Cancer Crusher Paladin
- Last updated Dec 5, 2015 (Explorers)
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Wild
- 21 Minions
- 6 Spells
- 3 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 7320
- Dust Needed: Loading Collection
- Created: 9/8/2015 (TGT Launch)
- hyude1107
- Registered User
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Battle Tag:
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Region:
US
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Total Deck Rating
466
Hello guys, I am sharing this midrange paladin Deck which have helped me crush those cancer deck such as Secretdin, Huntard, Tempo Mage, zoolock. It is also great against control warrior, totemic shaman.
Deck Gameplan
This deck have a good balance between offense and defense. To play this deck optimally, you must know the 6 aspect of this deck.
- [Tempo Card] Shieldbot, Muster for Battle, aldor peacekeeper, Coghammer, Dr. boom.
These are the card that you rely on to gain board control. If you are behind, dropping these card might force enemy to react to your board rather than to play the on-curve card. - [Removal] Consecrate, Truesilver, Equality. Aldor.
Remember that you only have 2 consecrate. Always try to find a way to dealt with board without consecration, and only play it if you must. - [Threat] Sylvanas, Dr.boom, Tirion, QuarterMaster, Murloc Knight.
You only have a few threat with 2 of them weak to silence, and 1 dies to bgh. This is why you have to bait enemy silence to other minion. Dropping a knife juggler + recruit on druid's turn 4 is a good play to bait their keeper (their keeper can be dealt effortlessly with truesilver anyway). Murloc Knight is a card that can win you the game by itself, only drop it at turn 6 to trigger its inspire. However against face deck, you might want to drop it naked at turn 4 to safe yourself 4 life (force Huffer to kill it) - [Defense] Coghammer, Belcher, Argus, Tirion.
You have 6 taunt in this deck, always remember that. Coghammer works greatly against aggro to gain huge tempo swing, or during lategame. Even coghammering a recruit sometimes a good play to waste 2 attack from enemy. - [Heal] Lay of Hands, Healbot, Truesilver.
You have 24 point of heal. Using muster and coghammer early game will cost your life a lot. However, you shouldn't panic and rush to heal yourself . Sometimes its better to drop taunt and keep your life barely over lethal range. Against secret paladin, they do not have a means to instantly dealt 8 damage in a turn. So if you still have over 8 health, prioritize board control over life. Against druid, you are better of dropping 1 or 2 taunt when your hp is below 14 hp. Remember you have 6 taunt, and they only have 2 keeper. If you constantly have taunt, they cannot use their combo. - [Flood] Muster for Battle, Shredder, Murloc Knight, Dr. boom
Flooding is the bread and butter of this deck. You keep flooding the board with recruit, murloc, and deathrattle. Most deck only have 2 or 3 board clear (brawl, flamestrike, consec, hellfire). You have 6 flood card, which you should always play only one at the time. One murloc knight can sometimes force enemy to use hard removal on it. Mage usually give up their turn 6 to fireball murloc knight. That means you can drop Boom next turn. - [Win Condition] Tirion, Murloc Knight, QuarterMaster
This deck wins through overpowering enemy with board control and minion flood. Quartermaster and Murloc Knight is an amazing tool to achieve that. Tirion have different approach. Tirion win by killing 2 mid-drop and proceed to deal 15 damage to enemy face, or remove 3 more enemy. At that time, usually a 15 damage to the face is better, unless you face control warrior.
Mulligan and Matchup
[Warrior] : Outvalue them, flood board without overcommit
Warrior have a very hard time dealing with divine shield. They can clear wave of 1/1 easily, and against patron warrior, a recruit is almost always a liability. Wasting 2 mana doing nothing is sometimes better than hero powering against patron. Control warrior have 1 or 2 brawl on their deck, and only 1 minion worth silencing, Sylvanas. Warrior have a limited resources to handle you (both patron and control). Your winning gameplan is to outvalue them.
To beat warrior, the step-by step is :
- Mulligan aggresively for Shieldbot and Truesilver (very important to deal with armorsmith & acolyte of pain).
Always throw away Aldor, Owl, Equality, bgh, murloc knight.
Keep muster and shredder. Warrior have a bit trouble handling shredder, and he doesn't have early drop to contest shredder (Only waraxe). - Detect whether you are against Patron or Control warrior.
if they drop loot hoarder, inner rage, gnomish inventor, its Patron.
