[TGT] Token Paladin + Mulligan
- Last updated Aug 25, 2015 (TGT Launch)
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Wild
- 22 Minions
- 5 Spells
- 3 Weapons
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 6580
- Dust Needed: Loading Collection
- Created: 7/24/2015 (Blackrock Launch)
- Dustincr
- Registered User
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- 15
- 26
- 124
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Battle Tag:
N/A
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Region:
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Total Deck Rating
220
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.
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Minion (16)
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Ability (2) |
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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.
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Minion (23)
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Ability (5)
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Weapon (2) |
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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
Mulligan
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!
I also believe that Sea Giant is better than Frost Giant. Think about how many decks are trying to flood the board in the current (unstable) meta: Eboladin, Token Paladin, Totem Shaman, Token Druid, Zoo and to some degree the dreaded Grim Patron deck (I say to some degree, because usually, when they do, a single giant won't be enough to stop them anyway). These decks all boost your Sea Giant.
You should try counting the number of times you use your Hero Power in a game. The reason why running 2 Garrison Commanders and even a single Maiden of the Lake is debatable is because you still don't really have too many chances to use your Hero Power, even though Blizzard is aiming to make Hero Powers a more important part of Hearthstone.
I'm not sure what your problem is... I didn't dismiss your idea altogether, I gave it some thought and wrote down my opinion in what was supposed to be a constructive post. If you disagree, that's all well, but tell us why you think what you think. You might be seeing things differently, in which case we could learn from you, as all players learn from each other on the site. But with you being simply sarcastic, nobody gains anything from your post...
You really should consider replacing Garrison Commander with Zombie Chow. You rarely ever make good use of GC and having the chance for good tempo early game with Chow is crazy helpful.
Also, LOVE the deck and have an amazing win rate with it!
Just have Frostwolf instead giant. Man it turns 8+/8+ and even does not eat any removal sometimes. This is insane!! Sometimes I make it 6/6 to prevent bgh.
btw the cheap version is a bit weak late game ._.
Yeah, cutting Tirion and Dr. Boom removes a lot of your single-card value, and the Garrison Commanders also enable huge swing combos at high mana. That's why there are the Defenders and Creepers, to let you be more aggressive in the early game.
Mukla's Champion...
If you have the board its great, and with this deck, you will.
Too slow like most Inspire cards. Realistically you can only get value at 7 mana and by then it's probably too late. You can't play it on 5 as a 5 mana 4/3 is horrible. You can do it on 6 if you have Maiden of the Lake on the board but that's not going to be often. Like many cards Mukla's Champion sounds great but is a "win more" card that only really works when you're already ahead.
It's a fun deck - definitely able to fill the board with 1/1 recruits very quickly! The problem I've encountered is that the deck is both too weak to handle extreme aggro and too slow to beat out most combo decks. I'm trying it with some adjustments to add substantial healing to help give the deck more time to stabilize when behind or to survive combos better.
Here's what I'm trying out now:
Easier this way then to go into the changes :)
Update:
I'm actually really happy with this deck. I wasn't sure what to think of the Tuskarr Jouster but it works really well actually. Against aggro he's very likely to win the joust and a 5/5 for 5 with a +7 heal is awesome. Against control you're very unlikely to win the joust but who cares? You don't need the heal against control.
I'm a little iffy on the addition of a Guardian of Kings and Harrison Jones still. I haven't seen enough weapons to justify jones and with the two tuskarr and Lay on Hands the healing from kings isn't hugely helpful. I'm considering putting Loatheb and Emperor Thaurissan instead.
this deck is useless vs facehunter at high lvls
down vote me all you want.
I hope no one downvotes you for giving feedback. I have only seen 2 facehunters in the last 26 games (rank 7 to 5), so it's not really a big concern for me. If you have problems with them, I'd add 2x defender of argus and a healbot or two.
Thanks! Enjoying this deck so far!
I think Frost Giant it can be a sub for Sea Giant
Great deck! 5-0 so far. the synergy is better than I could have imagined.
Few comments:
maybe gadgetznan jouster instead of zombie chow?
I think Competitive Spirit and Avenger can work great in this deck.
Thanks for the feedback; I'm actually surprised the deck feel as good as it does in such an early form.
I didn't feel like a 1 drop was too important, but if you were going to add one I'd suggest Argent Squire. This deck is probably too aggressive for Zombie Chow, and I'm not sold on Lowly Squire.
Garrison Commander is fine to drop, he's in here to enable huge combos and it's not like you're sacrificing anything by including a 2/3 for 2. The only 4 drops you play on curve are Maiden and Truesilver, and Maiden works great on turn 5 as well (+HP) so I wouldn't cut any of the 4 drops.
Competitive Spirit is interesting, but I didn't add it because at the point where you can keep a full board around for a turn you already won.
I actually agree with this, agro decks, especially facehunters absolutely wreck the crap outta you.
In my testing I felt that it was aggressive enough and with good enough board control to not need them. You could try adding Defender of Argus.