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Classic Wild Handbuff Paladin

  • Last updated Jan 5, 2019 (Level Up Nerf)
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Wild

  • 28 Minions
  • 2 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Handbuff Paladin
  • Crafting Cost: 9280
  • Dust Needed: Loading Collection
  • Created: 1/5/2019 (Level Up Nerf)
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  • Battle Tag:

    dark4tress#1599

  • Region:

    US

  • Total Deck Rating

    28

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One of my favorite archetypes to experiment with and pilot has always been Handbuff Paladin. It has a unique playstyle that can be most compared to Handlock in that you want to conserve your resources, control the board, and look for huge swing turns, but the uniqueness in the way in which you do so is what appeals the most to me.

This list is a run-of-the-mill, no-frills Handbuff Paladin that I've been playing to a lot of success (carried almost exclusively by how good Leeroy can be as a win condition). It has plenty of flexibility and room for tech cards or 1-to-1 card swaps in the case that you don't have one or two of the Legendaries.

Some card choices that can be made:

  1. Doppelgangster is in no way necessary to win with this deck, however strong it may be. Likewise, Echoing Ooze is also very strong (even perhaps stronger than Doppelgangster because of the mana cost) but again, not a necessary include. You can swap one or even both copies of either of these cards for techs like Acidic Swamp Ooze/Gluttonous Ooze, Ironbeak Owl/Spellbreaker, Dirty Rat, Gravelsnout Knight, or any others you feel are necessary.
  2. Glowstone Technician is an uber-strong Handbuff card that you might be able to find a spot for in this deck, however, I find success without it and actually don't even have the card. I'd probably swap one copy of the Doppelgangsters and Wickerflame for it. You could even experiment with taking out Smuggler's Run for 30 minions and extra handbuffing shenanigans, but I personally think that would make the curve too heavy and remove some of your ability to gain early buffs and tempo in faster matchups. (Not to mention, I've had 3 specific games where I won off of top-decking a Smuggler's Run to buff up Leeroy.)
  3. Zilliax is probably one of the strongest cards in the entire deck, but if you find that you do not have it, there are some good (not equivalent) replacements: Rusty Recycler at the same mana cost; Corpsetaker seems like it could be strong in this deck; Felsoul Inquisitor if you need more Lifesteal and Taunt; Ghostly Charger that serves practically the same purpose without the Lifesteal and Taunt.
  4. There are a few less straightforward cards that I've been meaning to experiment with in this deck:
    • Ticket Scalper: Could be very strong card draw if given a few buffs or just dropped raw on the board, aggressive statting means it is pretty much guaranteed to Overkill at least once if the opponent doesn't waste removal. Might be worth experimenting with swapping one or two for Fight Promoter - semi-guaranteed card draw exchanged for lower mana cost and opportunity for more than 2? Time will tell.
    • Corpsetaker: Seems like a very, very strong card for a Handbuff list, and especially this list, just unsure as to where to fit it or if it is even necessary. Might experiment with a list that swaps Doppelgangsters for this card. Could even swap Paragon of Light for it, but Paragon seems more consistent, and has the benefit of being able to be dropped sooner in an aggro matchup.
    • Feral Gibberer: Probably just a meme, but it's possible Gibberers could be added to make the deck faster. As it stands, you're not looking to drop minions on Turn 1, but Feral Gibberer could add some tempo and can refill your hand if left alone.
    • Scorp-o-matic: Combined with Aldor Peacekeeper, it's possible this could be strong in matchups where the game could go longer and you need a way to efficiently remove high-value minions. The deck lacks any sort of removal and can be neutered by decks that can keep it off the board and drop lots of big value.
    • Soup Vendor: Potentially strong card draw with the amount of Lifesteal minions in the deck. Possible it's just a trap card, though. However, card draw is prime for this deck, so worth a little experimentation.

The Win Conditions

  1. Outvaluing the board in the midgame: This is where the card draw, large amount of buffs, and copy minions come in handy. You have a near-infinite supply of threats if you can manage your handbuffs correctly and drop minions at the correct time. A well-timed Doppelgangster can outvalue almost anything your opponent could put into play.
  2. Leeeeeeeeroyyyyyyyyy: Another reason we have so much cycle is to fish for Leeroy, who can singlehandedly win you games when sufficiently buffed. Over the course of the game, you are generally looking for board control and hitting face opportunistically when you can. Leeroy provides a large chunk of burst damage that many opponents will not be expecting, as they are not used to a handbuff deck. With just 4 buffs, Leeroy can hit your opponent in the face for a third of their life total. Generally, you can get away with 15-20 point lethal turns when your big minions manage to stick on the board, providing this deck a very easy 1-turn close-out. In that way, it almost plays like a combo deck, oddly enough.
  3. Sticking a Grimestreet Enforcer to the board for more than one turn: If you can manage to do this (baiting removal, board clears, hiding him behind taunts like Righteous Protector or Wickerflame Burnbristle), you have practically won the game off of the sheer value of the buffs he provides. This feeds back into the "outvalue" win condition, and many times, if they can answer the Enforcer, they can't answer his backup.
  4. Stalling out aggro: For most slower midrange/board control decks, this is the game plan - tire their deck out with endless taunts, healing, and large threats to remove. This deck pays that in dividends, provided you can fish for your strong early taunts, get them buffed and set up, and erect a wall between your face and their minions. Thankfully at the moment, that's very little of the meta, as Handbuff lost one of its best anti-aggro tools: Saronite Chain Gang (RIP in Peace).

The Mulligan

Generally you want to be looking for a few things, depending on the matchup:

  • Always keep Smuggler's Run and Grimestreet Outfitter when you get them. Even if you are not playing them immediately, having them in your hand gets your game plan rolling.
  • If you suspect you are against an aggro or tempo deck (Face Hunter, Zoolock, Odd/Even Paladin, Even Shaman, Odd Rogue), keep Righteous ProtectorWickerflame Burnbristle and Paragon of Light if you get them. I almost always keep Righteous Protector into Warlock regardless, because it's strong against both Zoo and Questlock, and isn't a dead card.
  • Only keep Meanstreet Marshal if you also have one of the above buff cards, or you need to just drop it vanilla in an aggro matchup.
  • Keep Aldor Peacekeeper and either Arena Fanatic or Grimestreet Outfitter in suspected slower matchups. You can afford to sit to turn 4 and drop the Fanatic against something like Priest or Mage, for example.
  • If going second, you can afford to be more greedy with your mulligan, and can look to keep cards like Echoing Ooze, Acolyte of Pain, and higher-value cards.
  • Always keep Leeroy into Rogue, Warrior, and Paladin.