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New Aggro Paladin (Not Odd)

  • Last updated Dec 26, 2018 (Level Up Nerf)
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Wild

  • 17 Minions
  • 10 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Aggro Paladin
  • Crafting Cost: 3740
  • Dust Needed: Loading Collection
  • Created: 12/20/2018 (Level Up Nerf)
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  • Ibbinx
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I've been building and refining this deck for a while. In fact, I still am. But while odd paladin was around, it always felt like a worse version of that deck. Sure, it's stickier, and it has more burst, but it just couldn't keep up value wise. With the nerf, this deck is finally feels relevant enough to announce.

The core of this deck is inspired by wild aggro paladin, using Nerubian Egg and Shielded Minibot, along with other sticky minions, to gain a board presence early in the game and then push face using buffs like Blessing of Might and Blessing of Kings to turn those sticky minions into lethal damage. In standard, however, 2 drops aren't on the same powerlevel, and if they are, they usually come from the battlecry. With the release of Scarab Egg and Sharkfin Fan, 2 drops started to look better.

The Sticky Boys: These boys don't like leaving the battlefield, and take at lease 2 actions to clear them.

Argent SquireRighteous ProtectorScarab Egg

The Snowballs: These guys can get out of hand if not dealt with, allowing you to capitalize on the board presence the sticky boys gave you.

Knife JugglerSharkfin Fan, Dire Wolf AlphaSpirit of the Tiger

The Good Cards: These are the cards that go in the deck just because they're good. Not much else to it.

Lost in the JungleCall to Arms, Divine Favor

The Buffs: These cards transform your sticky boys and snowballs into a lot of damage.

Blessing of Might, Unidentified Maul, Blessing of Kings, Fungalmancer, Sunkeeper Tarim

Update log

-Southsea Deckhand -Val’anyr —> +2Spirit of the Tiger

Val’anyr was too slow, and while it somewhat helped in topdeck/attrition battles, the rest of the deck is focused on winning earlier. It was often a dead card in your hand, or you were losing the game anyway. Southsea Deckhand just wasn’t cutting it as a card in general. It goes against our normal sticky boy plan, and often ends up as a Holy Smite because of some sort of removal. Spirit of the Tiger is a great setup into Call to Arms or Blessings of Kings. It helps make up tempo after turn four, especially considering we have no traditional 4 drops. It’s hard to remove the turn after it comes out of stealth because of the bigger threats, which often leads to it being buffed by Sunkeeper Tarim.

-Spirit of the Tiger  —> +Spellbreaker

4 cards with 0 attack in an aggro deck starts to make you question whether or not your deck is actually aggro. That, plus the fact that after we curve out our spells, the Tiger relies heavily on topdeck CtA or BoK, often makes he second one feel dead. This deck also has no hard removal, so Spellbreaker lets us get through that pesky taunt saving their life. Thinking of experimenting with Equality for this reason.

Cards to Consider

Southsea Captain: This card enables the line of BloodclawSharkfin FanSouthsea Captain making a lot of stats, but since we only run one Bloodclaw due to it not being worth a second in a weapon heavy deck and taking a whopping 5 damage just to equip, this almost never happens, and there aren't enough pirates to justify playing this if we can't make that line work. Solutions include adding some sort of healing to allow another Bloodclaw or adding more pirates into the deck to make it's aura effect more relevant.

Immortal Prelate: Honestly, this was one of the first cards I put in my deck. "It has 3 health, so it wouldn't be the easiest to remove. It has 1 attack anyway, so it's not that threatening. I could pull a 5/7 or a 4/3 from CTA if this works!" How naive I was. It's too slow to play, and unlike the egg, doesn't provide insurance from board clears. If it dies without a buff, which happens a lot, your draws get worse. Even if it has a buff, a 2 mana 4/3 on turn 4-6 doesn't make up for the tempo lost in the early game. Solutions: Run more buffs like Spikeridged Steed that offer long term and defensive value.

Truesilver Champion: This card has shown success, but it is very draw dependent. In a weapon heavy deck, having this can often be a dead card. The worst cards in Hearthstone are weapons when you already have a weapon equipped. This card sees the most use when you cut Unidentified Maul, but that card offers a lot of utility giving you board presence and buffing your sticky boys. Solutions: Make a build that uses less weapons and possibly a healing package. The Glass Knight is already a decent card on it's own that I'm experimenting with right now to deal with the onslaught of hunters. 

That's the rundown of the deck. I've spent quite a while making this, and I'm proud of the outcome. That said, I don't think it's done. This is the first deck that I've actually made and not just swapped out some cards here and there. Any feedback you can give me on the deck would be incredibly appreciated, including comments like "Why don't you just play X deck instead?" Thanks for taking the time to read this.