A theorycraft of a potential way to build a singleton Paladin deck. I'll update as more Saviors of Uldum cards get revealed.
The deck has three winconditions:
- The typical Shirvallah, the Tiger + Holy Wrath combo. Everyone knows this one. You draw out your deck, then play Shirvallah, shuffle a copy in and Holy Wrath for 25 damage. Since this is a singleton deck and you're limited to 1 copy of every card, you also have an Alexstrasza to help set up the OTK, and Jepetto Joybuzz to potentially draw you a combo piece and discount it (and also because it's additional card draw for the deck).
- Immortal Prelate + Da Undatakah combo. For those of you unfamiliar with this one, it relies on Da Undatakah copying the deathrattle of Immortal Prelate. Effectively, when Da Undatakah dies for the first time, it will summon 1 Mechanical Dragon from Mechanical Whelp and then get shuffled into your deck, but since deathrattles are considered to be buffs by the card, Da Undatakah keeps summoning more and more 7/7s the more times it's played. After you've played it a few times, every Da Undatakah will summon a full board of 7/7s when it dies. You can additionally buff Da Undatakah with Lightforged Blessing and Defender of Argus which means it will have Lifesteal every time you play it in the future.
- Chef Nomi. Since your whole deck is designed to win by drawing all your cards, it's not hard to fit in Chef Nomi who has the same requirement. Additionally, if you had to use Shirvallah, the Tiger earlier in the game for healing, or you discarded Holy Wrath, you can use Baleful Banker to potentially shuffle in an extra copy of Chef Nomi instead, assuming you have a minion you can trade of when playing Chef Nomi, so you have space on board to play the banker.
The deck so far has one new card in it - Sir Finley of the Sands.
I also briefly considered Salhet's Pride, but there's currently just not enough 1 health minions you want to draw if you are limited to one copy of each.
Sir Finley of the Sands is there so you can replace your relatively useless hero power with something that's an amazing tool for your deck, regardless of the matchup.
Effectively we can divide the hero powers you can get into 3 categories:
- Anti-agro hero powers:
- Warrior (4 armor per turn),
- Priest (4 healing per turn)
- Rogue (2/2 weapon),
- Druid (2 armor and 2 damage every turn)
- Mage (2 damage per turn to any minion)
- Paladin (Two 1/1s every turn should let you fight for the board much longer than your default hero power, though this is probably still the worst hero power you can discover)
- Shaman (Guaranteed 0-2 taunt ever turn and spell damage on demand)
- Anti-control hero powers:
- Warlock (Lifetap is an amazing tool for a combo deck, and if you don't have to spend life to use it it's even better)
- Hunter (3 damage per turn is not the best hero power possible for this deck, but when you're in a purely control matchup, against something like a control warrior it can be a viable option if you don't get Lifetap as one of your discovers).
Realistically, you can pretty much count on getting a hero power that will help you in whatever matchup you're in, since you're discovering from a list of three. Against agro especially, playing Sir Finley on curve should help you more than any extra copy of a card in your deck would, and getting the Warlock hero power is just a nightmare for any opponent playing control deck. If you actually get to the late game with this deck, you should never lose any games considering your triple win condition and all the flexibility it brings.
All that said, this deck likely doesn't have enough consistency against aggressive decks to actually be anything more than a tier 3 deck - unless we get more tools in the weeks to come.
Let me know what you think of the deck and if you have any suggestions on how to improve it.