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Gunnolf's Wild Prismatic Mech Paladin

  • Last updated Aug 13, 2018 (Boomsday)
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Wild

  • 22 Minions
  • 6 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Aggro Paladin
  • Crafting Cost: 6720
  • Dust Needed: Loading Collection
  • Created: 8/8/2018 (Boomsday)
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  • Battle Tag:

    00100100

  • Region:

    EU

  • Total Deck Rating

    1076

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Come in and Warm your Frozen Boots by the Fire!

 

Allow me to introduce myself. My name is Gunnolf, and I am originally from the Land Down Under a.k.a. Australia. I am an avid gamer that has acquired a real passion for card games, which originated from my humble beginnings as a Yu-Gi-Oh collector and eventually grew from my dabbling in Cardfight Vanguard and Buddyfight, until we reached the game we know as Hearthstone.

I've played Hearthstone since the days of classic, with multiple accounts on both EU and NA servers. Despite having reached the Rank of Legend and my own personal mentality of equating 'having fun' with 'winning', I am not really a fan of meta power-grinding & net-decking, not that there is anything wrong with that. Therefore, I enjoy thinking about new, cool and fun deck ideas that push boundaries while also allowing you to win and those are what I want to share with you guys every-time I post a decklist.

I have presently become a contributing writer to WILDHS and will be posting articles there on a semi-regular basis, regarding deck-archetypes the status of the meta as well as how to get the most fun out of this game even if you aren't a big spender. If any of this sounds interesting, then I highly recommend that you check out of the website, as the writers and the owner himself are some of the nicest people you'll ever meet with great in-game knowledge (link to be website can be found HERE). You can also follow me on Twitter for latest updates.

If you genuinely like my content and would like to see me produce more of it, then please consider supporting me on Patreon. This is by no means necessary but it will definitely help me out in the long run. Thanks for Reading ^^


Deck Introduction

After 21 games with this deck, I was astonished with the results. On the first day of BOOMSDAY I went 6-2 while on the second day I hit a whopping winstreak and went 12-1. This list has definite sustain and a lot of little synergies here and there be it the Magnetic function or just the board wide buff that Rallying Blade can provide on all the divine shield minions. Your primary goal is to push and maintain tempo while never losing board control. The deck does not have a lot of comeback mechanics so it is imperative that you stay on the board. Enough with the introduction though, lets get into the details.


Word of Acknowledgement

The original list was conceived and created by none other than DannyDonuts. He is a great content creator and a tireless supporter of the wild format, so if you do not already follow him on Twitter I highly recommend you do so. The link can be found here at DD Twitter.

However, having playtested the original list there were certain cards I did not agree with and thus I decided to alter it in a way that it better suited the meta and held more consistency when dealing with large threats, at least in my personal opinion.


Card Choices and Deck-building Explained

In this section, I will explain some of the card choices I opted for and the reasoning as to why they were included over potential counter-parts.

1) Prismatic Lens: Cornerstone card of the deck. Has helped me seal out so many wins after hitting a reduced cost Dinosize or Call to Arms for surprise lethal or board refill.

2) Keeper of Uldaman: Very versatile card, allowing you to deal with large threats in addition using the effect as a stat buff to take more efficient trades or just push face damage.

3) Loatheb: Always a key card in these type of decks. At least in my honest opinion. Dropping it before a key turn can allow you to seal out the win as it can stop druids from playing Spreading Plague or warlocks using a board clear.

4) Giggling Inventor: The Card is just nuts. Essentially just a very defensive Call to Arms that doesn't thin out your deck.

(At the present time, only a few cards have been listed but I will include more if questions pop-up within the comments section regarding substitutions and why other cards were included.)


Tech Choices

In general with this deck, there is not an abundance of room for us to be versatile. However, as always there are a couple of slots that can be utilised for alternative card inclusions so as to better tech the deck to the meta. In this particular list, those slots are occupied by double Keeper of Uldaman. The following cards have been considered and although may be strong in another meta game, they ultimately lost out to keeper given her versatility of use in both aggressive and defensive scenarios.

a) Spellbreaker: In case the meta warrants excessive use of silence which it might do in the future if magnetic really takes off as a keyword.

b) Aldor Peacekeeper: Initially this was the card I had in place of uldaman but it's only real utility was against Flamewreathed Faceless. Therefore, Idecided against it since uldaman has a somewhat similar function but is more versatile.

c) Enhance-o Mechano: This is a really really strong card that can give you a very powerful mid game push. However, it doesn't really deal with opposing boards very well so a reactionary minion was more desirable.


