Xzirez:Paladin( Twice #1 Legend)
- Last updated Jul 29, 2015 (Blackrock Launch)
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Wild
- 21 Minions
- 7 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 7340
- Dust Needed: Loading Collection
- Created: 5/21/2015 (Blackrock Launch)
- Xzirez
- Registered User
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- 8
- 20
- 76
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
1986
Update: Finished #2 using this build. Got #1 in season 15 aswell, this build is insanely op atm. Here is the last games to #1. Also got it back earlier today after someone took it.
Atmo hit legend this season only playing this deck. These are his stats. This was his first time ever hitting legend :D
Here is a short guide i did. I wasn't able to edit this so i might be saying the same things a lot and i might stutter or say ehm a lot.
Hit #1 with Paladin. It was only one game because the ranks were so close in mmr. It took me a ton of games from 20-top 5 so if i knew the ranks were so close i would have recorded before. I normally don't record hitting #1, but since i am trying this youtube thing i recorded my last game. If anyone wants more videos just ask:)
http://www.twitch.tv/vbsof My stream. I play a lot at high ranks.
Introduction:
This is the paladin list i have been playing for the past 2-3 weeks. It has done EXTREMELY well and my win rate has been one off the highest ever. I have never really dropped out of top 100 with this build. I hit #1 with 3 days left in the season and took it back 5 times before i dropped(currently #2). I have no idea why paladin is not being played atm as it is very good in this meta. This is 100% the way you want to build paladin. Forget all the dragon lists,aggro list and control lists, this is the best archetype for paladin(midrange). I wont be explaining all the cards, because i already made a video were i go over all of them.
Mulligan Guide:
Hunter:
Keep: All 1-3 drops and healbot. Never keep conc. Keep belcher if you have a good curve.
Druid:
Keep: All 1-3 drops except owl. Over 1-3 keep sylv,blessing,shredder. Also keep true silver if you have a good early curve.
Shaman:
Keep: Muster,juggler,conc,chow,shredder and belcher. If mech mage keep aldor.
Mage:
If its freeze mage keep: All 1-3 drops and healbot. If its tempo mage keep: All 1-3 drops, Trueslilver and shredder. Never keep conc
Rouge:
Keep: Truesilver,aldor,belcher,dr boom and shredder. Keep minibot and chow if you have muster.
P Warrior:
Keep: Equality,truesilver,sylvanas,shredder,muster,juggler and chow. Keep quartermaster if you have muster. Keep belcher if you low drops.
C Warrior:
Keep: Truesilver,sylvana,shredder,muster,juggler,chow and bgh. Keep quartermaster if muster, Keep belcher if you have low drops
Priest:
Keep: Aldor,quality,juggler,truesilver,shredder,azure drake,muster and blessing of kings. Only keep chow,quartermaster and minibot if you have muster.
Mirror:
Keep: Minibot,chow,muster,conc,juggler,belcher and shredder. Only keep aldor if you have a 1-2 drop. You always need either muster or conc to win.
The general rule for coin is that you can keep more higher cost minion if you have coin and less higher cost minion if you dont have coin.
Gameplay:
C Warrior:
Play for value. If you win the early game you will card starve him. Acolyte is the most important card in the matchup so kill it without it getting 2 draws. Play around brawl as much as you can and hero power every turn in the late game. Keep quality and bgh for big threats. The only way warrior wins is with grom combo so try and keep you health above 12 or always have a taunt up.
P Warrior:
You are the aggressor. You will never win the long game so try and get as much tempo early as possible. Quartermaster and muster is the most important card in this matchup and you will always aim for a big quartmaster turn on either turn 6 or 5. Keep azure drake if you think you might need it for conc combo. Play tirion or belcher to protect vs patrons. If you have a big board and he plays emperor its often better to just go face and pressure him rather then killing him off with 2+ minions. If he plays death bit into patron inner rage turn 5 you will almost NEVER win, there is no good way to play around this in the game so just take the loss.
Hunter:
Always try and trade two for one. Save as much health you can if your hand lacks healing, Never play around unleash turn 3. You will never win this game by stalling, you will win by playing minions turns 1-3 that he cant deal with. If he runs highmanes you keep aldor for highmane. Use blessing of kings or quartermaster to push damage through explosive trap.
Druid:
Big minions and blessing of kings is the key to this matchup. Never play around swipe turn 4 if you have quartermaster, most games they wont have it. Always keep the board clean. The main way you will lost is by: card draw,dr boom or shade. Dr boom will most of the time lose you the game so try and pressure him before turn 7. Some druid hands are unbeatable and no deck will ever have a consistent win rate against druid. Never play around combo if you think you can win if dosent have it.
Rouge:
Never play around anything that could lose you the game. Always drop aldor on turn 3, especialy if you have blessing of kings. Dr boom and true silver is the two most important cards in this matchup. Most games you will need truesilver to win. If you have a two turn lethal always go for it. This matchup is 100% yolo from the paladins side. My win rate vs rouge is much much better then most other paladin player, because i never play around anything.
Zoolock:
Always clear there board no matter what. Try and pop nerubian eggs before they can get value from them, same goes for voidcaller if you can afford it. It is much better to pop them on your turn because they dont get to control the outcome this way. Only play conc when needed, save it for the most value. This matchup is highly favored for the paladin. Muster and minibot is the most important cards.
Mirror:
The one who plays conc and muster for the most value often wins. Being the first to play tirion is a huge priority. Keep owl for tirion and juggler for pings. Draw is very important and azure drake helps a ton. If you can trade two for one you will card starve the opponent.
