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RHYSSA!

  • Last updated Dec 17, 2019 (Descent of Dragons)
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Wild

  • 12 Minions
  • 18 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Secret Paladin
  • Crafting Cost: 9000
  • Dust Needed: Loading Collection
  • Created: 5/9/2019 (Rise of Shadows)
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  • Total Deck Rating

    40

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Origins

This deck came about because I was bummed at how hard it was to pullCommander Rhyssa and utilize her fully. Thanks to Call to Adventure you can actually control this now, and to great effect! 

How it works

The deck revolves around pulling High Priest ThekalCommander Rhyssa, and Call to Adventure early in the game. This way you can avalanche your many secrets or go with the ol' early Molten Giant trick. The rest of the deck is pretty straight forward for a midrange/secret Paladin, which if you've played any Wild Paladin other than Odd you'll be familiar with these cards and how this will work. Arcane Giant is likely the only unique choice here, but is a great late game/final push after you've played your many secrets and other spells. 

Avalanching secrets with Commander Rhyssa is one of the most fun things I've done in this game, and after pulling her with Call to Adventure on turn 2 with coin, or turn 3, you have a 6/5 Rhyssa which can easily turn into a 8/7 with Competitive Spirit, or a 12/9 with Avenge. Cards like Redemption and Getaway Kodo work great with Rhyssa and amazingly with Molten Giant, remember if you've played High Priest Thekal and get Molten Giant back in your hand you'll be able to play it again for 0 mana! yeesh! 

Other Cards

Muster for Battle is stupid O.P. and always has been. Has synergy with Commander RhyssaSunkeeper Tarim, and just about all secrets including most things that come from Desperate Measures

Desperate Measures is a very fun card and has great value here, there are so many great secrets in Wild and getting the perfect one when its needed feels like hitting the lottery. If you have any sort of board state you'll be surprised at how devastating this card can be. 

Sunkeeper Tarim may seem like sort of an oddball here, but the taunt comes in super handy, putting a big priest minion or two down to 3/3 and your recruits up to 3/3's almost always comes in handy. Can be offensive but more importantly defensive if necessary. 

Consecration a card that can often act as a 2 face damage, or a board clear against Mech Hunter or Token Druid, which otherwise there is no answer for. 

Zilliax. I could literally say 'because Zilliax' and you all would understand, but the lifesteal and taunt are crucial to surviving, clearing, and pushing board. Seems to have special utility in this deck. 

Conclusion 

I've kept this deck under wraps for about a month after I came up with it. Shout outs to Nightblue3 for talking it through with me and helping with some decisions. I climber from rank 10 to rank 4 last season and probably could've gone higher had I stuck with it. You'll often win big and lose big. Not having any 1 or 2 cost minions in the deck because of Call to Adventure is it's obvious downfall, but when it works it is oh so sweet.