[EU Legend] Palagod
- Last updated Dec 25, 2014 (GvG Launch)
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Wild
- 19 Minions
- 9 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 10200
- Dust Needed: Loading Collection
- Created: 12/25/2014 (GvG Launch)
- Magiicguy
- Registered User
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- 6
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- 100
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Battle Tag:
Magicguy#2527
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Region:
EU
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Total Deck Rating
4
Hello everyone. I am a dedicated player in Hearthstone, and I reached legend for the first time this season. I used this deck, and this deck only, to go from rank 8 to legend.
I thought I could share my thought process on the deck, the matchups, the mulligan, and so on. This is my first time writing a guide, and English is not my native language, I hope there will not be too many mistakes! :-)
The Cards
x2 Equality: Well, this card is a staple. It can completely change the tides of a game, the well known combos (Wild Pyromancer + Equality and Equality + Consecration) may make you come back from a desperate situation. It also synergises very well with your tokens, which are more numerous than ever with Muster for Battle.
x2 Holy Light: I at first put none, but the increasing number of huntards (and by tards, I mean the decks with wolfrider and arcane golem) obliged me to put two of them. They made me win several games. It can also combo with the Wild Pyromancer. It is not only useful against hunters, in severall matchups (Zoo or Mage for instance) you will need this extra health, not caring about the card advantage that you naturally have against aggros.
x1 Ironbeak Owl: This cute one is really necessary against control (Sylvanas Windrunner, Twilight Drake...), and may help you to temporize against aggros (silencing a Nerubian Egg, or a threatening Undertaker, does have an impact on the game).
x2 Shielded Minibot: Ladies and gentlemen, behold one of the smartest card of the whole expansion. This card in itself makes the paladin control extremely viable against aggros. Having it on turn 2 is a real pain in the *** for your opponent. There is no doubt about it, you have to put it in two copies in your deck.
x1 Wild Pyromancer: This card is mainly here for the combo with Equality, but can also do a great job comboed with Consecration (to clean a Haunted Creeper for example) and the two Holy Light. Running two was a staple in the pre-GvG Meta, but thanks to the new early board control possibilities it is not necessary, and might even be a dead card in your hand.
x2 Muster for Battle: Before the release, I thought this card was below-average. How wrong was I. This card is seriously insane: the Light's Justice is actually extremely useful against aggros, and because of Quartermaster people will go insane to try to clean your actually weas board. How many times have I seen shadowmadness or shadowflame being used even though I did not have quartermaster in hand. This card does not need Quartermaster to be good, simply three 1/1 is annoying in the early game. This card is awesome, craft it if you don't have it.
x2 Aldor Peacekeeper: You have never seen a competitive Paladin not running two of those. Not only they weaken strong monsters, they give you a huge tempo against aggro: you must not hesitate to use it against a Flame Imp at turn 3: you get a 3/3 on the board, he loses damage and board presence.
x1Big Game Hunter: You MUST have one in your deck. With all the Dr.Boom, Ragnaros and handlocks chilling around, your deck is weaker if you don't have it. Consider running two of these if you face too many control decks.
x1 Scarlet Purifier: I would not say you must use this card in your deck. It can be very nice, but in many matchups it will just be a 4/3 for 3. I use it because of the hunters, you might use something else according to the meta in your rank!
x2 Truesilver Champion and x2 Consecration: Do I really need to explain why I use these two amazing cards? :)
x2 Piloted Shredder: It is an amazing card by itself with awesome value, and gives you a great tempo: it is too good not be used in a control deck.
x1 Quartermaster: So this one was a tough choice, as to put one or two copy in the deck. Sure, this can be an amazing card; but when I ran two of them, I often happened to have one dead in my end that had no use at all. The deck does not rely on this card, it is not a win-condition, and people are so paranoid that you will rarely have more than 2 silver hand recruits on the board. Sure, there is the combo at turn 8, but you will be able to pull it once, not twice. Feel free to discuss this choice in the commentary section!
x2 Sludge Belcher: A must-have in control decks, it sticks to the board so much!
Sylvanas Windrunner: I don't think I have to explain the awesomness of this card: amazing against every deck, just make sure to play it well, do not play it on a turn where your fate depends on it when your opponent is very likely to have a silence. Sometimes, you can play her to just bait a silence for your incoming Tyrion Fordring.
Dr. Boom: It is surely the best legendary of GvG: insane value, insane damage, so threatening, baits the BGH but still has an impact on the board.. Incredible card that is indispensable.
x1 Guardian of Kings: I at first did not put any in my deck, but I really noticed I lacked of late-game healing, so this card naturally came and did its job during all the games I used it. You can replace it by a shiny legendary if you wish, like Sneed's Old Shredder, but beware of the aggros decks.
Troggzor the Earthinator: To my mind one of the best legendary in the game. Put on an empty board, this card is insane. I already saw rogues or mage instantly giving up when I summoned this minion. May bait a silence too.
x1 Lay on Hands: A staple in paladin control, and actually the only card draw mechanic of the deck. You may, if you really want more draw, put another one, but I do not recommend it.