Priest:
Playing around cabal value is often how you win. If you can get a quartermaster turn 5-8 that goes un answerd you often win. Try and not play too much around aoi. If its turn 10 and the priest runs mind control you never want to play tirion, your just going to end up losing the game. Game is either won very fast or by fatiuge. Try and identifiy how long the game will take and play according. Your hero power is the best card in this matchup. If you kill deathlord with minimal effort you often win.
Shaman:
Very easy matchup. Just keep on hero powering in the late game and play around storm. Neptulon is the way shaman will win the game, try and pressure him so he can play neptulon. Never play around double hex in the top 15. The game will often go to fatiuge. Quartermaster is your best card here and can be saved until you have 3+ tokens on board. If you play muster turn 3 you often just snowball. If you can get the shaman to hex a belcher your also in very good shape. A chow early to kill the totems can help a ton.
Its very hard to fit everything i want to say into this guide. Not every game is the same and some of these tips might be wrong in specific games.
Yeah shaman is very easy.Tell that to the double crackle double lava burst in your face after healing with Lay on Hands and 2 Healbots
Using this for a while and waiting for a TGT update perhaps
good deck what is a replacement for Sylvanas? I am using emperor thussian right now
and no Handlock playing guide
Cool, made legend again in s17 with this exact deck. Definitely my favorite to play.
Less patrons this season so it was a bit easier.
As a bonus I won against Kolento playing oil rogue while climbing ^^ this is really my worst matchup and I was really lucky to win it but it was worth noting for me, played it as Xzirez said, not minding about fan of knives to answer my turn 3 muster
what is a good replacement for tirion, I am using Kel Thuzud right now
Hey so I replaced ooze with Jones and the Drake with another Kings...I rarely have two BoK at once (let alone draw 1), and its great against rogues/ combo w/shield bot .. Drake is great for the +1, but I rarely get to combo it with conc (usually equality/conc).... what's your opinion on that revision? Great deck though!!
Awesome deck! Should I craft Tirion or Dr. Boom first? Is Dr. Boom not necessary as the only BGH target in the deck?
Craft Dr. Boom,you can use him in more decks. Tirion is a class legendary
Thanks for sharing. Definitely a solid deck, esp since you made #1 legend with it.
This needs more upvotes!
why take out the knife juggler, why not the azure drake for harrison
Hit legendary this season using this build. Very solid! Didn't change anything. Just follow the instruction
I reached Rank 2 with a similar deck and I need advice...I have Cairne Bloodhoof instead of Sylvannas which I'm getting soon. Should I replace him with Azure Drake or Should I put Azure instead of Loatheb until I get Sylvannas? Is Azure even important? Also, Is it ok to run Kezan Mystic instead of the other Zombie Chow? I'm running into a lot of Mages and Hunters lately. Thanks in advance
Harrison is for more control archs, ooze is a much better tech for midrange decks
-1 juggler +1 ooze
i wish this deck would get more love , i did play it till rank 5 .
rly good deck , thanks mate
ps: u should start streaming again
Hey, nice deck and guide Xzirez thanks !
I have made legend (for the first time) on EU server yesterday using only this deck, so even if it was written for last season it is still very much relevant.
I find this archetype a lot of fun to play too, so this made for a very enjoyable laddering.
It seems the meta is a bit slower than it was last season so depending on what I was facing I had sometimes cut one zombie for second azure drake / harrison.
It is also sad that every archetype that isn't aggro runs harrison (some druids even run ooze + harisson..) these days thanks to patrons... this made midrange pally weaker, but it is still very much potent
In the higher ladder ranks, my weakest matchups were probably oil rogues and patrons. And good ones were zoo, face hunter, flamewaker mage, druid, control warrior, midrange hunter, and even handlock I won most of the time.
I didn't keep accurate stats as I am mostly playing this game casually
Cheers
Could you tell us how you deal with handlock best?
Hey,
Well I am definitely no expert, far from that, so it would probably be best to have the advice of the deck creator or some other strong player, but I can tell you how I played it.
Firstly I didn't face that much handlocks so I may have been simply lucky most of the time, plus I didn't win everytime neither.
I was trying to mulligan for an aggressive early curve each time (chow, minibot, juggler, muster), keeping equality or owl could be mega good as well but the problem is that you have no way of knowing if it is handlock or zoo. Early owl kinda makes sense against zoo so this could be a keep, but equality not so much. The idea was to put up a lot of damage early on, and at around turn 4 evaluate if I have some more or less reliable ways to close the game quickly. If I had (a few minions on board and kings/turesilver in hand), I would most of the time yolo face and not mind about moltens, especially with equality or owl in hand as well.
It paid off most of the time when I chose to do that because the handlock almost never had 2 moltens early.
Other times when I saw that I had no way of pushing for an early win (darkbombed juggler, hellfired muster+chow...), I had to plan for the longer game, and we still have a lot of tools for that in bgh, aldors, equality (also owl for twilight drake if going for a longer game). All in all we can deal with all the big handlock threats no problem. In longer games I was simply trying to find good value for my removals (aldors included of course) and keep a good board presence with midrange minions.
The real problem in these was a jaraxxus played after all his other threats (especially the 2 moltens), because at that point we would have most likely exhausted our removals, and he would overwhelm us in a couple of turns. I have lost a few games this way, but it was definitely ending earlier than that most of the time, because if I was ahead in the game the handlock had to use jaraxxus as an emergency heal which is not good for him, and that is if he drew jaraxxus in the first place.
(edit : I realized that this is mostly what you describe in the comments below, but I have no better advice, sorry :-( I guess I had a bit more luck when it came to pushing for lethal, or being able to use equality on 2+ big health minions more often)
That response was well thought out and much appreciated, thank you.