If they drop shieldmaiden, bash, shield slam, brawl, its Control. - Play the first few turns stingy, until you know which deck you face. Do not overcommit the board, unless the control warrior already use both of his brawl. Shieldbot, zombie chow, shredder and muster is good to force him to dealt with it.
- Never rush to lethal. Warrior have a lot of way to add armor. You will not beat them by rushing to lethal. But by outvaluing them. If they spend resources to handle your flood, they will lost inevitably. Patron can only win by flood with patron or OTK with frothing. Be hesitant to spawn token, and drop minion with more than 3 attack. Patron have a huge trouble dealt with shredder. Sometimes they are low enough before turn 8. And you dropping tirion seals the game.
- Flood the board, but do not overcommit. This means that only use at most 2 card to flood the board. Knife Juggler + muster, or Shredder + hero power. Murloc Knight + hero power. Those card will make enemy aoe feels like it clear a lot of minion, but actually only dealt with at most 2 of your card.
- Keep lay of hands and healbot to use it after they alextraszza your hero.
- Secret tips : against Control warrior, a coghammered recruit is a nightmare for them.
[Druid] : aldor their big guy, taunt up from combo, bait keeper.
Druid strength comes from Innervate, Wild growth, and Darnassus Aspirant. And after turn 9 they have 14 damage combo from fon (3x 4/2 treant and 2 attack hero). They have 2 keeper for silence and 1 bgh.
To beat druid, the step by step is :
- Mulligan aggresively for Zombie Chow, Shieldbot, Muster, Knife juggler.
Keep aldor to counter innervate play. - Remove darnassus as quickly as possible.
- Save aldor and equality to regain board control. Best target is druid of claw 7 ancient lore
- Play around swipe. Use muster to bait swipe (better when he use it at turn 5 for fearing turn 5 QM) if you can follow up with murloc knight + hero power.
- Bait out their keeper. Sacrifice juggler if you have to. Without keeper, tirion became your strongest win condition.
- After turn 9, always think if enemy have combo (fon + roar). taunt up to protect yourself while keeping board control.
[Paladin] : bully secret pally, murloc knight for the win.
Secret Paladin is an easy task for this deck because of the fact that you can flood the board quickly and waste their secret efficiently. You also happen to have low curve to empty your hand quickly so they cannot get draw from divine favor. Against mirror match, bait out their consecrate before dropping murloc knight. Paladin cannot deal with murloc knight hiding behind taunt.
- Mulligan aggresively for Zombie chow, shieldbot, knife jugggler, muster for battle.
Throw away everything else, your win/lose is decided on the first 3 turn. - Whether you got first or second, always try to get initiative. Initiative is gained when you drop minion that cannot be handled by enemy.
- Against secret pally, drop your hand as quickly as possible, flood the board, and remove their minion. Muster for battle and consecration is nightmare for secret pally. You however should never keep consecration during mulligan. You want to be the agressor, force them to defend. A turn 4 murloc knight is a good play against their token. It forces them to trade their whole board for it.
- When mysterious challenger appear on turn 6. If you have BGH, aldor, or equality, you win the game. Attack with weapon (muster/coghammer), that will trigger noble sacrifice, revenge, and resurrect the 2/1. Proceed to aldor/bgh/equality buffed mysterious challenger.
- Secret paladin lack finisher, even on low health, you shouldn't use lay of hands to prevent them for profitting with divine favor. Truesilver to enemy face sometimes is good enough heal.
- Keep owl for tirion against mirror match.
[Mage] : silence mad scientist, force awkward flamestrike, overpower with board.
There are 5 type of Mage you usually find. MechMage, TempoMage, FreezeMage, GiantMage, DragonMage. Against MechMage, TempoMage, and DragonMage you should prioritize on board control. Freeze Mage can be handled easily since you have healbot and lay of hands to heal of alextrasza.
- Mulligan for Zombie chow, Shieldbot, Muster, Knife Juggler, Ironbeak owl. Silence mad scientist, and pressure board.
Keep aldor if you have no other early drop. Use it for mana wyrm/apprentice if you have to. This deck relies on tempo so much, never let you play from behind. - Against MechMage, always clear the mech warper first, and beware of turn 4 Goblin Blastmage which can decimate your muster dudes.
- Murloc knight or tirion for the win. Mage is an easy matchup due to how strong your tempo card is. They cannot dealt with shieldbot muster and aldor.
- Against Dragon Mage, keep silence for Chillmaw, truesilver for corruptor, azure, or guardian.
[Hunter] : silence mad scientist, aldor savannah. proc freezing with healbot.
