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Detailed [S26] N'zoths Shredders

  • Last updated May 24, 2016 (Old Gods)
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Wild

  • 21 Minions
  • 8 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: N'Zoth Paladin
  • Crafting Cost: 10440
  • Dust Needed: Loading Collection
  • Created: 5/18/2016 (Old Gods)
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  • Battle Tag:

    Ryshotex#1555

  • Region:

    US

  • Total Deck Rating

    188

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Hello fellow HearthStoners,

My name is Ryshotex a 2 time legend player and many many season rank 3+ player. There are a lot of decks out there for Paladin N'zoth decks in standard but I went through the process of building one for wild that actually works. This deck climbed from rank 18 to rank 5 in one day and I am currently taking it to legend in wild this season. Below I will give the reasoning behind each of my card choices and a little bit about how this deck works in wild. 

N'zoth

Basic Strategy:

This deck is undoubtedly a midrange deck but the tech card choices allow it to both come back against aggro through the use of Forbidden Healing, Lay on Hands, and Defender of Argus.

It can also absolutely wreck control decks because while this is a N'Zoth, the Corruptor deck the strength of the minions on curve in this deck is what helped secret paladin win so easily before standard. The reason why I believe this deck is even better than secret paladin is because it can both last in fatigue by not having to majorly out draw the opponent and you don't have to play crappy secrets just for value and wont be stuck with a hand full of 1 drop secrets ever.  This deck wins most games by winning early in tempo and then regaining the value lost later through Deathrattles, Healing,  and N'Zoth, the Corruptor. While this deck is not nearly as hard to play as Miracle Rouge there is a higher skill cap in playing it than I first expected. On a scale from 1 - 10 1 being Face hunter and 10 being Miracle Rouge this deck is a solid 6 in difficulty to Pilot.

RNG and How to Play Around It

There are two kinds of RNG in hearthstone. While they don't have official titles I categorize them into broken and stable RNG. The broken kind of RNG are found in minions such as Knife Juggler, and Flame Juggler who if their 1 damage kills the right targets on turns 2-4 it can actually mean an irreversible tempo swing and cost the opponent the game. The second kind of RNG is the kind that has the potential to be absolutely broken in the late game but is often underwhelming and this is the stable kind. This kind is found in every shredder. While the shredders can drop minions that are sometimes crazy powerful and can win or lose you the game in some situations the chance of you spawning that minion from the shredder (lets say its a doomsayer on a full board you control)  its only a 1 in about 100 chance of it happening vs a knife juggler that has a 1 in 2 or 1 in 3 chance of hitting the right target and ending the game.  Some cards in the deck have RNG and it is important to learn how to play into parts of it. Especially with minions such as Sylvanas Windrunner, Coghammer, and Selfless Hero each of which affect a minion at random. To ensure you get the best value from these cards you will sometimes have to make inefficient trades to ensure more value down the line. Other times you need to be able to recognize that you will not win a value game and in those games you should still do what you can to minimize RNG in your favor but ultimately realize that the RNG value is a net positive for the player playing it in 99% of cases so when you are a couple turns away form closing the game stop caring about the RNG and go face. 

 

WHY SHREDDERS? 

There are two cards I want to dedicate an extra amount of time justifying as I assume they will receive the most backlash. Sneed's Old Shredder, and Piloted Sky Golem over Cairne Bloodhoof. While Cairne has made a reappearance in standard for good reason he is not nearly as good in wild. Why? Because the 6/4 stats kill far more minions than 4/5 even though Cairne is far more likely to survive a first attack that is often not the goal of this deck. By turn 6 or 7 when you would play this minion we are often very far ahead and the 6 attack on the Piloted Sky Golem will help seal out games when they cant kill it 150% as quickly as Cairne Bloodhoof. Moreover as an added bonus you can get a Piloted Shredder out of it and thats what I call value. Now Sneed's Old Shredder is a very RNG heavy card that can swing games in your favor or just lose them for you when this minion dies. If you get the perfect legendary like either Ragnaros you will often just win the game on the spot but if you get a Nat Pagle well you look like an idiot for playing this card. The good news is you get a good to great legendary about 60% of the time. If you can bring this card back with N'Zoth, the Corruptor as well then you can double your chances to get a game winning legendary off the death rattle. While this card was often too slow to see real play before the introduction of standard it has finally found a home in this deck. All of the healing in this deck and the aggressive nature of the minions in this deck you will almost always have no problem playing Sneed's Old Shredder, make a few good trades and then when he dies you keep winning. Essentially the role of Sneed's in this deck is two fold, firstly that it immediately draws out a lot of removal and requires an answer if we are winning and often you can bait out removal such as Hex or Polymorph earlier with the other shredders and no one expects Sneed's Old Shredder finisher. Secondly this card allows the deck to stabilize over a few turns against other midrange decks. When Sneed's can trade into 2 5 health minions across two turns you have in my opinion gotten enough out of your 8 mana, but when this minion dies it can resummon its self, summon a charge minion for bonus board clears, it can find healing. While it does not always do what you hope when this minion dies it can change the game in ways that were otherwise unwinable for you before. Plus enjoy the youtube worthy highlights this card can deliver. 

