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Zan's Quest Control Paladin (work In progress)

  • Last updated Aug 14, 2019 (Saviors of Uldum)
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Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Reborn Paladin
  • Crafting Cost: 9600
  • Dust Needed: Loading Collection
  • Created: 8/14/2019 (Saviors of Uldum)
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  • Total Deck Rating

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Hey there. I'm a casual player, but I follow hearthstone competitively and like to play as well as participate in tournaments when I can. Unfortunately I have some health issues that prevent me from doing this as much as I like. I messed around with Reborn Paladin since the first day I played Uldum and ended up liking it. I've tinkered with several builds, I am leaning on this one as the preferred general one. My variant seems a bit different than other builds as I have more cycle by adding prismatic lens, and more control options by adding Subdue and equality. I did this because I feel the deck tends to do pretty well vs most slower decks, and still has plenty of power in the late game with both egg and whelps+ the quest hero power.

General Mulligan Lines: Quest(obviously), Crystology and Questing Explorer are pretty much always solid Keeps. If you have a either the later 2, there are considerations of reasonable keeps depending on what match up you feel you are in, I'll touch briefly on strats as well.

Agro you can consider keeping  a any 2 drop. 

Warrior Cycle is generally always good, there are some agro warriors out there keep this in mind. One note In particular I would like to mention is that Micro mummy can be very annoying for them to clear at times as Dynomatic can't kill it due to the Mech Tag. Vs slower warriors, you pretty much want to make as many awkward boards as possible. Try not to over extend and if possible play around super colider, you will typically run them out of resources and win if you play this properly. Most don't run silence but obviously it's bad for you if they do. 

Mages: If you have either crystology or Questing explorer there is some merit to keeping equality/ subdue. Some of this will depend on who is on the coin and also if you know if they happen to be a 2 of conjours (more likely they have this combination) mage vses highlander. Your early game can be a huge pain for them, but don't tunnel on zerging them down. You will outvalue you them the majority of the time if you are patient and make use of your new hero power.

Quest/ token Druid: This match up is all about value trading and managing resources. Token druid will finish it's quest faster than you, but you will likely have earlier pressure that is annoying for them. Druid really can't deal with the big mechs well either, so use that to your advantage. If you feel like you are over trading in this match up and it feels really dumb not sending an 8/8 face, you probably aren't since there are a million ways for them to buff and do swing turns. If you stay ahead and finish your quest in a reasonable amount of time it's pretty difficult for them to continue coming back, equality is a nice recovery tool, but you still need to have board.

Rogue: This match up tends to suck, and if they play sap it's even worse. Fortunately you don't see a whole lot of rogues. Your best bet is to try and finish that quest, find swing turns, trade often and hopefully you get there.

General Notes.

Pacing your quest completion is actually pretty important. In some cases it's actually better to delay, which probably sounds odd. There are a number of reasons why. 1 being, can you actually make use of that hero power and is it worth it or are other plays better? You have a lot of options with this deck, and it's also important to note that Questing explorer will not draw you after your quest completion. I'm not saying "always play this first", but in some match ups you do get the opportunity and it's worth while taking that extra draw. 

Tempo vses value. More often than not in faster match ups, tempo is king. You want to put forth your best board, and you are less concerned with value. However it's easy to fall into traps sometimes of only using your hero power on the 6 drop Carrot defender for extra heal and taunt (I know that's not the real name but I like calling it that) If you have an egg on the board often it's still more beneficial to hero power the egg over the that taunt surprisingly.

Card Choices: A good amount of these choices are just staple standard ones. Crystology, Ziliax, Mechano eggs and whelps, with questing explorers and Kangors.

 

When it comes to the reborn minions, it's a lot more selective. Because this version runs typically more cycle you have some leeway to cut reborn minions. If it wasn't obvious all the 1 and 2 drop reborn minions are worth it, they are drawable with Crystology, and are good, micro mummy is actually pretty insane imo. Some might wonder about Murmy, it's definitely worth running, extra crystology draw + a felxible 1 for quest completion and it also has potential of doing cool things with Prismatic Lens. 

The other reborn minions I think are worth running are Bone Wraith and Carrot defender, as they are just good defensive minions that help quest complete. I run 1 Candle taker, as it's the cheapest after the 2 drops even though it isn't the greatest. Some are probably wondering why not run the 4 drop with life steal. I don't think the life steal is that worth it, the stat line is barely better, and mana for quest completion can matter a lot.

Prismatic Lens is a bit controversial, but I like it a lot. Cycle really helps improve this deck. What's cool about lens too is that it can create some Unique and often game changing circumstances. Most the deck is in the middle of the curve range and the 1-2 range making this on average 2 draws for 4 mana which is decent. Sometimes you can have pretty explosive swaps though, a cheap equality, kangors, high cost minion e.t.c can often be game changing and possibly winning. You will benefit a lot from keeping track and knowing what's left over in your deck, for example if a 1-2 mana kangors army or equality can help you and you have crystology, don't play crystology first, go for more opportunities at a high roll (if the situation warrants it).

Equality and Subdue. I really like having these, I think they pan out quite nicely with reborn minions. Since there are a lot of mages, this is one of the few ways you can actually swing your board around. You can also do some interesting things like subdue your egg and trade it to get an 8/8 out, or use it as just on the spot single target removal.

Snipsnap, Anoyo module, Mechanical Whelp.

Snipsnap is just a great minion on it's own, and the fact you have micromummy plus eggs and the improved hero power makes it even better. The only down side of it is the 1/1s can lower your kangors army, but typically it's still worth it. Maybe in a slower match up in specialist I could see cutting the card in a list and adding another candle taker or something.

Anoyomodule is good for the same reasons snips is, divine shield and taunt on eggs plus your hero power being able to copy that is insanely good. 

Mechanical Whelp, at first I didn't run these but these are definitely worth it. you need these in addition to eggs. In an agro matchs up for specialists there may be some merit t o cutting them and running something like truesilver/ consecration bronze gate keeper even e.t.c

Choosing not to run The Undatakah, I ran this in my original list, it's generally way too slow unless you hit it on a  good pris lens but even then it requires playing death rattles to activate first which is kinda meh all around. I think it's a reasonable tech card for specialist, shouldn't be in a main list.

Reasonable considerations

True Silver I find often true silver isn't particularly needed as much since you have a lot of minion pressure.

Consecration. This might be worth running as a 1 of, especially in specialist. The problem is unless discounted the equality consecrate combo now costs 8 making it harder to use. 

Mysterious blade and or secrets. I'll be honest, I haven't messed around this much yet but I have some ideas, this may have some potential here. Early weapons that come online much quicker than true silver and secrets can be pretty dirty for this deck as well.

 

Anyways I've probably rambled on plenty, feel free to ask questions or make comments. This deck has lots of room for being adjusted. At some point I will likely try out another version and will post it when I do. Thanks for anyone that spent time reading this, and if you try it out good luck and have fun.