Hunter is easy matchup due to many taunt and heal this deck use. Savannah can be dealth easily with aldor. The only way you can lost is when enemy got lucky with ram wrangler (or you got bad draw against face hunter. But even then you can still win).
- Mulligan for early drop (shieldbot, juggler, muster). Keep coghammer and aldor. Coghammer is super important card to dealt with early agression. Keep healbot if you have early drop, even if you don't it might still reasonable to hold him.
- Owl mad scientist.
- If they have freezing trap, try to make freezing bounce healbot back. Or at least force them to trade into healbot.
- Aldor their misha if you have no way to quickly kill it.
- Pray their ram wrangler doesn't result in super strong beast. Getting a 4 mana beast is still okay-ish.
- DO NOT play around unleash the hound. You have to flood the board, and they only have 2 unleash anyway. The only reason you want to play around it is if you have low health and avoiding lethal.
[Warlock] : clear zoolock, equality handlock
Warlock is a bit hard to dealt with, because they have a lot of threat, and they flood quicker than us. Voidcaller is very hard to dealt with without aldor or bgh.
- Mulligan for standard drop (chow, shieldbot, muster, juggler).
Always Keep aldor and owl. Against handlock owl is important to get rid of twilight drake. Against aggro, owl is important to prevent void caller from dropping doomguard. - Against handlock, save equality for double molten + taunt. Only drop their health to below 13 if you already have equality in hand.
- Against handlock, be stingy of your resource to prevent hellfire clear. Murloc knight however can survive hellfire, and can give trouble to handlock.
- Jaraxxus is your weakness, because you don't have any weapon removal, you have to taunt up and rush his face to render his weapon useless.
- If they drop void caller and you doesn't have owl, aldor, or bgh in hand, do not play minion with more than 3 attack. make sure you kill voidcaller on your turn, not on enemy turn.
[Shaman] : clear totem, keep minion over 3 health.
Shaman is an easy matchup for this deck, unless they summon totem golem from tuskarr totemic, you should be fine.
- Mulligan for standard drop.
- Play around lightning storm and fire elemental.
- Priotitize killing totem before enemy weak drop when you are after turn 7.
- doomhammer can be easily dealt with taunt with 3 or more health. Argus minion which will force 2 weapon charge on a single minion.
- Al-akir is equivalent to insect against this deck. Just ignore him.
[Rogue] : play around sap, argus and coghammer is your mvp.
Rogue is a good matchup for this deck if you know what you are doing. Oil Rogue only have 1 win condition against this deck. Oil combo + blade flurry. Because rogue only have 2 blade flurry, if you can force her to use one of it during early game or midgame (to clear shredder or murloc knight), you are bound to win.
Your winning gameplan is to flood repeatedly that rogue have a hard time clearing you. While at the same time always keep yourself from comboed by oil + flurry. This can be done by putting 2 small taunt, medium taunt which eats 2 hit.
- Standard Mulligan.
Throw away aldor and bgh. You will ned aldor later on.
Keep shredder, because rogue have a hard time dealing with it. - Bait out their blade flurry, with shredder, murloc knight, buffed recruit. Without blade flurry he can't win. You have a LOT of way to flood the board while rogue only have 2 board clear (4 with fan of knives, but fok is weak).
- Flood the board, but always ready to re-flood it when wiped. After using her first blade flurry, if you flood board again, rogue is almost guaranted to lost.
- Watch out for Turn2 coin + SI-agent. Do not drop your juggler naked on turn 2.
- Aldor their loatheb or azure drake.
- Play around sap. You are better of taunting 2 medium minion than 1 big one. coghammer is a pain for rogue to dealt with, so does argusing 2 minion. That way she cannot oil + hit your face and flurry, she is forced to flurry your minion only.
- Only play tirion after he use both sap, or he have no way to do combo. You can sometimes drop tirion to force her use sap when you have upper board (you already have another taunt, dropping tirion is okay.)
- Sylvanas is less valuable here, do not hold her too long. Play it just for the body is okay.
[Priest] : early Coghammer play, or equality clear.
Priest is the hardest matchup for this deck, especially Dragon priest. A velen-ed wyrmrest agent or twilight guardian is pretty much your lost. Against Dragon Priest, your best bet is coghammer your early game.
- Mulligan hard for chow, shieldbot, coghammer.
Keep equality, shredder and truesilver in your hand.
