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Midrange Toolbox

  • Last updated Feb 23, 2019 (Level Up Nerf)
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Wild

  • 18 Minions
  • 10 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Paladin
  • Crafting Cost: 9420
  • Dust Needed: Loading Collection
  • Created: 2/18/2019 (Level Up Nerf)
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  • Battle Tag:

    ThatMage

  • Region:

    US

  • Total Deck Rating

    3

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 So unfortunately this deck will not survive rotation and probably is a bit late to the party but its a very fun and interactive deck with a lot of highlight potential.  

Deck Review From The Man The Myth The Legend

@Tommy_Wave

A video of me playing the deck and explaining my thoughts.

 If you like the deck consider fallowing me on twitch.tv/Youtube/Twitter so you can see any other spicy decks or games.

https://www.twitch.tv/thatmageofficial

https://www.youtube.com/channel/UCiXU1wNwnMgdbZuAFx8HYOg?view_=

https://twitter.com/That_Mage

Concept: So the deck has a simple theme of having hard to deal with threats and big hard hitting dudes, divine shield is a very annoying mechanic when 75% of your creatures have it. Forcing your opponent to use twice as many resources every time they want to clear a creature will give you the advantage in most match ups.

Match-Ups: Your worst match ups are all current Mage decks and any Rouge decks running Sap and Vanish. Your best chase of dealing with these match ups is to use your Adaptation(s) early to give your creatures +3 health against Mages or liquid membrane against non aggro Rouges. Your best match ups are Priests and most Druids because of your ability to make very sticky creatures that can race them down before they get to there Spreading Plague or Psychic Scream.~ With the recent inclusion of  Mossy Horror, Consecration and Void Ripper your good match ups have received a backup plan for those very heavy taunt decks. Hunters are weird against this deck winning the early game wont always be enough to defeat them. I have experienced games where i will completely stomp the early game just to lose the late game. Or there have been games where the Hunter is completely in control of the early game and we smash through the late game. I think if you are playing this deck against Hunters just be careful to play around their secrets especially Freezing Trap and make sure to budget your resources so that they run out of hand advantage before you do. 

Mulligan Guide: Mulligans are pretty simple because of your linear early game. Going into blind matches you want to always keep a 1 cost creature such as Argent Squire or Righteous ProtectorCorpsetaker being pretty much the boss card of the deck will be a automatic keep in most cases. And some sort of early buff like Blessing of Might or Adaptation.

Win Conditions: deck revolves around hitting hard with buffed up 1 drops like Argent Squire or Righteous Protector to pressure them. And trying to close out the game with Corpsetaker or Leeroy Jenkins

Additional Notes: If you are in a match up that will be a grind and struggle to come out on top this deck has a fair bit of tech and late game options mixed with a pinch of luck. If you are up against a very creature heavy deck like Beast Hunter or Zoolock then maximizing the amount of creatures you can buff with Sword of Justice could be an effective game plan in those matches. If you find yourself in a control match that you were unable to close out in time and have run out of aggressive steam then instead of hitting that concede button I decided to add Prince Liam in because of the 1 cost cards in our deck that could become our alternate win condition. Its going to boil down to luck at that point but if you could slide into a victory off a really situational Legendary like Azalina Soulthief then why not give it a shot.

Tech Cards and Optional Replacements: The "Toolbox" side of things is completely player preference, I have 5 optional card slots to help give you the  freedom to customize the deck to your play style and it also lets it evolve with the meta. I will list those 5 cards and possible budget or meta replacements just in case you may not have these cards or the meta has made a shift. Messing around with some of the ratios to build consistency or a slight advantage could be to cut a Adaptation for a second Fire Fly or cutting a 4 drop for a second Spellbreaker or Saronite Chain Gang could give you a more optimized deck for your play style.

Gluttonous OozeIronbeak Owl or Vicious Fledgling could be played over Tar Creeper.

Stonehill Defender or Lone Champion could be interesting options for other 3 drops.

Spellbreaker could be Saronite Chain Gang or Truesilver Champion

Prince Liam for Chief Inspector

Mossy Horror was originally The Black Knight but the current meta has demanded mass removal of taunt creatures and small minions.

@Tommy_Wave messed around with Leeroy Jenkins and since then its been a permanent addition. 

 Summery: So far this deck has produced some surprising results with its core mechanics, it has a lot of similar cards to other Paladin decks out there and may be slightly weaker than them as well but I don't enjoy playing very popular decks or decks that continue to carry over from three expansions I like cheesing wins where I can get them, or have a fun game even if its a loss. So if you enjoy this deck or have any changes you make on your own please let me know down bellow and check out some of my other deck in the future.   

 

Notes: So there have been some recent changes to the deck to remove some of the more situational cards for more anti meta cards. Changes like the removal of Chillblade Champion, Ironbeak Owl, Saronite Chain Gang, The Black Knight and Lone Champion. And the Inclusion of Leeroy Jenkins, Mossy Horror, Tar Creeper,Consecration and Void Ripper.