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Fighting the Meta!

  • Last updated Feb 8, 2015 (Undertaker Nerf)
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Wild

  • 22 Minions
  • 6 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 7360
  • Dust Needed: Loading Collection
  • Created: 2/4/2015 (Undertaker Nerf)
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  • Battle Tag:

    FTD#2385

  • Region:

    EU

  • Total Deck Rating

    60

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Okey where should I start, I guess to get a better feeling of the topic itself I introduce myself first.

I'm FTD a 12 times legend player, playing the game since January last year and being pretty successful in deckbuilding and tweaking decks according to the meta.

Since I saw alot of my fellow Paladin lover being frustrated about mech mages aswell as other aggro decks I decided to go back to the very old roots of  Paladin because the midrange version seems to struggle nowadays.

First of all I'll go through the list and talk about the chosen cards and substitutes.

1 Drops:

Zombie Chow - Is talking for itself eventhough the Undertaker is mostly gone it still provides u early board control and gives u the chance to fight for the board early on and stops cards like Mad Scientist / Knife Juggler aswell as several mech cards.

Humility - I decided that one copy of this card will get you out of early pressure quite nicely and provides combos with the cards Wild Pyromancer and Stampeding Kodo later on in the game.

Equality - Nothing to say here its just a must have and in my opinion 2 copies are the way to go at the moment.

Holy Light - This card should give u the much needed breathing room against aggro decks later on as the mana cost most likely wont block other important plays. It's also a nice to combo with the Wild Pyromancer to clear token.

Ironbeak Owl - 2 copies of these will provide you the control to fight control decks aswell as aggro really efficiently, besides Sylvanas being the prime target there are plenty of other silence worthy cards around in the current meta.

Sunfury Protector -  This card can be played as 2/3 body vs aggro in the early game or as taunt enable for the Molton Giants, don't focus on using it for the moltons only sometimes its even worth to taunt up 2 dudes to gain time aswell as additional board presence.

Wild Pyromancer - As I said in the beginning I've gone back to the roots of Paladin where this card was a must have and I experienced it's super viable right now in the meta. I don't play muster so Knife Juggle didn't make it into this deck because I focus on the current meta and for me this is way stronger right now. There are different ways to use this card, you can drop it as 3/2 body or as board clear with Equality. There are also 2 other low mana spells you can use to get value out of this card.

Aldor Peacekeeper - Nothing to say here, a must have.

Big Game Hunter - Eventhough aggro seems to be more present Dr.Boom is still omnipresent and Big Game Hunter is a great tool in Control matchups.

Truesilver Champion - Nothing to say here.

Consecration - Nothing to say here besides do not hesitate to use it to gain some time, Wild Pyromancer is a back up for this card to keep the board clean aswell as a 6 mana 3 damage aoe combo.

Kezan Mystic - Right now I'm running one copy of this card because there are alot of Hunter aswell as Mages that use Mirror Entity and Duplicate, theres plenty of value to gain with this and it helped me out bigtime to rank up.

Sludge Belcher - Good old punching bag, not much to say here a must have.

Stampeding Kodo - This card was probably the key for me to get such a high rank this early in the season, either being combo'd with Aldor Peacekeeper or Humility it gives you the possibility to get insane value, even by itself its great it gets rid of alot of the minions that are popular in the current meta and can be played to gain tempo back on the board and is a solid body on top of it.

Sylvanas - I'm still not sure if she is worth it right now, it is still an amazing card for control matchups but against aggro she feels to slow most of the times, she can be swapped with a Sunwalker to get a smoother and saver curve into the lategame.

Guardian of Kings - Just a solid lategame body with a great heal effect on top of it, this card gets played most of the times right after you cleared the board on turn 6 ( Equality + Consecration / Consecration + Wild Pyromancer ) and gives you the strong body you need right after to fight the new board situation.

Lay on Hands - The only card draw in this deck aswell as a superb burst heal, a must have. 

Tirion - Nothing to say here probably the best class legendary and he's not a Big Game Hunter target.

Alextrasza - When I first had the idea i played it with Ragnaros because it felt like I had enough bodies on board to deal damage to the face of my opponent but infact it wasn't the case. Eversince I added her i increased my winrate vs control decks aswell as aggro decks, it can be your burst heal in the end to close out the game or burst your enemy down when you didn't have the time for it before because you were busy keeping the coard under control.

Molton Giant - This card is like the handbrake when everything goes wrong, in control match ups it can be played as surprise effect at the end of the game when the removal cards have been played and vs aggro you can raise the wall of china with the sunfury protector to give you the edge, rarely happened that I regret it putting them in.

That's it for now, later on I will add substitutes aswell as good and bad matchups and how they should be played.

Currently rank on 4 on EU with a 69% winrate.