Throw away muster for battle - Against priest, the game is winnable through 2 way : first, is by coghammer your shieldbot (after lost its shield), chow, and removing their wyrmrest agent, twilight whelp, or cleric. The second way is by letting him play on curve their minion and then equality consec at turn 6. (Priest doesnt have burst damage and you have 2 heal, so letting him hit you is okay. Ofc you need to throw some minion to reduce damage)
- During lategame, play around shrinkmeister + cabal. It is harder to say than to do. Never drop belcher without an answer to stolen belcher.
- After turn 6, do not drop your shieldbot without argusing it. A stolen shieldbot spells big trouble.
- Pray you got good draw. This matchup is very hard to win.
Card Replacement
The deck have some epic and legendary, so you might need to replace few of them. Below are a guide to replace card in here. Note that you should replace card with another card with similar purpose.
- Lay on Hands : its role in this deck is as both heal and draw, which no other card can fulfill. The most suitable replacement is Guardian of Kings for more heal.
However if you find draw is more important than heal, you can instead replace it with Solemn Vigil. Getting 0 mana 2 card draw is amazing value. And with a lot of token, its not that hard to achieve. - Coghammer : its role in this deck is a protection. You can replace it with second Defender of Argus. With second argus you can freely taunt up yup muster dude at turn 4.
- Big Game Hunter : his role is removal. so its replacement is of course second Equality
- Quartermaster : well, he is a unique card, and nothing can actually replace him. However Defender of Argus or Warhorse Trainer is a suitable replacement.
- Sylvanas Windrunner : also another important card. Sylvanas is a tool to fight warrior and druid. You can replace it with Loatheb for druid, or Harrison Jones for warrior. Other suitable replacement is Justicar Trueheart only if you bring along quartermaster, otherwise a second Equality or Eadric the Pure is also fine. Mind Control Tech can be a budget replacement, although your playstyle will be very different.
- Dr. Boom : Boom is not a must in this deck. It is here for tempo, and because it have goo synergy to knife juggler and equality. You can replace it with Justicar Trueheart or second Quartermaster
- Tirion Fordring : Without tirion you didn't have a solid win condition. However, you can play Sunwalker instead. Note that the lack of 5/3 weapon is a very big deal. If you want a stronger option and feels that sunwalker is bad, you can replace it with Kel'Thuzad only IF you play 2 belcher along (if you replace one belcher, do not play kel). With kelthuzad in your deck, you will want to drop it with either belcher or murloc knight alive on board (Note : belcher is more important to resurrect because of double taunt).
Adapting to Meta
If you face a lot of aggro, you might want to consider. +1 Zombie chow, +1 coghammer, -1 murloc knight, -1 bgh/sludge belcher.
If you face a lot of control, you might want to consider. +1 Equality, -1 Knife Juggler
If you face a lot of face deck, you might want to consider. +1healbot, -1 sylvanas (also with change for aggro)
Frequently Asked Question (FAQ)
- Why use healbot when you can use Tuskarr Jouster instead?
I have tried tuskarr jouster during the initial testing process, and found out that his heal is unreliable because this dekc runs a lot of low cost minion too. And given the fact that we will take a lot of face damage for using muster and coghammer, the heal is important even against control deck. So I switch it back to healbot.
If you find tuskarr jouster working for you, then go ahead. It is a better but risky healbot. - Why only use 1 zombie chow, isn't playing 2 chow better?
This deck is very tight, given that we need to handle both aggro, midrange, and control. Paying 2 chow will make drawing it during early game more consistent. However it weakens midrange and control matchup so much, that you will miss a lot of lethal because of it.
Another reason is because this deck can still work even without chow, due to how powerful shieldbot and muster for battle is. Even when you didn't get chow in-time, you won't lose terribly. - Why only use 1 equality ?
This is what troubles me currently. I really want to play a second equality. However, there is simply no slot that can be sacrificed for it. Holding equality in your hand means you play responsive, which you should not do with this deck. You should be the one who hold the initiative and keep pressuring enemy, not responding enemy threat.
But still, equality is that good and I still find a way to fit it into this deck. But currently there is no slot for the second equality. - I need more card draw. Lay of Hands alone is not enough for me.
This deck have less draw compared to other deck (druid, warrior, mage). However, Lay of Hands alone is enough as card draw. This is because you have so much resources with few cards. Murloc Knight is at minimum two body. Muster is 3 body. Shieldbot is considered as 2 body (divine shield eats one), shredder is 2 body.