Ragnaros the Firelord: The badass of the badass! It is too RNG-based, but this card is simply outstanding when you want to deal more damage (against handlock for instance) or simply put a fatty on the board when you already have a little advantage. I didn't run it in the beginning, it is dispensable, but what a damn great card.
Tirion Fordring: Should I present one of the best class-legendary? When you managed to bait silence or huge removal like Polymorph or Hex, you can get an insane value out of this card. On a side note, do not play this against Priest, unless you have the edge on your opponent.. If you do not have it mind controlled, the Shadow Word: Death + Harrison Jones is going to hurt you too much, and might cost you the game.
The Matchups
Druid: This is a tough matchup. Very often the Druid will be able to set up for the wombo combo (Force of Nature + Savage Roar). I would say it's a 50/50 one, where you have to be very careful of your hp: try to stay over 20. Mulligan for early game cards and also Aldor Peacekeeper, to nullify the inervated big minions. Do not place your hope on Muster for Battle followed the next turn by QuarterMaster: Swipe is too dangerous.
Hunter: Mind the tards! With my versions, inluding 4 healing spells or minions, you should not be having too many trouble. If you manage to have shielded minibot, muster for battle, consecration and Scarlet Purifier at the beginning, you just win the game. I faced 5 hunters in a row at rank 1, and won 4 times (lost against the Legend Rank 3...). You need to understand that you can make unefficient trade, not so cool moves (such as hitting a 2/1 with your truesilver), you even have to, in order to stay high in hp. Do not go over confident and flood your board and do not play muster for battle in the late game (Unleash the Hounds is too dangerous). You may mulligan for cards such as lay on hands or holy light, but beware that even though healing is nice, you will not go anywhere if you let the hunter get the initiative during the whole game.
Mage: (Mecha-Mage) I love this matchup. You have healing, huge board clear combos, and chances to have early board presence. Everything a mecamage hates. Do not allow the Snowchugger to live more than one turn, you will really regret it if you do. (Mage Secret) I only faced one Mage Secret, and got destroyed. The Mirror Entity, the duplicated Water Elemental, the aoe, the Polymorph, everything is made to counter you. Fortunately you will barely find any in the current meta.
Paladin: I did not face many Paladin, but won all the games against them. You mill most likely stand against a control Pally, the same gameplay as you, so... just be more skilled! You know his weapons as they are also yours, play around that.
Priest: I hate them. I managed to do 50/50 against this class, but how tough it is! I removed Cairne Bloodhoof from my deck, because the Shrinkmeister + Cabal Shadow Priest combo was too painful. You have to beware about the healing possibilities (e.g do not play your hero power when there is a cleric on the board. This is obvious, but you have to apply this for each of your card). Do not use your equality combo too quickly. Do not put your huge minions when a Mind Control has not been used yet. Mind Harrison Jones. Do not get to confident with the Muster/Quartermaster combo and get crushed by Auchenai Soulpriest/Circle of Healing combo. A lot of things to beware of, eh?
Rogue:I only faced three Rogues during my whole journey to Legend, and won the three games. They do not stand a chance against your healing and your high-value minions. But I might be wrong, as I really did not face enough of them.
Shaman: I battled 6 Shaman, and did not lose a single game. I can't seem to be really able to explain why, but the games were surpringly easy. Consecration and the early board presence that did not exist before GvG might explain this one-sided matchup.
Warlock:(Zoo) I surprinsgly am happy when I face a zoo. Have Shielded minibot and Consecration, you kind of win the game. I must be around 90/10 against them. As aforementionned, do not hesitate to play cards such as Aldor Peacekeeper for almost nothing but tempo, because once you went through the early game and are not being overwhelmed you defeated the Zoo. (Handlock) An extremely favourable matchup. Make sure you do not rush the Equality combos, do not hit your opponent's face anymore when he is at around 16 hp, always know there is a shadowflame incoming. Handlocks generally have a BGH and two Owl, remember that when playing your huge legendaries.
Warrior: All Warriors you will face are Control Warriors. And that is a hell of a matchup. It is crucial to play around Brawl and Whirlwind when spamming your board. Beware of the Acolyte of Pain who LOVES your hero power. Keep your silence for sylvanas and nothing else. You also should not use your BGH against Dr.Boom, as Ragnaros and enraged Grommash are far more dangerous. Try to keep your Equality-Pyro combo for the best moment, albeit it is very hard since they usually play one fatty at a time, contrary to Handlock.
I hope you enjoyed this guide, and if you have any question, feel free to ask in the commentary secton, or add me in-game:
Magicguy#2527
added harrison jones to this deck i think that was more relevant with all the weapons that are used especially doom hammer and jaraxus
I only played about 5 games last night with this version over Strifecro's mid range at Rank 4
I love the better chance I have against warrior with all these high-end legends and for that reason alone will not be switching back. Warrior is quite popular and this version can outlast a warrior if you are patient and not just emptying your hand for no reason. I also beat a hunter very easily (which I thought this deck could not do).
