Step 1) Spam tokens
Step 2) Put your faith in the light
Step 3) Profit
UPDATE: A lot of different people are asking about subs, taking the deck in a different direction, etc. From what I've noticed, there is a lot of power and flexibility in the token engine; I've even been able to keep up with Control Warriors and other lategame decks with the current aggressive variant. Here's what I consider the token "shell", and you can use this to build your own variants. Card explanations on that deck page.
|Minion (16)||Ability (2)|
UPDATE: Some people asked me about a budget version. Below is a version where I cut all the non-adventure epics and legendaries except Quartermaster. Quartermaster is very important in this deck; if you don't have 2 Quartermasters, I would recommend playing something else.
|Minion (23)||Ability (5)||Weapon (2)|
UPDATE: TGT IS LIVE NOW! Feel free to let me know if you test this deck, all feedback is welcome.
First impression: actually better than I thought, Murloc Knight is super good so I'm putting him in, Maiden of the Lake is actually great in conjunction with Quartermaster and Inspire cards and very difficult to remove. Changing list accordingly.
With all the heropower-centric cards being released, you can easily fill up the board card-efficiently using Paladin's hero power, then buff your minions to push damage. Your opponent will have to use boardwipes on recruits in order to prevent a huge Quartermaster turn, but you'll just bring them back.
Then, there are several large threats that synergize with all the token generation. If you have a good board of tokens, dropping a Sea Giant or Frostwolf Warlord can make your opponent choose between single-target removal or AoE. Either way, you win.
If you have any thoughts, feel free to post them in this thread
I realize this is a pretty expensive deck, so subs for f2p-ers/people without a huge collection:
-Bolvar and Justicar -> 2x Stormwind Champion
-Sea Giant -> Volcanic Drake
-Garrison Commander -> Haunted Creeper
-No subs for Dr. Boom or Quartermaster
Played enough games with this yesterday to have a rough idea of how to mulligan. Sorry for the weird format, but this is roughly how I think about it. Subject to change if the meta does.
Equality - Only keep vs Druid in case he innervates out something big, and even then ditch it if you don't already have a good curve.
Shielded Minibot - Best 2-drop in the game, always keep.
Coghammer - keep if you already have a good turn 2 play, otherwise toss it.
Muster for Battle - always keep
Warhorse Trainer - keep if you have no good turn 2 play so you can hero power and trade the token up. Even if you lose the token it's a solid 2/4
Consecration - Always Keep vs Warlock and Hunter. Keep vs Shaman and Mage if you already have a strong starting hand.
Garrison Commander - keep if it's your only 2-drop, don't worry too much about comboing him.
Knife Juggler - Always keep, unless you're holding 2 Shielded Minibots or something
Silver Hand Regent - keep if you curve into it
All other cards - never keep
Check out my other decks!