As long as you try to hero power often, and not let more than 2 of your card get Aoe-ed, you should have enough card to fight enemy. If things get hard, do not trade 3 of your minion into enemy 1. Let them trade your dude and spent their turn to do so for fear of QM while you chip away their health. There is always an exception, for example when you suicide 3 dude into knife juggler, because otherwise it would get juggled for free.
However, against enemy shredder, hitting their face usually is a better play, because even a 1/1 dude give small threat in a form of next turn Quartermaster
Update
- Changes 18-Sep-2015 : -1 BGH, +1 equality. I find that bgh is a dead card against aggro, priest, and druid. It is good against handlock and warrior. But against those, equality is far better (so you can clear twice). And equality is a key to fight priest.
- Changes 5-Des-2015 : -1 Equality, -1 Sylvanas, -1 Defender of Argus, -1 Knife Juggler, +2 keeper of uldaman, +1 Justicar trueheart, +1 quartermaster. Keeper of uldaman is a great card, it make us no longer reliant on second equality. Also with the meta slowing down, argus is no longer needed. And justicar proves to be better than sylvanas, as your win condition. With justicar added, a second quartermaster is also required.
Thank you.
Hello. Glad the deck work for you.
Hello.
From my experience, joust card are not good on this deck, because this deck runs a lot of low cost minion (shieldbot, juggler, aldor, bgh). If you don't have zombie chow yet, you can replace it with second coghammer (if you have it).
But I think it is better to try gadgetzan jouster first, see maybe he can work. Because during lategame, -1/1 stat sometime is better than giving 5 health to enemy. If it doesn't work you can change zombie chow to haunted creeper. Haunted creeper even work better with knife juggler. and it also spawns two 1 1 to handle secretdin and other aggro.
Hope that helps
This deck is designed to be able to handle aggro, midrange, and control. I think it will be strong, but maybe you will need to make slight changes to it if the meta changes too much.
Btw, you can replace sludge belcher with 1 senjin shieldmasta and 1 sunwalker.
need to reaplace tirion sylvans and bgh any ideas
look at the card replacement section bro
All i have to say is, i had 1.6k dust laying there, came along this amazing guide and kid you not I wish I SS my matches, i read everything before the matches, i came back to check out the mulligans and dude, i went literally 3-0 first 3 matches right of the start. I am planning to Ladder with this deck. I am of course going to play more than just 3 to get the hang of it. I am rank 12 and i am looking for other decks besides a secret paladin and a dragon priest that i have. I think this deck is pretty amazing. I like how you spent your time describing everything in detail. Tanks for this guide. I will later on write back and let you know if i made it to Legend or not.
Hello.
Thank you, and yeah you need a good understanding of this deck to pilot it well. But once you do, you can fight any kind of deck since this deck have a lot of answer to everything. And this deck certainly can go to legend.
Hope you can climb to legend as well. Cheers mate
priest decks are for cunts, i swear to god!
I think most people who use this deck agree with you.
Hey Dude, this deck is just want I've needed. From early game aggro to late game control, it has everything perfectly balance!!
A lot of fun and definitely competitive!! Thanks mate
Thank you. Yes, that is why I love paladin. It have answer to everything, and strong from start till lategame.
Thank you. I am glad you enjoy the deck.
Hello.
The core is similar to classic mid paladin, but with the inclusion of murloc knight, shredder, 1 coghammer, 1 argus, and 1 zombie chow so you have stronger midgame (something that paladin lacks).
That is because the rest of the card is almost mandatory. Putting out belcher is okay, but you definitely need 2 aldor. might be better to replace other card like juggler or bgh even.
My favourite classes are Priest and Paladin.
Since I haven't been able to build a consistent Midrange Priest (sometimes too weak in early game) or Control Priest deck (unfortunately too slow in the meta - too reliant on Auchenai - Paletress can be very frustrating) and Dragon Priest became boring, I tried to build a Mage or Paladin deck - but no pure Aggro variant. My decks were all too inconsistent and unbalanced, I too often had the feeling I didn't get the cards I need --> ergo: the decks weren't good enough. I won maybe a tad over 50% of my matches and therefore climbed very slowly.
Then I encountered your deck. First I thought it was similar to mine. Then I looked more precisely and found small and simple differences - the Coghammer, Sylvanas, 1x Zombie Chow and obviously no secrets. In fact, I hate Chow, but still included him 2x everywhere, because of early game - too often he has cost me the game. Using just one Chow is perfect, if you draw him early, it's great and if not, nevermind. It's a great feeling to know I don't need to rely solely on Zombie Chow. And the Coghammer is a brilliant inclusion - it really helps you gain control efficiently.
