Fast old school DK OTK Paladin
- Last updated Jul 24, 2022 (Castle Nathria Pre-Patch)
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Wild
- 14 Minions
- 15 Spells
- Deck Type: Ranked Deck
- Deck Archetype: OTK Paladin
- Crafting Cost: 11420
- Dust Needed: Loading Collection
- Created: 7/24/2022 (Castle Nathria Pre-Patch)
- blockstock
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Battle Tag:
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Total Deck Rating
5
This is my first go at a refinement of a OTK death knight paladin from 5 or so years ago for any other nostalgic people. I've tried to keep it low curve and card draw focused so it doesn't struggle against aggro and stands a fair shot against getting the combo off by turn 10-12.
I don't know much about the wild meta so it may be vulnerable to high tier decks but it's fun overall. There is some inbuilt resilience to disruption by virtue of an additional hand return effect, also letting you play one of them for tempo/hand space if needed in the early game.
Looking for any comments or thoughts on improvements and I'll probably be updating this with some win rate data as I play more and make other refinements.
Basic deck theory:
Mulligan for draw and especially crystology. Against guaranteed slow matchups consider keeping Uther and possibly coining him out if you go second.
In the early game draw as much as you can and don't be afraid to "waste" cards to cycle quicker, especially if hand size is becoming an issue.
Use time out to ration board clears.
Play Uther turn 9 almost every time.
Hero power and bounce back a horseman until you have two different ones in hand, then garrison commander and play all 4 for a win through any defensive mechanic.
Replacements:
Crystalsmith kangor is excellent anti aggro, so replace with more healing or a good early game drop that can ideally be drawn by crystology.
Sunkeeper Tarim can be replaced with another copy of shrink-ray.
Either could be replaced by Reno or Shirvallah too, and they might be better.
Zola the Gorgon could be replaced with an ancient brewmaster.
Other cards could be replaced with copies of novice engineer for even more draw.
I'm not quite sure how well this deck will do in Wild, since the meta there can be really aggressive. Going for a Beardo combo might be more reliable since you can pull off the combo in one turn instead of having to hero power and bounce back your Horsemen twice, plus Holy Maki Roll would be a cheap way to get the 3 spells you need.
I'd say adding in Tour Guide would be helpful too as both an early game aggro booster and as a combo piece in the late game.
Hey everyone!
I think this deck is really nice idea to bring back considering there is a lot of renethal over controlish decks and this just sliced through them.
I had really nice game against reno warlock who got kinda mad I guess since he started roping whenever he realised he didnt play that matchup too well. Another game then against a burgle rogue who I felt like kinda highrolled me, maybe I was not enough greedy with clears but jesus the stuff they can pull off is disgusting.
Was also thinking if Auctionmaster Beardo is not worth adding in since in the first match I could get into trouble if my opponent managed to deny another bouncer. Maybe it is just too greedy.
Anyway if someone interested to see the deck in action you check the video bellow! Thanks