Odemian : Number 2 EU Rafaam+Reno Paladin (cred...
- Last updated Dec 14, 2015 (Explorers)
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Wild
- 24 Minions
- 4 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 7240
- Dust Needed: Loading Collection
- Created: 12/14/2015 (Explorers)
- user-20374126
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Total Deck Rating
842
Hey there! I'm Odemian a french pro-player from team Millenium.
I was having a bit of a hard time climbing ladder this season , so I decided to try some whacky stuff with the new LOE cards. It turned out Rafaam was actually not that bad, especially in paladin, which massively lacks burst damage. So I just stuck him in Lifecoach's Highlander Paladin, made a couple of other changes, and voilà!
I got to Legend [2] with the deck on the day of its creation (today :D) and I have to say that Rafaam MASSIVELY carried a couple of games where I felt pretty screwed. The deck behaves superbly well in almost all matchups, and Reno is incredibly OP versus all aggro and midrange decks.
I must repeat that most of the credit for this deck goes to Lifecoach, but I just thought it would be cool to share with you guys a deck where Rafaam actually works. I'll probably be writing a full guide to this deck at some point, but for the moment just try it out, and enjoy ;)
Yep 0-10 also
Yup, just lost 7 in a row, at only rank 15 :/
How to replace Tirion Fordring ? Also I don't think that Justicar Trueheart is really great be cause of no Quartermaster
Sunwalker has a similar effect, but there is no equal replacement for tirion. Justicar is fine without QM though, because it gives a huge advantage against every other hero power lategame (pings/armor, etc)
You need to play slow and greedy. Save juggler to use with hero power/muster/creeper spiders. Use owl to remove late-game threats, not just for tempo. Try and make sure you're using your hero power every turn.
i don't have coghammer , Trion and Lay on hands
What should i do ? i really want to play with this deck :/
Argent Horseman, Sunwalker, and Cult Master/Guardian of Kings would be some pretty cheap alternatives, but it would be a huge loss of power.
what should i replace for piloted sky golem
Justicar Truehart seems a common substitution, or Guardian, or another buff 6-drop (Ogre, Cairne, Sunwalker, etc)
Try Grand Crusader.
Win a few games for me(actually the card which win few games - is Enter the Coliseum from crusader)
placed stampeding kodo in place of it. works really well, 'cause of great ammount of agro decks
Great Deck.
The only problem I have is playing against priest (dragon or control).
This deck is strong against other control. But with Entomb and death, all of our valuable big minions will be vanished.
And at the same time our early game is not as threatening as other decks.
If I play carefully, not putting so much cards at one turn, my minions won't have enough values to trade with priest. On the other hand I would be punished by lightbomb, pyromancer combo.
And if I play slowly. He can make himself a golden monkey!
I heard somewhere that even control warrior is no longer winning priest easily as before LoE. So what is the possible strategy?
Great deck.
I replaced loatheb with harrison jones, cause I've met many aggro shamans.
After going 10-1 with this deck, I get the feeling that most players who have a problem with this deck are trying to be too aggresive with it. Yes, this is a Paladin deck, BUT this is absolutely a Control deck. Every other major Paladin deck has (for the most part) been aggro or midrange. And you CANNOT play this deck like an aggro or midrange deck. For instance, if you had Zombie Chow in your opening hand with this deck, should you play it T1 with an open board? If you said 'Yes', then you are playing this deck incorrectly. I've played against Zoolock, Secret Paladin, and Tempo Mage, and I didn't lose a single one of those matches. The only match I lost was against a Fatigue Priest, and it was the first game I played with the deck and hadn't yet gotten a good understanding for how it worked. This deck has so many ways to recover. Many games I've gone to T4 before playing a single card. Unless it's a priest, just HP until you actually have to deal with something. Love the deck! Can't wait to see how high I can climb with it!
Hey I'm not too good at the game and I'm curious as to why you wouldn't play zombie chow on T1 with an open board could you answer this for me? Thx
Because you want to play as slow/reactive a game as possible. If you play zombie chow and it trades into a 3/2 or a 2/2 and another creature/hero power that's great, but if it trades into a 2/1 and a hero power, that isn't good; that means you wait. If they drop a 2/1, on t2 your hero power is worth it, and you can HP and chow in t3.
I don't even...
How someone would not play chow on turn 1 (going first or second) is beyond me, especially against aggro decks. A control deck's main objective is to keep the opponent's board clear, at all stages of the game. Chow on turn 1 does just that, helps keep the board clear right from turn 1 and on that same turn can defeat aggro decks provided you have a good curve.
