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Tempo Token Secretdin: The Not-Aggro Secret Pal...

  • Last updated Aug 31, 2015 (TGT Launch)
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Wild

  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5120
  • Dust Needed: Loading Collection
  • Created: 8/27/2015 (TGT Launch)
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  • Battle Tag:

    DoctorWhoops#2879

  • Region:

    EU

  • Total Deck Rating

    91

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With the release of Mysterious Challenger and Competitive Spirit Secret Paladin got busted up from the lowest rank of lowliness (Lower than the lowly squire) to soaring as high as the Legendary dragons (okay, maybe not that high).

http://www.hearthpwn.com/forums/hearthstone-general/general-deck-building/58521-the-non-aggro-secretdin

 

 

My point is, Paladin has gotten some good cards, especially in the secret and token category, Mysterious Challanger is amazing, even when you just get two secrets of it it's already a huge tempo swing, and the great thing about Paladin Secrets is that they're just so useful, in so many situations: Noble Sacrifice can either block a big hit, or kill a small one (for only 1 mana, so much value!), Competitive Spirit can turn a board of miserable 1/1 and 2/2 minions into a powerful force, and in the worst case scenario, it's still a +1/+1 buff, for 1 mana (or probably even free!), and it even makes your opponent play around other secrets (unless they're stoopid amirite?), so yeah, nice stuff.

Anyway, back to business.

Token paladin has been a thing for a while now, mostly in the Eboladin shape, but instead of going for as much face as possible (SMOrc), this decks develops a tough board, for your opponent to deal with, and if they do deal with it, it's built up again in the blink of an eye!

So, on the token basis it's probably not that hard to understand, you can see how getting 4+ minions every turn is a good thing, usually.

As for the whole Mysterious Challenger part, that's a little harder to explain. I guess the easiest way to explain it is: 6 mana 6/6, that's fine right?, what about 6 mana 6/6, give your minions at the start of your turn +1/+1? How about 6 mana 6/6, give your minions at the start of your turn +1/+1 and one of your minions +3/+2? HOW ABOUT 6 MA.... you get the point, it's just good value. (Trust me, I'm the Doctor)

Make sure to just give it a try before you judge it, run it for some games, post your results and... yeah! have fun! My current score is about 12 / 5 (I think, might differ one or two, I forgot to count on after a while *FacePalm*)

Anyway, make sure to leave a suggestion, comment and definitely a like if you think it deserves one! The deck is probably far from perfect, so I'd love your suggestion!

Thanks a bunch!

DoctorWhoops#2879