Alternate Deckbuilding

As many of my more devoted readers will know, this is a pretty rare segment but I thought it would be useful to be included in this deck guide, for people to see the theorycraft behind cards and the practical vs impractical inclusion of certain spells/monsters in this list:

a) Cobalt Guardian: This card is a nice aggressively stated minion that can gain damage protection every time a mech is played. However, it doesn't do enough and the fact that it gains the divine shield after a mech is summoned makes it a tad slow.

b) Zilliax: Honestly, I didn't hate this card. However, I think it is better suited for another list. While it is very powerful, the keywords it holds don't really do much for the current gameplan of the deck.

c) Gorillabot A-3: You pretty much always get the value off of this card just due to the fact that you run so many mechs in this deck. However, the value is not always great as you aren't ever looking for something specific.

d) Annoy-o-Module: Decent card but far too defensive for this deck.

e) Bronze Gatekeeper: Same reasoning as above.

f) replicating menace: Despite it being quite a sticky minion, the statline is far too weak. Piloted Shredder is honestly just better value overall and harder to clear. 


Short Mulligan Guide

It should go without saying that you should never keep your most expensive spells in your hand i.e. Dinosize since you want to be drawing it off of Prismatic Lens. However, the same cannot be said for Call to Arms. You can keep the card in your opening hand if you have adequate turn 1-3 plays that will force your opponent into expending their entire turn using board clears only for you to be able to redevelop while thinning out your deck.

Primarily what you want in your opening hand are cards like mech warper, Shielded Minibot, Cogmaster, Glow-Tron, Mecharoo and Rallying Blade. so no surprise you want all your early game minions that will enable flooding in addition to your weapon that will better help you control the board.

Against control, it might be worth keeping Loatheb in your opening hand. The card is key to winning the control match-up a lot of times and given the limited draw in the deck you probably shouldn't risk putting him back in.


The original List

In the eventuality that you want to check out DannyDonut's original list, you can find it in this link: DD Original List.

However, in the eventuality that you don't want to go clicking on links, the changes I made were as follows:

-2x Clockwork Gnome | +2x Cogmaster: In my personal opinion, even though the former is a mech and does synergise with Mechwarper, it is too vulnerable to early clears and doesn't really provide a lot of value with the spare sparts. The former on the other hand is a pre-nerfed Small-Time Buccaneer capable of pushing a lot of damage.

-1x Explodinator | +1x Loatheb: I understood the theory behind this card inclusion but this deck doesn't run nearly enough magnetic cards in my opinion to make use of the bombs. While 4 damage to face can be great often protecting your board against aoe can net you more damage.

-2x Fungalmancer | +2x Keeper of Uldaman: The latter is more versatile and not to mention cheaper. There is of course the argument that the former makes your board both wider and taller but it's essentially win more in meta where you won't always be guaranteed to have 2 minions by turn 5.


Other BOOMSDAY & Legend Decks

If you're looking for other great decks that utilise Boomsday cards or you just want to get to Legend with Paladin by using an already established good list then why not check out the following? They are guaranteed to provide you with a great time in the game. Each list has a deck guide written out, similar to this one.

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Gunnolf's Wild Odd Tempo Mage
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Author's Notes

While this was not what I had originally envisioned for Mech Paladin, it is nonetheless a fantastic list. I don't know if it can be refined any further but while I am working on my own personal aggro list, I'll continue to try. Many thanks to Danny for the fantastic use of Prismatic Lense and I'm sure we'll work on more uses for the card. ;)

I enjoy deck-building a multitude of interesting decks that are both entertaining and Legend viable (with some odd Free-to-Play lists mixed in). So if you like this deck (or anyone of my other ones) consider leaving a thumbs up, as it really helps in the long run! :)

Thank you guys for all your support and if you have any suggestions, let me know. 

 

Check out my other decks!

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