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Legend Future Tier 1 "Buff-ready" Mech Paladin

  • Last updated Jun 4, 2019 (Rise of the Mech)
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Standard

  • 19 Minions
  • 9 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Paladin
  • Crafting Cost: 6540
  • Dust Needed: Loading Collection
  • Created: 5/27/2019 (RoS Rogue Nerfs)
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  • Total Deck Rating

    69

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Changes: 04.06.2019:

Reasoning: Since the deck got much faster and allows you to be on board already turn 2, I feel Tirion is way too slow. Also, since you can trade earlier, the twinspeal heal is often a dead card, thus making second draw and heal superior card. It also helps to keep your hand big, since we added 2nd glowstone technician. Faceless Manipulator has shown to be a super-valulable card, but 2 copies would be overkill. Snip-Snap still needs to be tested, but usually you want to play it early vs aggro, but hold it till AFTER Kangor's in control matchups.

Got this deck shared by a friend 2 days ago. Used it to climb Rank 3000 - Rank 500 Legend in 1 day.

Idea behind the deck and why it works?

The deck is very strong in a post-nerf meta and will be even stronger when the buffs are live. It has almost no bad match-ups and there are only few specific cards that wreck it. Every card is not being widely played in the meta now: Hex, Polymorph, Sap.

The idea is to draw fast in the beginning, grow 3-5 big minions throughout the game, finish off your opponent with 2 huge hits in face. If he manages to remove, refill the board with the Kangor's Endless Army to make opponent auto concede, add you and rage.

Mulligans:

You want to keep early draw cards. Usually also always keep Galvanizer. Vs Warrior, keep Mechano-Egg. Consider keeping Truesilver Champion vs agro and Rogue.

Playstyle:

Dont show what you are playing first 2-3 turns. You draw with Crystology and Call to Adventure to make your opponent think you are OTK. He throws some tempo minions on board, and you get a HUUUUGE swing with some 4-10 rush taunt mech turn 4.

Try to separate minions vs class that can destroy huge boys. Don't go too small, but not too big either

Matchups:

  • Rogue: Beware saps. He has only 2, try to trick him to use them early, dont use all your cheap 0-cost magnetic minions at once. This matchup is slightly favorable.
  • Warrior: Here you need to keep Mechano-Egg. Try to establish a board of 1 big minion+Egg to minimize his wish to Brawl you. Bomb warrior: very favorable. Control: depends if he wins all Brawls or not
  • Mage:
    Go more aggressive then usual. If he gets his giant on board and you have no answer: you are dead. Slightly favorable to mage
  • Hunter: Just clear all they put on board, separate taunt minions. If they Deadly Shot, make another taunt minion. Use Zilliax and your twin-heal carefully. If you find Kangor's Endless Army, you won. Favorable matchup.
  • Murloc Shaman & Agro Druid: Also go on board early. Dont try to make uber-huge minion, just clear. Some minion will stick eventually, then you Missile Launcher + Heal = GG. Favorable matchups.

Future Updates & Replacements:

Enjoy, guys, and let me know what you think and your results with this deck!