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[TGT] Legendary Aggro Paladin | Strategy and Mu...

  • Last updated Sep 8, 2015 (TGT Launch)
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  • 18 Minions
  • 9 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5260
  • Dust Needed: Loading Collection
  • Created: 8/26/2015 (TGT Launch)
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Hey guys,

MrPancake here, I made a variation on the usual face/rush Paladin with some of the new cards and it has been working out pretty well for me. In August I had a ~65% winrate over 60 games between ranks 16 and 7 (I ended up at rank 4 by playing this deck combined with the secret paladin). In the current season I have played around 25 games with a winrate above 75%.

The thing that makes this deck so good is the addition of the Clockwork Gnome, the spare parts combined with the buff spells can be really good with Eydis Darkbane and Fjola Lightbane. Even if you get a Time Rewinder you can use it on the Arcane Golem and it even works with Eydis Darkbane for the random 3 damage.

Tell me what you think and if you have any suggestions for the deck, leave it in the comments. If this deck gets some nice feedback then I will write a detailed guide about the card choises, the mulligan and the basic goal and strategy of the deck.




Main goal: The main goal of this deck is using a combination of buffing spells and spare parts to get the maximum out of minions like Shielded Minibot, Fjola Lightbane and Eydis DarkbaneAlways use simple buffs on minions with Divine Shield, this way you get the most value out of the buff and the minion will be harder to remove. Also going face a lot is part of the deck.


Early game: Try to mulligan like explained below, and try to get some early pressure on the board. This is the time where trading is still okay to do with your smaller minions, try to trade as efficient as possible using divine shields, and the weapon and Silver Hand Recruits from Muster for Battle.


Mid game: At this point you should have a big board presence and are able to start hitting the opponent in the face with your smaller minions. This is also where you should start using the spare parts and Seal of Champions to buff up your Shielded Minibot, Fjola Lightbane and Eydis Darkbane. Use Ironbeak Owl to get through taunters (or for efficient trading) and start getting the opponent to low health. Use your weapons for trading with minions, except if they are no real threat to your board, in this case, face is the place.


Late game: If you haven't finished the game at this point, you will probably be running out of cards. This is where you can draw a lot of cards with Divine Favor AFTER you (close to) empty your hand. Using your hero power as much as possible is also very important, especially when you have a Murloc Knight on the board, or something like Quartermaster in your hand. Just keep going face till you find enough damage to finish him by (topdecking) an Arcane Golem together with Blessing of Might and Abusive Sergeant.


Other ways to finish: If you have a lot of Silver Hand Recruits you can buff them with Quartermaster for a surprisingly big amount of damage. You can also get lucky by getting a Murloc Warleader or Old Murk-Eye out of the Murloc Knight and finish them that way. Where there is a will, there is a way. There is a shitton of ways to win with this deck so don't give up until you win or lose.


Matchups + Mulligan:

Very Easy: Rogue, Shaman and Druid. The mulligan is the same as for the easy category, but any early game drops like Southsea Deckhand should be able to give you this free win as well :)


Easy: Warrior and Hunter. Try to mulligan for Clockwork GnomeKnife JugglerMuster for BattleShielded Minibot and Fjola Lightbane OR Eydis Darkbane OR Murloc Knight (take one of these if you already have a good 1 and 2 drop). 


Medium: Priest, Warlock and Face Paladin. Mulligan is the same as for the easy category.


Hard: Mage and Secret Paladin (especially the new TGT version). Try to Mulligan for minions that can stick on the board with divine shields like Shielded Minibot. Also a Muster for Battle is good.


Very Hard: Grim Patron Warrior. If you don't get the best opening this can be a very hard game. Try to mulligan for basically any early stuff and try to rush him down. Buffing one minion with divine shield and a big amount of attack is really good, especially if he doesn't have any minions on the board to break the shield with. The only way for him to remove it will be damaging it twice, once to break the shield and another time to get the minion damaged, then he can execute it.



Eydis Darkbane ---> Murloc Knight or Ironbeak Owl. Only take the owl when you get matched up against a lot of decks with annoying taunts like Sludge Belcher. Otherwise Murloc Knight is a more consistent and surprisingly good pick. 


Fjola Lightbane ---> Murloc Knight or Ironbeak Owl. Same explanation as above.


Since Murloc Knight is now twice in the deck you can replace the Legendaries with a Spider Tank to make up for the lost body on the board. This will make the deck less snowbally though. Also an Ironbeak Owl is a good replacement if the decks on ladder are running a lot of minions that are vulnerable to silence (taunt etc.).


Both? I would not replace both, this would defeat the basic purpose of the deck and makes the spare parts from Clockwork Gnome pretty much useless. If you can only craft one of them, Eydis Darkbane is definentaly the better choise.


Meta Changes:

Face Paladin and Face Hunter: -1 Divine Favor, +1 Defender of Argus. Face decks rush you down a bit too fast a lot of the times, that's why a Defender of Argus is so good, both as a taunt-giver against the weapon topdecks, and also for buffing your minions for more efficient trading. You don't really need 2x Divine Favor because your opponent will have an empty hand a lot of the time, 1x is enough.



03/09/15: I am testing with replacing Blessing of Kings with Seal of Champions, I am going to see if is a more valueable replacement in the long run and I will update the deck as soon as I decide whether it is worth or not.  05/09/15: I made this into a permanent change since gaining divine shield seems to be better than gaining health, also the 3 mana cost is way more convenient.


06/09/15: I decided to replace Warhorse Trainer with a second Murloc Knight to help balance out the heavy 3 mana curve. It also seems to be a lot better in 90% of the cases just because Warhorse Trainer is only good in a few situations, and Murloc Knight + hero power is almost always the best play after turn 6.


08/09/15: Updated some of the Strategy and Mulligan section.



An amazing comeback vs a face hunter because of a turn 6 Murloc Knight + hero power spawning an Old Murk-Eye to clear the board, then the next two turns after it spawned a Murloc Warleader and another Old Murk-Eye to finish the game.



Just buffing Eydis Darkbane with a huge amount of spells, and the random 3 damage she gives hitting his face multiple times resulting in a very fast win. (This was in the first day of the Season that's why my rank is so low).