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Shirvallah Shot First

  • Last updated Dec 19, 2018 (Level Up Nerf)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: OTK Paladin
  • Crafting Cost: 5760
  • Dust Needed: Loading Collection
  • Created: 12/20/2018 (Level Up Nerf)
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  • Dxiled
  • Registered User
    • 3
    • 21
    • 47
  • Battle Tag:

    Dxiled#1921

  • Region:

    US

  • Total Deck Rating

    20

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Intro

LET'S GET RIGHT INTO IT, the goal of the deck is to draw out as quickly as possible and do the Shirvallah - Shuffle - Holy Wrath combo. You play your entire deck, then play Shirvallah, the Tiger for 0, shuffle copies of him into your deck, then Holy Wrath your opponent for 25 before they even know what hit them!

Interestingly enough, this deck only has four cards from Year of the Mammoth, none of which are core, so it'll likely survive the rotation with little loss. 

Weird Card Choices and Substitutions

Snowflipper Penguin: Completely unironically, this card is amazing for emptying your hand so you don't mill yourself. It also gets fetched by Crystology, and is extremely effective in making your opponent question their morals if they decide to kill it. An effective substitute is the Wisp, though it's much less potent in that last facet. 

Crystology: This deck happens to run a lot of 1-attack minions, most of them being draw engines. Because of this, Crystology is the king of draws in this deck. It also has an added benefit of being able to "tutor mill" a minion if your hand is full and you don't have the mana to be playing everything. I would consider this to be a must-have in the spirit of the deck, so no substitutions. 

Bloodmage Thalnos: The reason this is here over the obvious Loot Hoarder is its synergy with both Crystology and Consecration. Having one extra target on Crystology makes it more consistent in the late game, and a 3-damage Consecration happens to be perfect for clearing those pesky Hunter Spellstones. The obvious replacement is Loot Hoarder, though the deck would be a lot less good in that case. 

Howling Commander: This is more than a little odd, considering the deck only runs three Divine Shields. However, tutoring Shirvallah himself prevents your combo from ever truly not working (barring Demonic Project) and tutoring Righteous Protector allows your draw to be played immediately in most cases, emptying out your hand for more drawing later. I would consider replacing this with Loot Hoarder, especially once Standard rotates. 

Stonehill Defender: This is only useful for finding another late-game bomb against aggressive decks, like Tirion Fordring or Sunkeeper Tarim. In slower matchups, its only real benefit over Loot Hoarder is the fact that it's a target for Crystology. Again, the substitute is the aforementioned Loot Hoarder.

Hammer of Wrath: Honestly, the only reason the card is even here is that it draws cards and discounts Shirvallah at the same time. It's also marginally useful to chip armor against Druids and Warriors if they manage to get above 50 health. 

Notable Exclusions

Potion of Heroism: This would be decent, except the deck already struggles to get minions to stay on the board, and this is only worth playing when you have something on the board. The only real target is whoever pops from Stonehill Defender. Yes, it discounts your Shirvallah, but you have to draw your entire deck for the combo to work, so Shirvallah will cost 0 when it matters anyway. 

Spikeridged Steed: See above. This one's even worse, since it doesn't draw a card. 

Lay on Hands: Yeah, it's Sprint for Paladins, but it's just way too slow. By turn 8, you've either lost and the healing doesn't matter anymore, or gotten your draw engine going full speed, and an 8-cost draw 3 will just mill you. The slowness is very clear when you look at Flash of Light.

Matchups

General mulligan: hard mulligan for card draw unless told otherwise below.

Hunter

Mulligan: Keep Consecration and Wild Pyromancer if you see them. 

Secret/Spell Hunter: Just don't attack their face when they have a secret up. You want to kill them in one turn anyways, so incidental damage doesn't matter that much. This strategy also makes their Spellstones slightly worse and clogs up their hand so DK Rexxar is slightly worse too. 

Deathrattle Hunter: This is where you hope they don't have the god hand. You want to save Time Out for after Kathrena Winterwisp or Oondasta, and generally draw as quickly as possible so you can go off before that happens. 

Midrange Shaw Hunter: Try to get them to overcommit on the board so you can get more value on a clear. You might need to use part of the combo to heal, so chip damage is worth it. 

Mage

You pretty much already win, since every viable Mage deck out there is control. Just draw, keep the board clean by trading and don't get run over by Frost Lich Jaina. 

Priest

This is only slightly harder than Mage. You'll want to draw out as quickly as possible, and try to keep the board clean after turn 7 in preparation for Psychic Scream. This includes not making dudes. 

Warrior

This matchup is a little difficult. You want to keep up some semblance of pressure so they don't go above 50 health, and try to bait out cards instead of letting them armor. You also want to stay above 10 health in case of Grom, and don't be scared of using Time Out to stall. 

Warlock

Mulligan: Keep one of Equality, Wild Pyro or Consecration in case of Zoo. 

Zoolock: Try to survive, and don't be afraid of using pieces of the combo to heal.

Control Warlock: Play as you would a normal Control matchup (see Mage), but try to hold some extra minions in case of Demonic Project. 

Paladin

Mulligan: Consecration is nice, but don't search for it. 

Even/Odd: Let them commit as much as possible before clearing. Draw a lot to fuel your survival, and don't be afraid to heal with Shirvallah. 

Combo Paladin: You gotta go as fast as you can in this matchup. If you manage to go off before they get both Time Outs, you win. Otherwise, you lose.

Druid

Mulligan: Consecration is nice, but don't search for it.

Token: See Even/Odd Paladin

Any variation of Combo Druid: See Warrior (but remember to play around Naturalize). 

Shaman

Shudderwock dead lol.

Even Shaman: Play like you would against Midrange Hunter. Worry a bit less about your health since they have totems instead of Steady Shot.

Rogue

Mulligan: Try to find Equality, but don't give up a turn 2 play. 

Kingsbane dead lol.

Odd Rogue: Just survive. They can't do anything once you get a Shirvallah down. 

Final Thoughts

This is pretty much the best I've done with any deck (I refuse to netdeck). I don't really have any glaringly bad matchups either, and I'm probably around 60-75% from Rank 15 to rank 8 (I don't have time to grind, ok?).