So I tried your deck out - I don't own BGH or Quartermaster, so I replaced them with another Healbot and Mukla's Champion and I so far never looked back. Before Mukla I tried out Eadric, but he didn't fit at all.
After losing the first three unrated games against Aggro decks (with Eadric still on board) with really bad luck (didn't draw a single Minibot or Knife Juggler), I put in Mukla and Healbot (to counter the Aggro) and won the next three games. So I went to ranked games...
So far I am 19-3 - two losses against CW (played thrice) and one against Dragon Priest (played four times) and the deck rocks - it always has an answer.
The secret against Dragon Priest has been Mukla, in fact, that card is amazing. Yes, the card is slower than Quartermaster, but at turn 7 you afford playing Mukla for great value. He is the PERFECT turn 7 play after Murloc Knight, still good with Muster and almost always great in the Midrange or Endgame, since it buffs every minion turning Shredders, Minibots or Healbots into dangerous threats. CW is the hardest matchup, I didn't encounter Handlock so far.
You see, it's going well, but I'm still flirting with changes - the 2nd Healbot is very often helpful, but it can happen that he is cloggy (probably BGH is better). Also I am searching for space for another Equality, Chow could see the exit soon. Sylvanas is sometimes cloggy as well, but awesome against Control Warrior or any other kind of Control deck.
Hello.
Thank you for sharing your experience. SO in your deck, you have 1 mukla and another healbot instead of QM and bgh. I can see that Mukla Champion works with so many token in this deck. However, I feel that mukla champion have the same problem gormok has, which is, that those card forces/requires you to overcommit. Which as you said, bad against CW who have 2 brawl (it is good against other class to push from 2 health to 3, so it didn't die to holy nova). Moreover, when situation is bad, you can drop QM with only 1 recruit and it still worth 4/7 stat. whereas mukla champion only worth 5/4. Still I can see how mukla champion can be better than Qm because it affects everything, including murloc knight, recruit, minibot, and the summoned murlock. I will try it out.
Regarding second healbot. I think you should better of running second equality instead to replace bgh. Or trying 2 tuskarr jouster instead of 2 healbot. You didnt need that much heal in fact, 20 point of heal is enough, unless you fight a lot of hunter, even then coghammer is more useful I think, because it prevents you another 2 hit, which can be higher than 8 damage.
Thanks for the idea though, I will experiment on Mukla Champion and see how it works. I think it will be as you said, great against dragon priest. But I have to make sure it didn't weaken other match too much.
Hello hyude1107,
regarding your statements:
1. Yes, Mukla's problem is that he often forces you to overcommit. Therefore, big AoE like Brawl or Lightbomb hurt even more. But then again, with Mukla you only need to have 1-2 different minions (besides the Recruits and Mukla) and the hero power will flood itself (with Murloc Knight e.g). So you can keep your minions in your hand or when you baited out his biggest removals go for board flooding.
2. Mukla + recruit alone is worth 6/5 not 5/4 as the newly summoned Recruit gets the bonus as well. You can argue if 6/5 is that much worse than a 4/7.
3. I like your ideas regarding the replacement for one Healbot, but I guess I will just craft a BGH and include him.
2 + 2 = 4 now go shut the door because cancer crusher paladin dosen't wanna see your face no more
Hey, I've been stuck between rank 13-12 for ages now! Do you think dropping 2000 dust on this (Tirion Fordring, Lay on Hands) is worth it? I know i can use Tirion later on in other decks but I am kind of hesitant to drop so much on something that might not work.
Hello.
Tirion Fordring is simply the strongest legendary. It gives more problem than Dr.Boom and Sylvanas. I craft it the moment I want to main paladin. Paladin is a strong class, but it is very slow, and you need to learn how to use it properly.
What kind of deck you face that you getting stuck? If you get beaten by aggro with this deck minus tirion and lay of hands, you can try playing with sunwalker and guardian of kings instead. It is a weaker version.
However, you should be able to fight aggro even without tirion and lay of hands (you need a draw and heal though, so lay of hands is quite mandatory, but still replacable with guardian of kings). If you can't beat aggro without tirion and lay of hands (even with its replacement), then crafting both won't make you any good, because what you are lacking is : how to play the deck properly.
TL, DR version: Try playing this deck with replacement to tirion and lay of hands first. If you make it better and almost win, and you think at such games a tirion instead of sunwalker will win you the game, then craft it. If you get rekt before even turn 8 then no tirion or lay of hands can save you.