[TGT] Legendary Aggro Paladin | Strategy and Mu...
- Last updated Sep 8, 2015 (TGT Launch)
- Edit
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Wild
- 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)
- MrPancake
- Registered User
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- 4
- 26
- 29
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Battle Tag:
MrPancake#2463
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Region:
EU
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Total Deck Rating
53
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.
Enjoy,
MrPancake
Strategy:
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 Darkbane. Always 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 Gnome, Knife Juggler, Muster for Battle, Shielded 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.
Replacements:
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.
Changes:
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.
Screenshots:
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).
A nice deck concept. But just not consistently competitive.
Why are there so many upvotes? There's nothing "legendary" about this deck.
Currently grinding the ladder with this deck and LOVING it. I don't have Fjola Lightbane, so I replaced her with another Ironbeak Owl and it's working great. I find that trading your minions will only hold the deck back and your efforts should be focused more on going face. Sometimes, it's unavoidable to trade, but most of the time, the deck gives enough burst to win the game before it becomes necessary to do so. Anyone on the fence about this deck: try it now. You don't know what fun is until you beat a hunter at his own game. (:
I've spent more time losing with this deck than winning but it's still fun to play
Maybe you should consider playing the deck more as a rushy face deck with hard to remove stuff instead of trading a lot of times like some people might do, it's all in the playstyle. A deck is not only made out of the cards, playing it right is also very important :) Of course the rank you play on plays a big role as well, the meta slows down the higher rank you get :P
I wasnt sure if I was supposed to be going face or making trades, I suppose that could be why I was making things harder for myself. Thanks for the advice :)
Having a good time playing the deck, it's incredibly cheap for what it can do, although I am having a bit of an issue when it comes to Fjola Lightbane. I dont have both Fjola Lightbane and Eydis Darkbane, only the one. During my games, I usually find myself holding onto her in my hand because there's something usually better to play, I.E. Wolfrider to clear, Muster for Battle to gain board control or to combo with turn 2 Knife Juggler. I'm not saying Fjola Lightbane is a bad or useless card, she's amazing, however, there are a quite a few decks that like to clear threats like her, and it's a rare occasion that I get a Clockwork Gnome spare part to buff her with on turn 4 (or using The Coin on turn 3). And the only card other than the spare part that is worth buffing her with is Blessing of Might. I know you suggested also using Seal of Champions in the deck, but I think there is a lot of value lost when stacking the divine shields. What suggestions can you make to help resolve this issue, at the moment I think if i'm going to continue using Seal of Champions, I should remove Fjola Lightbane and the Clockwork Gnomes and replace them with more efficient cards, at least until I get Eydis Darkbane.
Hey,
First of all I agree with you that keeping Fjola Lightbane or Eydis Darkbane in your hand is not really good, especially because there is a lot of other cards that you want to draw before them. This is why I only keep them when the two/three other cards are good enough to get me through the early game. Preferably at least one being a Clockwork Gnome. (I should probably update this in the mulligan section).
Then your other point, about Fjola Lightbane. Since I replaced Blessing of Kings with Seal of Champions I have noticed that Eydis Darkbane has really showed up in the deck while her sister has been less good. This is mainly because like you said, stacking divine shields is not really worth it. I still think a 3/4 for 3 mana is really good just because the stats are good and the divine shield effect can still work in some cases.
But since you state that you don't have Eydis I think you can try replacing the Clockwork Gnome's with Leper Gnome's and then you can replace Fjola with a Warhorse Trainer or an Ironbeak Owl for now (Two Owls can be a bit overkill but when facing certain decks a lot it should be really handy). I would really recommend crafting Eydis as soon as possible though as this makes the deck 10x better and it will surprise you how fast she can go out of hand.
Good luck with all the changes, hope they work out for you. Just post a comment to let me know if they work, since I have not tested the deck with so many changes before.
MrPancake
Thank you for your input, I hadn't thought of adding the Warhorse Trainer myself, which is probably bad on my part. Since I don't have Eydis Darkbane, I added in a second Quartermaster and I've found myself winning a lot of my games with Muster for Battle + Quartermaster.
Hey, I've been playing with the edited deck for a bit now, and I've found Warhorse Trainer and Leper Gnome to be a suitable replacement. With the subtraction of Fjola Lightbane, there is less need to hold onto the minion buffing cards and allows me to set up lethal damage combos with Muster for Battle, Quartermaster and Warhorse Trainer.
