Trump's To Battle!
- Last updated Jan 8, 2015 (GvG Launch)
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Wild
- 21 Minions
- 7 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 10340
- Dust Needed: Loading Collection
- Created: 1/7/2015 (GvG Launch)
- Serology
- Registered User
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- 9
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- 34
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
2046
Intro
This is Trump's latest build of To Battle! (formerly Quartered) as of 07/01/14. The deck has undergone a few changes, losing such cards as Piloted Sky Golem and Spellbreaker in favour of cards such as Defender of Argus and Ironbeak Owl in order to better counter that aggro-heavy meta.
Now the archetype for midrange Paladin decks post-GvG, To Battle! focuses on winning in the mid-game through efficient use of Quartermaster and big minions, without sacrificing a slow start to aggro decks.
Mulligan
Keep: Zombie Chow, Shielded Minibots, Muster for Battle, Aldor Peacekeeper and Consecration if aggro is suspected. It may sometimes be correct to keep an Antique Healbot in your opening hand if facing Hunter and you have an otherwise good curve
Discard: Anything over 3 mana unless it suits the matchup eg. Consecration vs. a Shaman/Zoo
Strategy
As a midrange deck you're aiming to win after aggro has burnt out but before control has worn you down. This is difficult in Hearthstone due to the relatively short length of games and low hp of heroes, so you tend to play leaning more towards one than the other and in this case, To Battle! is more on the control-y end of midrange.
For that reason you should attempt to contain and burn out aggro such as Hunter and Zoo rather than race it, but against slower decks such as Handlock and Control Warrior you are no doubt attempting to beat them down with Muster +Quartermaster and Muster + Knife Juggler combos as well as high value midrange minions like Piloted Shredders and Sylvanas Windrunner.
Understanding the versatility of Muster is key to making this deck shine; against aggro is an early game removal card, against control it is a late game combo.
Video
Matchups
Mage - If you suspect Mech Mage, Mulligan hard for a strong early game eg. Zombie Chow, Shielded Mini Bot and Muster for Battle. It may also be worth keeping consecration. Mech Mage is really a control deck but you tend to find most players using it as a face rush deck instead. Against Freeze Mage, be aggressive, use Truesilver to top up your health and time your Healbot/Lay on Hands in order to disrupt their OTK. Against secret Mage simply play around their secrets as usual.
Hunter - As with essentially all other decks in the game, surviving against Facehunter relies on drawing a strong early game almost immediately. Undertaker is a worthy silence target. Zombie Chow on turn 1 is the best start you can have. As usual, a perfect draw on their part or an imperfect draw on yours is usually an auto-loss, otherwise the Hunter will run out of steam and go out with a whimper.
Control Warrior - Against Control Warrior you will want to play aggressively, saving your silence for Sylvanas and baiting out AoE removal before using Muster and single target removal/silence before using Tirion or Bolvar. Use the predictability of the deck to your advantage, you know exactly which cards every Control Warrior runs and more or less which order they play them, so don't overextend on turn 5 in case of Brawl, don't use your heals before Alexstrasza etc.
Zoolock - Much like Hunter only Zoolocks are more likely to interact with your board so aim to make value trades and control them whilst they hopefully whittle their health down through lifted until running out of steam in front of a taunt or Healbot.
Handlock - Just like always Paladin vs. Handlock equality or lose, draw two equalities and probably win. Being a controlish deck you want to play more aggressively. With an equality in hand you can rush them down and force early giants and clearing them, but be careful not to blow all your equalities before their big threats are on the board. Save Harrison for Jaraxxus.
Shaman - With the abundance of silences and removal you are hard pressed to get value out of your big minions and QM + Muster can easily fall foul to Lightening Storm, making this a tough matchup depending on your opponents draw. Save your equality + consecrates for the later game when you can too often find yourself facing a <10hp Shaman in front of an impenetrable wall of Fire Elementals and totems.
Priest - The other of Paladin's difficult matchups, being a class that relies quite heavily on card advantage and tempo and Priest being able to cheaply and effortlessly steal that. Tirana is near unplayable in this matchup as it is almost always going to be stolen, much like anything else of value in your deck. Try to play aggressively and rush them down and try not to smash your keyboard at the unfun of it all.
Sideboard
Cairne Bloodhoof - can be subbed in if you are lacking a Piloted Sky Golem or Sylvanas Windrunner
Kel'Thuzad - may replace a missing Dr. Boom or Tirion Fordring and with more experimentation may even be worth a main slot in the deck
Loatheb - or any other valuable 5 drop such as an additional Sludge Belcher or a Stampeding Kodo are valid replacements for a missing Harrison Jones.
Acolyte of Pain - may be an alternative to Cult Master.
All Thanks Where It's Due
Credit goes to the Mayor of Valuetown himself, Trump, for this already classic and continually refined deck.
v nice deck. rogues destroy me though ,, and mages too. any guide vs rogue available?
How is Cult Master working out for you guys? I can't seem to get much value from it, but I feel this deck definitely needs some form of mid-game card draw in addition to LoH...maybe an acolyte, although that can also be unreliable.
I think Trump's latest attempts with a slow control Paladin just show how strong this deck is compared to the slower, traditional, Paladin archetype, even if this still is probably towards the control-y end of midrange.
I think one is enough really. I personally have two but only run one, because two is usually too much, since he's most of the time a dead card against aggro.
i look at it this way. what's worse, having a dead quartermaster in hand, or not having a quartermaster when you need it? that's the real question. having two quartermasters doubles your chances of having quartermaster when you need it. so if you value having quartermaster when you need it, its good to play 2. if you don't really value the combo that match and want to strengthen other areas then play 1. although the quarter master combo is pretty disgusting.
I think you can justify 2x QM in this deck, it has value even with one Recruit and you're looking to end the game quicker than control Paladin (if you can really say this isn't control). Control Paladin only needs one, this deck though, 2 is fine, 1 is probably also fine so long as you replace it with a high value 5 drop.
Personally I'd rather not have a quartermaster when I "need" it than have a dead quartermaster in hand. Been running paladin all season and I find that quartermaster really is very very rarely a game changing card, meaning I never find myself thinking "damn, I really need a quartermaster right now!", if anything it's just a "win more". Less so these days since everyone is so familiar with the card that they will kill off as many of your recruits as possible. Most of the time you play quartermaster it's only going to be on one, maybe two recruits, or it's going to be on turn 8 at the same time as Muster - and honestly, there are much better cards to play by turn 8.
I think it's worth putting a BGH in this deck, though. Since everyone and their mother is running Boom and often at least one solid late game (or more), equality/consecrate isn't quite enough.
Actually Blessed Champion can be really good with Bolvar for finishing in 1 turn. IF Bolvar survives.
Fixed! There should always be 2 Chow in this deck otherwise as you say, you can forget about beating Hunters/Zoolocks/Mech Mages.
There are no words to describe the feeling you get when you muster and quarter turn five and the opponent has no answers for it.
The guide says to mulligan for Zombie Chow, but it's not actually on the deck list?
Fixed!
Dr Boom by far, as Fordragon is decent at best, Boom is one of the best Leg in the game ( best card to come from GvG hands down ) and Boom can be used in any of your other decks. Fordragon is above average tho, and I would craft him next.
Okay thanks. I will go for Boom then.
Yeah I'd agree with Unbaited, Dr Boom is a bit stronger and useful in just about all decks, but Bolvar should be high on your crafting list too, he is really so much better than people thought. Even a silenced Bolvar is useful when taunted up, and if you bait enough silence and drop him with 10+ attack it's often gg. So much fun.
What to craft ? Dr.Boom or Bolvar Fordragon