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Buff Mech Paladin

  • Last updated Aug 20, 2018 (Boomsday)
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Wild

  • 16 Minions
  • 11 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Paladin
  • Crafting Cost: 7200
  • Dust Needed: Loading Collection
  • Created: 8/20/2018 (Boomsday)
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  • Total Deck Rating

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Feedback is always welcome!

Mulligan Phase:

1) Crystology is going to be the one you want the most. It works to not only thin out all the low attack/mana cost minions, pulls your base mechs to upgrade, but also has a high chance to draw Galvanizer

2) Galanizer is by far one of the best assets in the deck. If you can pull it out with Crystology you are also generally drawing it with a cheap mech that you can make 0-2 mana. This allows you to get a early snowball. 

3) Hand full of mechs. You want to through away all buff spells and wait to draw them later. If you end up pulling one it's not really an issue, helps round  out the curve for the most part and keeps high pressure.

Strategy

1) If you can pull Crystology and/or Galanizer on opening hand, you're already in a good position. Usually you'll end up with one Glow-Tron in hand. I generally don't ever throw it on board turn 1. Try to wait until turn two to use Galanizer and then use a 0 cost Glow-Tron to magnetize it to your  Galanizer and make it a 2/5 on turn two.

2) The goal is to magnetize everything so it pushes face, but you need to play around things like Naturalize or Vilespine Slayer, so make sure you're magnetizing usually 2 at time. Try not to let many small mechs die without being magnetized because you want to bring back huge mechs with Kangor's Endless Army. If they kill a big mech it's not really an issue. It's much worse when they play things like Sap or Spellbreaker. Another reason you don't want to push all of it into one, but every time you magnetize you can put constant face pressure or use the amount of divine shields to trade well.

Techs - Replacing Cards

1) Consecration - I'm mainly keeping with in for Odd Pali, Zoolock, Even Shami, Mech Hunter and Odd Rogue. It ends up a dead card in your hand sometimes and I'm not super sure how to fill it in. Maybe a Spellbreaker?

2) Mossy Horror - This card is necessary for making short work of Giggling Inventor, but also helps with so many stall tactics Spreading Plague, Stonehill Defender, which people will use a lot because of how dangerous your mechs can get. If some of these aren't used you can pull this out of the deck

3) Replicating Menace - This card is one of the few mechs in the deck I'm not 100% sold on. It produces 3 1/1's which you don't want to die without magnetizing them because of Kangor's Endless Army, but they do work well to just keep something on the board when the big minion dies that can be played next turn with a magnetize. I'm sure there is a better answer, but I really think with a buff type deck you need to magnetize as much as you can.

Tech In Options

1) Countess Ashmore - She plays perfectly with this deck to pull ZilliaxSteel Rager, and Val'anyr which are all amazing cards. She would also be thinning the deck out as well as provide some draw, which the deck could use a bit more of. If I had her I would use it in a heartbeat, but I don't own her so I haven't.

2) A Lynessa SunsorrowThe Last Kaleidosaur quest. With how many buffs you have in your deck, making her a beast, along with doing the quest seems like an easy 2 other threats someone has to deal with. I generally don't play a turn 1 anyway so I'm sure with some experimentation this would work. You could easily replace one of the cards in the previous list.

I'm currently 17-4 with the deck. Please read the guide, it really will help pilot the deck with at least close to some of the success I've had with it. Also it's fun, which we sometimes forget to have with the game!