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[TGT Top 10 Legend] Mysterious Challlenger Midr...

  • Last updated Sep 22, 2015 (TGT Launch)
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Wild

  • 17 Minions
  • 11 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5500
  • Dust Needed: Loading Collection
  • Created: 8/27/2015 (TGT Launch)
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Hey Y'all,

I'm FUEL, and I'd like to introduce FUELADIN: the mysterious challenger deck to beat all the rest.

When I was reviewing all of the TGT cards, this one surprised me: when I did the math on it, it improved the value of midrange paladin by a substantial number even accounting for putting in those crappy paladin secrets.

So although I lost a few ranks playing lock and load hunter, I built this deck starting at the bottom of rank 6 and started playing. And... it snowballed. 42 wins and just 15 losses later, I hit legend. 74% winrate is higher than patron. 

A few others have started noticing the value of challenger, but they're all still playing secretkeepers and mad scientists. These require you to play multiple copies of secrets, but that's actually not what you want. You want 1 copy to get a massive challenger turn, and then no more so your draw density afterwards becomes very high.

Yes, there will be games where you draw all 5 secrets before your challenger. That is a risk you have to take, playing this deck. However, these are far less common than than the games where you draw no secrets and basically auto-win with challenger. Remember that, on average, you will draw 1 to 2 secrets before turn 6.

What truly separates this deck from any other Challenger deck is the fact that it runs one of each secret. I firmly believe this is correct, although it is possible adding another avenge, possibly a noble sacrifice is not out of the question. This is because we are trying to optimize the VALUE GAINED from the challenger battlecry while minimizing the VALUE LOST from putting in paladin secrets. Every secret you put in (with the possible exception of avenge) decreases the power level of your deck. However, mysterious challenger wants more secrets, because each secret it puts into play is adding to its value and thereby INCREASING the power level of your deck. Thus, we want maximum challenger battlecry with the minimum number of secrets: and come to the conclusion that one set of as many secrets as possible is ideal. Any more secrets increases your odds of drawing them (right now you're sitting at 1-2 before turn 6 on average) while any less decreases the power of challenger. The other way to do this is play multiple copies of secrets and spam them before you play divine favor, which is also a viable strategy but requires building an entirely different deck. If you want to play the midrange version, I am convinced one set of secrets is correct.

The second challenger is necessary for consistency, as it is quite possibly the most powerful play in the game right now, and if you're playing the second it should be to finish applying lethal pressure, as the first one should almost have won you the game by itself.

 Edit: we have a competitive hearthstone post now: https://www.reddit.com/r/CompetitiveHS/comments/3in1ln/mysterious_challenger_midrange_74_winrate_to/

TOP 10! http://imgur.com/RRTw4kH

General mulligan strategy: toss everything that's not a 2 drop, muster, or sometimes aldor. You can even keep the challenger if you know you are facing a slow deck. 

Mage:

Mage is a tough matchup. Basically every deck is tempo or mechs, and tend to go faster than you do. Hard mull for 2 drops and muster. You need to try to keep up on board, because if you stabilize you should win with higher value stuff. Try to keep you health up, but stabilizing the board is a higher priority than protecting your health as long as you're above 15, even 12 effective health.

 Priest:

If it's not dragon priest you basically win because you own the early game, so assume dragons. They have a lot of big big early game minions, and the lists that run deathlord are brutal to face. Consider keeping equality and aldor, even truesilver to try and punch through those piles of stats. If you don't get redemption off of challenger, consider saving it for tirion to grind through the late game better than them.

 Hunter:

Since no one seems to have come up with a particularly strong lock and load list yet, assume aggro/hybrid. You're looking for your usual early game, with the possible keeps of consecration or truesilver if your early hand is already very good. Control the board as early as possible, using secrets you draw for tempo more than value if necessary. Be aware that after a point you may have to give up value in the midgame to protect your life total, but keep an eye out for a chance to start pushing towards lethal so you don't die to the steady shot over time.

 Warrior:

There have been a lot of control warriors, with all the new value cards and most especially Varian, and in this matchup you are very favored. Your stickiness tends to just be too much for them. Mulligan for early game, consider keeping truesilver for their acolytes and shredder because it gives them fits. 

Patron gives you a lot more trouble, as it does basically every paladin deck. Although I've won a few key games redempting Tirion or Belcher, or even better getting repentance on their patron (instant concede on that one) they feed off of your sticky minions. You can either rush them down and make them play inefficient to stay alive, or use secrets and taunts to disrupt their combos. Neither play is terribly consistent. Same mulligans as against control warrior, with the possible keep of equality.

 Paladin:

Truth be told I would expect a lot of mirrors in the future, possibly with the more aggressive multiple-copies of secrets version. It is extremely important to establish the board first, so you hard mull for your 2 drops and muster. Hard. If you already have a good hand, you can keep consecration, and sometimes shredder and truesilver. Play Juggler on an empty board, minibot on a contested one. If you've won the race for the board, just try not to over-commit into consecration and slowly snowball your advantage.

 Shaman:

Control shaman with elemental destruction is probably pretty good against you - in fact, even lightning storm is pretty strong against you. Try to control the board, with a focus on protecting your resilience (divine shield, deathrattle, etc) over board size. The usual mulligans.

 Rogue:

Rogue did not get much love this expansion, so I would expect oil to return, perhaps my version with argent horseriders ;) Another deck with early board clears, focus on stickiness. When you can feel they might be tempted to clear, it's almost always correct to keep the murloc knight to refill the board post wipe. Try to put up enough pressure  so they have to use flurries defensively rather than offensively. Hard mull for early game, if your hand is good enough you can keep shredder and truesilver

 Druid:

A fantastic matchup for you, Druid has terrible AOE and poor ways to deal with your secrets. Just don't overplay into swipe. With a good hand, keep truesilver. Almost always correct to keep aldor to deal with their ramped-out minions.

 Warlock:

Against zoo it is a race to take control of the board. At all costs you want to gain board control, including life total down to about 9 health. With a good hand you can keep truesilver and consecrate.

Against handlock I would expect high pressure wins you the game. Your secrets are really good vs handlock (although you still don't keep them in opening hand.) With a good hand you can keep shredder and equality. Don't overextend into a board clear.