Edit: Also, if they trade a 2/1 + hero power for chow, they just used 3 mana to deal with a 1 mana cost minion. How is that bad?
A quick read before we start: http://www.starcitygames.com/magic/fundamentals/3692_Whos_The_Beatdown.html
Against an aggro deck you will always drop the chow. We're talking about times where you wouldn't
The job of a control deck isn't to always keep the field clear. A control deck's job is to survive to a point where they can play their bigger/better win condition. So against Aggro, you're biggest limiting factor is life, and that's why chow/minibot/etc are so important early there, because if you keep their minions off the board as they come on, you'll outlast them and win. Against midrange/combo, it often comes down to removing their threats (they generally trade away early game pressure and late game threats to win in sheer minion value during the midgame) efficiently, and not getting to a range where they can burst you (the new midrange paladin with murlocs, or combo druid are great examples if that). If you auto-play a zombie chow into midrange, most of the time it won't matter, because the best midrange decks can have very fast starts. Against control though, being the first one to play a chow isn't often good.
Imagine you play a chow against control warrior. He either ignores it for 2 turns and uses a fiery war axe, or he uses it to set up his armorsmiths and acolytes. Against tempo rogue, the chow (and sometimes even minibot) just become targets of a turn two coin->SI, when you could have just been using your hero power. If he has to play the SI turn a turn later to get the same value (T1 pass,T2 hero power, T3 hero power+chow), he isn't getting that value swing that tempo is looking for.
Control decks win by being the greediest they can be without losing. So Unless you need to, you want to save your cards, and use your life and hero power as much as possible (especially this control paladin, where you have 27 life you can gain even before you reno) I'd rather use the Chow on turn turn 4 to challenge a shedder than turn 1 against a control deck.
Some other common plays that are fine in midrange but bad in control:
Playing your owl too soon. Against aggro, silencing a Leper Gnome is fine. Against Midrange, silencing a Belcher/Shredder is fine (often the right play). Against control though, you really need to save that owl for things like tirion, Grom, Ysera, etc, and playing it earlier will have lost you the game.
Dropping flex cards (Ooze/BGH/Lotheb) for tempo. Again, while usually in midrange choosing to play the most efficient card (mana/stat-wise) is often the right move, not getting the max value outta these (bgh on Boom, Ooze on Jarax/Tirion/Gorehowl, Lotheb to stop mage/druid/shaman lethal). But in control, playing these at the wrong times means you greatly increase your chance of losing.
Using boardclear too early. Sometimes you need to consecrate their board on turn 4. Against Aggro, almost always good. However, I'd argue that letting the other player waste their Blessing of Kings before you remove a minion (even if you end up taking 7+ damage that you coulda avoided) is how you ensure your victory against midrange. Against other control decks, if you aren't using the equality consecrate to hit multiple midgame threats, you'd better be using it to win on that turn.
It all comes down to decklist knowledge and playing around/understanding what the other deck is trying to do.
tl:dr against aggro you drop your early game. Against midrange, going even is often fine. Against control, you play very slow and greedy
Chow T1 contests (and trades evenly with) the most common 2 drops which are Darnassus Aspirant, Armorsmith, Mad Scientist, Loot Hoarder, Knife Juggler, Shielded Minibot, Dark Peddler, Mech Warper and Sorcerer's Apprentice. It also almost always trades favourably with all the 1 drops.
I honestly don't see why you'd hold on to Zombie Chow and not play it T1, it pressures your opponent, forces them to react and lowers the probability of them having something to deal with your 2 and 3 drops.
Two reasons: One, because the damage it deals/soaks is largely irrelevant in control matchups, especially when you're running so much healing, and the early game creatures it's fighting are different. Two, you don't want them to react to it. A good player is not going to play a vulnerable creature into it. You want them to have played their Peddler and picked Power Overwhelming instead of Mortal Coil. You don't want them to be able to get their free secret on turn 2, you don't want them to mechwarper +coin annoyotron instead of holding the coin.
Except against aggro, control isn't about playing the most tempo efficient plays each turn, so you don't need to worry about hitting your two/three drops. You don't have many non-situational two/three drops anyways, so you plenty of time to hero power+drop chow some other turn. It's still a 2/3 for one, whenever you play it, so if you aren't worried about the 12 damage their first 3 turns do to you, why waste it, when you can use it later on to reestablish your board, weaken actual threats for your weapons, etc. I'd rather have a turn 4 zombie chow + coghammer than a turn 5 hero power +coghammer, which is the next most likely outcome after you've wasted your chow.