I will continue to play it on Monday when I have time. Thank you for sharing and I hope you get more upvotes!
forgot to mention that I changed Guardian of Kings to Ancient Healbot because its much better versus hunters where you can play it earlier and the 3/3 body will trade or win against anything they have where guardian is less healing for more mana and the 5/6 body isn't as significant. If I face more handlock and less hunter I will try the Guardian out.
Thank you for the comment Ryno, much appreciated. And yeah the switch frm Guardian of Kings to Antique Healbot is completely legit, I added one myself in the deck. :)
The x2 Holy Light really confuse me. Wouldn't it be better to put x2 Seal of Lights?
You can totally run two SoL instead. I chose Holy Light because those two extra health can really matter against hunter or mage, and sometimes I heal my own minions with it, something you cannot do with SoL!
I invite you to read what I wrote about the matchups! It does extremely well, it is not an "easy" win cuz you have to think a lot but you cna apply a huge pressure on the board while not fearing the giants or huge taunts spam. Mind the shadowflame, your biggest enemy in this matchup.
you're right, I will change that! And thanks! :)
What about running Annoy-O-Tron? I love them against face hunters, I would think they'd perform better than holy light since it prevents damage and removes one toughness early deathrattle threats
Hello Ryno,
I am really not sure about Annoy-o-tron in this deck. if you draw it in late game, it really won't do much. You might try to remove one holy light and add one annoy-o-tron, but since there is no mech synergy in this deck nor a lack of tempo in this current version, I don't know if it is worth it. Also, remember that I put two holy light, which is very extreme, because I faced too many huntards. And I don't think that, against this class, annoy-o-tron prevents 6 damage to be taken, because of all the very cheap minions such as webspinner, leper gnome and so on, who could take it out in one turn.
Thanks for the reply!
with only four 2-drops (this is including pyromancer and owl) do you find yourself hero powering often on your second turn? Does this lose you tempo against hunter and zoo?
I have found annoy-o-tron to win the hunter matchup for me often because it's bubble lets it often take out a leper and a webspinner or clockwork gnome. Usually that's three damage prevented and they are also removed from the board to prevent anymore attacks
i personally run Strifecro's less control version that has the zombie chows, annoy-o-trons, and knife jugglers which I find the most useful against a hunter. I know your deck is much more control (which I like a lot) but I'm having trouble imagining how you deal with the undertaker start. Seems Ike you'll be below 15 health before you get to do much.
I run into hunter somewhat often and I'm picturing: turn 1: pass. Turn 2: hero power. Turn 3: peacekeeper. Turn 4: consecrate or equality + the one copy of pyromancer.
If I have the coin I will often use it on turn 2, cuz I hve two 3 mana card in hand. But even if I play the hero power, that's fine, remember that with Quartermaster people don't look at your silver hand the same way as they did before. Dealing wiht undertaker start is really not so hard, a lot of people wonder how this deck work against aggro but it's actually doing very fine. I recommend that you try it, and in more than just 3 games, to see that you don't neessarly need a lot of drop-2 to do well against undertaker opener.
Also, there are not only hunters in the game. Believe me or not, I faced 10% of hunters from rank 4 to rank 1, not more. There were much more at rank 1, when I decided to put that second holy light, and where you could decide to run annoy-o-tron, butkeep in mind that priests, warrior and so on are also lurking and they do not care about your annoy-o-tron. :)
What are your thoughts on swapping out Guardian of Kings for Antique Healbot? GoK provides a meatier minion but inferior health and for a pricey mana cost crowding out your late game play. AH delivers more healing, a decent minion, and allows more powerful late game plays in the same round (Sludge Belcher, Piloted Shredder, etc.)
That might be a really good option, that I honestly did not even think about. The thing is, guardian of kings is FAR better against controls than antique healbot, and the meta is, fortunately, not only composed of rushtard decks. But something worth considering would be to remove one holy light, which is not a body on the board, and replace it bu antique healbot. I will try that out, and let you know how it goes. :)
What if we change holy light for seal of light? it will also help against aggro.
Indeed, both are equally good, but I thought that the two extra hp was very important against hunters. If you rather face too many zoos, then seal of light is far better, cuz it gives you more tempo than holy light. The choice on whether to take one or another depends of what you face. You can also, if you face a lot of more late-game decks, simply remove one and put a big body, like Piloted Sky Golem. :)
Will have to get troggzer. Currently don't have at the moment so I think I might use TBK or maybe throw in a Kelthuzad. Looks like a fun deck to try I just got Tirion in packs for Xmas so i finally can start playing Pally. Good guide for cards and classes.
TBK will be too contextual I think, kelthuzad... well, I don't know what to think about him, but feel free to try it and come back here to say how it works. :D
I Know its a tough card to replace but do you Have any suggestions?
Indeed, if you do have Loatheb then you must not hesitate a second. I will eventually replace one card from my deck to put him, if the meta goes more control. ^^