't keep him for his stickiness though. I like him for how he can keep punching down minions and re-shielding every turn, especially with a buff or two. If you really end up loving him, you could even get him easier with Howling Commander.
I enjoy running Blackguard with my healadin, but admittedly he's not always a smooth inclusion, like when you're hero's already at full health. Works well with Truesilver Champion though because it both heals you yet still helps you get under max health. I've even had Blackguard kill the minion I was swinging at before! (I forget if it still consumed weapon durability, likely so.)
Potion of Heroism seems out of place here... Why not Blessing of Wisdom, especially as a one-of?
Looks like you might benefit from a Countess Ashmore if you have her; your current candidates being Loot Hoarder and Vicious Scalehide, but maybe Chillblade Champion or Tirion Fordring could find a home too (miss you Wickerflame Burnbristle!).
Silence is strong in the current meta, but I wouldn't necessarily try to make room. Maybe trade out anti-weapon for it since I think you'll have more targets for silence.
I personally don't love Call to Arms. I'd rather run Acolyte of Pain or Lesser Pearl Spellstone, or almost anything, but it looks good if you're only answering minor threats with it. On turn 4, I think Chillblade Champion does a better job of answering most threats than Wild Pyromancer, Loot Hoarder or Vicious Scalehide can the turn they're played. Then there's the RNG of course.
Hi, I like the idea, tried to make something similar, but such deck was not quick enough vs anti-brain decks. If you are going to play with this deck further, please add some feelings about match-ups with meta decks.
As I explored, to stand against odd&even types of pally we need a hard mulligan. Even 2 pyros, cons and equalities were not enough for me. I think we desperately need second Call to Arms, just to increase our chance to pull it at the start, otherwise we cant race the tempo.
I also think Potion of Heroism is questionable choice when we want to combine Lynessa and Zola. This combo often goes to late-game, so at this period we just reach fatique faster and may be get overdrawn. May be Blessing of Wisdom is better, I dunno.
Can we include Blessing of Kings somehow? I think it could be good with Paragon of Light on tempo and Vicious Scalehide as well.
I wish this deck to be more popular so community could work hard to make it even better.
Thanks for the feedback, I agree with your points. Indeed, against aggro, it becomes a matter of luck in finding your clears and crossing your fingers to get your Paragons and buffs in time, as well as your opponent not finding their silence.
I will try your suggestions as they sound quite promising. I'll also start playing this on ladder, and add some mulligan guides and matchup information. I don't expect that the deck will be too good at laddering, but my goal is to have it above 50% winrate at my current rank (8). Give me a few days for that.