[S16 LEGEND] Rushin's Mid/Control Paladin
- Last updated Jul 28, 2015 (Blackrock Launch)
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Wild
- 20 Minions
- 7 Spells
- 3 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5720
- Dust Needed: Loading Collection
- Created: 7/28/2015 (Blackrock Launch)
- TheonlyRushin
- Registered User
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Battle Tag:
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Total Deck Rating
24
Hi guys, I hit legend today with a midrange/control paladin deck and wanted to share this deck with you. I went on a crazy train from rank 10 to rank legend, only losing about 10 games in the process. I will write down all of the things you need to know about the deck and match-ups. If you have a question for me, ask in the comments, or during my livestream:
http://www.twitch.tv/theonlyrushin
Legend Proof:
http://imgur.com/Q2jOlCF
Mulligan Guide:
-Generally you want to mulligan for early drops, such as Zombie Chow , Shielded Minibot , Acolyte of Pain , Piloted Shredder OR Truesilver Champion (but never both)
Specific Mulligan:
Handlock: Keep Ironbeak Owl for Twilight Drake . Keep Aldor Peacekeeper for Mountain Giant . It's okay to keep BGH as well.
Priest: Keep Truesilver Champion AND Piloted Shredder they are the cards that win you the early board control. Ironbeak Owl is useful in dealing with buffed up Deathlord
Hunter: Keeping Coghammer is great, but only if you already have other low drops. Ironbeak Owl I would keep owl only if I didn't have another "keep" in my hand.
Warrior: I keep Harrison Jones 100% of the time. I find it's useful against both control and patron, but don't hard mulligan to get him. Truesilver Champion is also a must-keep as it deals well with acolytes and armorsmiths.
Playstyle:
In general you want to establish board control very early and never lose it through-out the match. This deck offers minions that trade very valuably and allow you to be through the early game. In general it's a pretty easy deck to master. Why does this deck do well? Because it's good against zoo, hunters and handlocks, which are very abundant in the ladder these days.
Match-ups!
I will add information about every match-up in a little while! If you have a specific question - ask me in the comments!
Swapped Harrison Jones for Acidic Swamp Ooze because I don't have him. And so far this deck works wonders. (games take longer tho Kappa)
Edit: Crafted Harrison too and lost 2 games because of bad rng from rank 16 to 10 definitely an awesome legend grinder deck.
I'm going to give this a run, although I sub'd Emperor for Loatheb. Though I'd prefer Rag, or Boom, but I'm going to follow your advice for now, before I make mods.
*As an edit: I've played a few games, ran into a win streak with this, and grinded a few levels... Definitely approve of this deck.
Good job, and thanks for posting this brother.
Any replacement for zombie chow?
2/3 for 1 against aggro its only chow but you can try argent squire !
Played few games with this deck dropped from rank 9 almost to 11. Every game bad card draws without sinergies and combos was w8ing until 5th and up turn to do something and usually it was too late and i lost...
What purpose does Thaurissan serve in this deck? I don't understand his inclusion over Boom or Sylvanas. Not a criticism, but a legitimate question.
Personally, I don't think it serves a purpose, it's definitely a good card, but I dropped it for Loatheb, much better sub.
I do -1 zombie and +1 boom, is this ok ?
So you have any recommend to add for -1 zombie ?
Loatheb would be ideal or Sylvanas. I'd not add Dr. Boom
Very interesting -- you don't see very many midrange builds these days that do not include Muster for Battle and Quartermaster. And also no Sylvanas Windrunner?
I kinda like it, I'm gonna test it out -- especially if you think this is more stable at the moment than the traditional midrange build?
Ah yes, you do describe it as midrange/control. More of a hybrid.
I was watching his stream yesterday, and he lost 2 games from rank 3 to legend , the deck is really strong
Either that, or he's just a really strong player. Probably both.
I do find it to be slightly weak in the 2 hole. I'm accustomed to having both jugglers and minibots in that slot, so I virtually always have a 2-drop in my opening hand. But this deck doesn't have the jugglers and when I'm not able to play something on turn 2, it makes it easy to fall behind on the board. So I think one card should come out and one additional 2 drop should go in. But I'm not sure what. Thoughts?