I know the deck is based around buffing Fjola Lightbane and Eydis Darkbane to gain as much value as you can from them, however I feel that this deck is still extremely reliable as a Mid Range/Aggro/Face deck and there are very few games where I'm completely outclassed from the more expensive ones. I'll keep experimenting with different cards that may also work well, I'm curious to see what I can replace Wolfrider with (I swapped out Arcane Golem for Wolfrider, I didn't feel comfortable giving my opponent an extra mana crystal if I draw the card early). I know what you might be thinking, "You might need the face damage!" Well, maybe, usually I don't put myself in the situation where I've emptied my hand and rely on top decking, because I know that my opponent has some form on board clear, I.E. Hellfire, Consecration, Flamestrike, Holy Nova, ect. So in the end, all I use Wolfrider for is a 3 mana do 3 damage to a minion, which can be kinda useful (I guess,) and if I do use Wolfrider for face damage, he'll most likely die next turn anyway, which again results in 3 mana deal 3 damage.
I was considering Equality as a replacement for Wolfrider, Equality will let me be able to clear massive taunts that come with decks such as Handlock or Dragon Priest, since I'd usually have a few minions on the board by the time they start laying out these taunts. Let me know what you think of this idea and I hope I can hear from you soon.
Cheers.
Hey,
I'm happy that it has been working out for you :) Even though the main idea is based around the two Legendaries (like you said) I also think that a more Silver Hand Recruit focussed deck can work out pretty well. And it is true, some people prefer Arcane Golem, and some people prefer Wolfrider. But if you think Wolfrider isn't really that good in the deck I think Equality is indeed a really good replacement for it. It is good for trading (if really necisarry) and since your deck is more focussed on spawning a lot of 1/1's which you can buff later means that there isn't much loss on your side. Thanks for taking the time to refine this deck to what works out for you :)
Good luck,
MrPancake
Heya, I like this deck enough to start messing around with the style. The biggest thing I'm struggling with is it's somewhere between Face and Midrange... I'm stalling out a bit when I have them almost dead. This can be dealt with in a number of ways, and has happened for a number of reasons. For one thing, having a bit of taunt in here to limit their trading options seems to be a good thing. I'm testing 1 Dread Corsair for that, who is usually free to play thanks to 2 Truesilvers. I've actually cut 1 Arcane Golem for him at the moment.
I've also cut Murloc Knight for now in favor of 1 Avenging Wrath, which I find fitting for tuning for either Face or Midrange personally.
If going more Face, I would have cut something other than the Golem, and probably added a pair of Leper Gnomes, but I'm gonna focus more on Midrange for the time being.
Coghammer and Truesilver are both so great, some matchups you wish you had 2 Cogs and 1 Truesilver instead , but in most circumstances, I"d agree with your choice here.
Also, for pushing more Midrange, I will actually just try Tirion as mentioned by someone above. Cool stuff, thanks--
Hey,
I can understand that people don't seem to understand if this is a face or a midrange deck, but in my opinion it really depends on the cards that the opponent plays and the cards that you draw. Some games will turn into amazingly easy and fast wins because of the rush potential, other games you will have to invest more cards into keeping a board advantage and these games will take a longer time.
I can't really agree on the replacement of Arcane Golem with Dread Corsair, mainly because there will be a lot of times where topdecking that extra 4 damage (or even more when you have buffing spells and/or a Time Rewinder). I play this deck as a rush deck almost all of the games, just letting the opponent try to get through the big amount of divine shields and also the quick ways to fill up the board. The divine shields should also limit the trading opportunities.
Murloc Knight is really an exceptional card and I even considered putting two of them in the deck instead of one. It is just so so strong right now, the potential you can get out of it is just way too high. If you have even the slightest amount of board presence and you can put down a Murloc Knight and play your hero power, this will push you over the edge to win the game almost all of the time.
But if your version if the deck is working out better for you, then you should definentaly keep me updated on how it is doing on ladder atm, thanks for your suggestions :) I really appreciate people looking at my deck and finding ways to improve it even more for their own playstyle.
MrPancake
Can i replace Drakbane and Lightbane i dont have them ...
Just take a look around the comment section, I have explained about this before :) There is also a replacement section in the guide above ^^
Would Seal of Champions possibly work out in the deck?
Hey,
I have looked at Seal of Champions, but just take a look at this: Blessing of Might + Hand of Protection + 1 mana = Seal of Champions. This doesn't sound really good to me and that's one of the reasons why this card is just simply not strong enough to see competitive play. Besides that the other cards in this deck are all so good that replacing them with Seal of Champions is just not worth it.
Thanks for the suggestion though :)
MrPancake
Makes sense! I figured the mana cost would end up being the issue. Thanks for the reply love the deck!
I actually looked at Seal of Champions one more time after I saw it being played in a deck that really seemed to work well for the opponent, and I started testing a bit with it. It seems like it is actually stronger than I first thought, even though the buff is maybe a bit too expensive for what you get in comparison to the other buff cards, it seems that a 3 mana cost buff works pretty well with this deck. The 4 mana that Blessing of Kings costs is in some cases a bit too high for the curve, and sometimes divine shield is even better than gaining extra health.
Im going to keep testing with replacing Blessing of Kings with Seal of Champions, and if it turns out it works better in the long run I will change it in the deck list as well :) Ill keep everyone updated!
MrPancake
Thanks for keeping us updated :D