Heal-Based Shirvallah's Galvadon
- Last updated Nov 7, 2018 (Boomsday)
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Wild
- 15 Minions
- 13 Spells
- 1 Weapon
- Deck Type: Theorycraft
- Deck Archetype: Kaleidosaur Paladin
- Crafting Cost: 14320
- Dust Needed: Loading Collection
- Created: 11/7/2018 (Boomsday)
- H34VEN
- Registered User
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- 2
- 15
- 31
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Battle Tag:
Arkv3n#2772
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Region:
EU
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Total Deck Rating
3
Shirvallah, the Tiger's is obviously based on mechanics that invite the player to spend mana on spell.
Paladin has mainly 2 kinds of spells : Buffs, and heals.
What kind of cards profits from theses mechanics :
- From Buffs : The Last Kaleidosaur, Lynessa Sunsorrow, Paragon of Light
- From Heals : Crystalsmith Kangor, Lesser Pearl Spellstone, and, not the least considering the mechanics, The Glass Knight, that allows us to consider a new mechanic in play : Divine Shield !
Considering the Glass Knight can retrieve its Divine Shield everytime we get healed (which happens a lot with all the direct heals and lifesteals), we can consider cards that work around Divine Shield : Bolvar, Fireblood, Light's Sorrow
Now, what you have to do is stabilise your deck to make these mechanics praticable and reachable : For Galvadon, cheap buffs like Sound the Bells! ; For the Glass Knight and Lesser Pearl Spellstone, manageable flow of Heals (Paragon of Light, Benevolent Djinn, Rotten Applebaum, Chillblade Champion, etc.) ; and as for your Divine Shield, it will work mostly by itself...
Bonus is : Shirvallah, the Tiger has Divine Shield, and Lifesteal, that make two of our mechanics works, and on top of that, costs FREAKING 25, which works overwhelmingly well with Holy Wrath
I know, I know, it demands you to possess a hell lot of Legendary, that you may not have right now. TBH, I don't have most of them either. But consider the investment, and the fact you may use this deck in Wild, if you don't manage to build these cards before the rotation... Also remember that you may replace some cards that are not compulsory for these mechanics to work (Tirion Fordring, althought you should craft it anyway as it is a classic card, Uther of the Ebon Blade, Crystalsmith Kangor, etc.)
Hello to you both, and my apologies for the time I took to make my reply.
For your main concern about the "one of"s (except Holy Wrath), it is mostly to unable the opponent to predict your deck without losing too much value out of it.
First let's put aside all legendaries. you have 10 cards that are one of a kind.
- Lone Champion works really fine with most of my pallys deck, it has been proven efficient over time, even against the most aggressive decks. Most from what you should protect yourself in early game are minions and this should give you enough "free time" to make a threatening turn 4.
- You only need one Crystology because you have only 3 1-attack minion in your deck. Putting only one in this deck prevents you from getting a dead card.
- For the rest of the one-of-a-kind minions left in the deck is for on-curve playing reasons. If you get a card too expensive too early, Chillblade Champion and Rotten Applebaum are there as a safety net, giving the possibility to upgrade the spellstone at the same time.
- There is only one Light's Sorrow, because of Tirion Fordring and Uther of the Ebon Blade. Altogether, you obtain a durability of 10 which is more than enough for one game.
- Potion of Heroism is a card that makes you draw for relatively cheap, preserves your minion from getting a hit, and buffs your Light's Sorrow, but does not deserve 2 places in this deck, imo.
Which leaves us with Time Out!, which I wanted to put inside the deck because, you know, it's a new one, and I got excited about it. It prevents you from taking a lethal damage when you have no other choice but to trade with your weapon ; that's not amazingly good, but it might get you out of trouble. And finally Holy Wrath, what will deal a mean damage of 4,5, and then that not deserve 2 slots in this deck. But still, it's substantially better than Hammer of Wrath, so why not.
Of course, for these 2 cards, I got too liberal on putting them inside the deck, so you can freely move them out, but I think you should keep the rest.
Is there a reason why there is a lot of 1 ofs? It feels like it could be holding the deck back a bit just from sheer consistency.
It also feels like there is too much going on, especially with cards like Holy Wrath when the average mana cost of the cards in the deck are 5, meaning that you typically aren't going to deal a lot of damage.
This deck seems pretty fun and potentially quite good if Shirvallah, the Tiger gets enough support. However, with this current list, there are a few issues. First, one being there are too many 'one of' cards, which at the moment makes the deck considerably inconsistent. Some cards need to have an extra copy like Paragon of Light and Benevolent Djinn, whereas some cards don't really offer much, eg Lone Champion isn't great because the deck doesn't offer enough early game removal to make it reliable, and Holy Wrath is waay to inconsistent to be worth a slot in a decklist this tight.
Most of all though there isn't a real way to proc healing synergies in the early game if you're against control, I would also recommend adding some more early game weapons like Truesilver Champion or potentially Unidentified Maul.
But all things considered seems like a pretty well-constructed deck and extremely fun to play. nice job :)