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Top 15 Legend: Handbuff Mech Paladin

  • Last updated Jul 11, 2019 (Rise of the Mech)
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Wild

  • 26 Minions
  • 4 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Handbuff Paladin
  • Crafting Cost: 5580
  • Dust Needed: Loading Collection
  • Created: 6/25/2019 (Rise of the Mech)
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  • Total Deck Rating

    96

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Hey guys! Just reached top-15 legend with this handbuff paladin!

The deck is really cheap (only 2 legendaries: zn1p and zilliax, which every standard player must have), and only Glowstone Technician as epic (that also plays on standard). So if you don't usually play wild, it is a budget deck to give it a try.

I reached 14# before dropping to 20-30 and getting a little bit tired of the grind for top10.

(This was when i lost from 14 to 19 lol, but anyway, just a proof that I reached top15)

I played with it from rank-8 to legend, and after it I played 100 games on legend to climb, here it is how it performed on those games vs the meta decks:

Odd paladin: 3-0
Quest mage (with cyclone): 9-5
Odd rogue: 7-1
Ressurect priest: 5-9
Murloc shaman: 6-4
Even Shaman: 4-3
Druid (usually jade): 5-5
Renolock/Evenlock: 4-2
Burn secret mage: 4-0

Non meta decks: 16-8 (that include Dragon Priest, pirate warrior, mech hunters, control shaman that is the worst matchup etc)

Total: 63-37

So, about the deck:

THE CORE

Those are cards that you can't replace.


2x Smuggler's Run , 2x Grimestreet Outfitter : your main and fast handbuff resource.
2x Galvanizer , 2x Mechwarper: after buffing your hand those guys can make you have crazy turn 2/3.
2x Skaterbot - This guy is really important on some matchups, specially vs murloc shaman or quest mage to clean key murlocs or flamewalkers.
2x Shielded Minibot 1x SN1P-SN4P 1x Zilliax 2x Glow-Tron 2x Annoy-o-Module : best mechs out there.
2x Crystology , 2x Jeeves - Important card draw mechanics, jeeves ir a life savior on a lot of games because de deck can drop the hand and run out of steam really fast.

CARD CHOICES

2x Glowstone Technician : He is a little bit slow, but important to keep your low drops relevant on the late game. I think it may be possible to make a more agressive version with only 1 of it (or even without it), but he really helps to buff small minions after jeeves/crystology.

2x Annoy-o-Tron : Minions with divine shield are great when buffed, and he also combo well with Skaterbot to clean some threat at the early game.  I think annoy-o-tron is actually a core card.

1x Upgradeable Framebot 1x Bronze Gatekeeper : having a lot of health is good when buffed.  Those are def not the most important mechs, but they were my choice.

1x Doppelgangster : This guy can replenish your board very well if buffed. I used to have 2 on the deck, but I decided to cut one to put one Wargear. I have a mixed feeling about him because the gangster won me a lot of games, but he was not a good topdecks and was slow sometimes.

1x Wargear: I used to play without them but added one on my last version. You guys can try with 2 doppel, 1 doppel + 1 wargear or even 2 wargears. I think there are pros and cons on each choice.

Didn't make the cut:

Echoing Ooze: It is very interesting when handbuffed, but it has no mech synergy. I have a version of a non-mech handbuff deck with it, but the mech version seems to be stronger.

Piloted Shredder: I actually didn't test it, I just think the 4/3 body is not what we want to be buffed. But feel free to try it.

Kangor's Endless Army : I found it to be too slow. And since this meta have cards like Devolve and Psychic Scream, many times we won't have a big mech to revive.

Mulligan and how to play:

You mulligan agressive for Crystology, Smuggler's Run (only one) and Grimestreet Outfitter (only one as well). Without a handbuff you usually trade everything (keeping always Crystology and sometimes Mechwarper), only exception is to keep Skaterbot vs murloc shaman. With already a handbuff on hand you can keep the cheaper mechs, and with the coin and a handbuff you can keep Doppelgangster (but never VS aggro decks).

Ressurect priest is the worst matchup of the meta decks, so you need to take risky lines. You need to go all in fast. If he draws the necessary board clears (or barnes lol) there is not much we can do. I still got some games from priest (finished 5-9).

VS Druid you usually spread your minions up to turn 4/5, then you make them big with magnetic. This is because druids are running 2x Poison Seeds , and putting everything on just one minion at the beggining can be too risky. On lategame you need to avoid Spreading Plague.

VS shaman you need to be carefull with devolve. So avoid using much magnetic.

The deck really shines vs Odd/pirate rogue or other agressive decks. Only murloc shaman can be painfull because they can snowball fast and they play with devolve, but if you play well I think you will be slightly favored (or at leasts it will be an even match, i finished 6-4 but I think this match is really close, the problem is that it can be very one sided).

I hope you enjoy! Have fun!