 

UPDATE: Ok so if you want to make this deck more fun at lower ranks add Sneed's however in practice at higher ranks on the ladder Dr. Boom is far better.  Dr. Unbalanced is back 

Card Draw

This deck has three forms of Card Draw and they are all different for a good reason. This deck is good because it can adapt. The base of strong death rattle minions allows it to beat most decks on its own through minion battle and tempo. However it can only do this so long as it has more recourses. For this reason I have made a few strange choices in cards to help this deck be able to beat and outlast any kind of deck right now. Divine Favor, Lay on Hands, and Harrison Jones are the only sources of card draw in this deck. 

 

Divine Favor is phenomenal and honestly should have been nerfed in some situations this card can draw you 7 cards for 3 mana but against aggressive decks it is often a dead draw. In aggressive matchups you always want to mulligan away this card as it will often draw you 1 or zero cards by the time you can play it. In other midrange matchups try to maintain an even hand state with your opponent until you can just play 2-4 cards and then draw for 2-3. Arcane Intellect is 3 mana draw 2 cards so if you can make this as good as an arcane intellect its worth it in this match up. Against very control heavy decks consider keeping this card in your opening hand as you will often play far faster then them and refill your hand on turn 6-7. This card is also very good against decks that run acolyte of pain. While this card is often very difficult to deal with if you have divine favor in your hand you can force your opponent to draw more and then use that to refill your own hand.

 

The next card I included was Lay on Hands. When I built this deck at first I had Ragnaros, Lightlord in this spot and then i realized I needed more card draw and tried finding room for another Divine Favor or Solemn Vigil but what I found was neither was that effective. The second divine favor almost never got real value, the solemn vigil often costed too much in either tempo from trading or mana. and Ragnaros often only healed for 8 and then was immediately killed and sometimes it didnt heal the right target. For all of these reasons I realized that in this deck Lay on Hands is far better than Ragnaros or another duplicate form of card draw. It also can help solidify against aggro decks with burst and on turn 8 this deck is almost always happy drawing as if you do not have board by turn 8 you have probably already lost with this deck.  Never ever keep this card in the mulligan phase though. 

 

The final way to draw cards in this deck is with Harrison Jones. The only matchup where you can keep this in your opening hand is Shaman. If you can crush a Doomhammer, draw 4-6 cards, and establish a 5/4 body there is essentially nothing a shaman can do to come back. Like the other two forms of card draw occasionally this card can be useless as a 5 mana 5/4 is not particularly strong on its own when this card works it just wins games. It is also a really good card in standard right now as Shaman, Warrior, Paladin, and Rouge are dominant on the meta with Hunters in there now and again. Mages, priests, and druids are less present right now and for that reason Harrison Jones is really strong right now. if the meta ever changes against weapon classes this card can be subbed for The Black Knight or a Ragnaros of choice. 

 

Card Choices 

Forbidden Healing: This card is a tech card but an extremely powerful one against aggressive decks. Its so versatile that you would be foolish not to put one in every paladin deck at the moment. In some games you can heal for 20 on turn 10 which will make shamans and hunters hate their lives and against control match ups you can spend a couple mana at the end of a turn healing a minion back up to full to get an extra value trade and gain tempo on board on your opponent possibly letting you seal the game a turn or two earlier. Always mulligan away this card. Playing minions on curve turns 2-5 is far more important against aggressive decks than having a slow opener and possibly healing for 12 on turn 6 but without any tempo on board you will likely just lose because you didn't stop any more damage from coming in the next turn. This card is best played in full on turn 10 on a turn where you have taken over board and feel confidently that in the immediate turn following your opponent could not over take you. A good example of when this would be is say you have a Piloted Shredder, 2 Silver Hand Recruit, and a Sludge Belcher while you have 12 health or so on turn 10. Instead of playing more heavily into an AOE card by playing more minions healing for 20 will often just be way too much to over come and people often concede as soon as you heal. All in all this card is highly flexible but playing it correctly takes time to learn as it changes almost every game. 

 

Selfless Hero: This is a 1 of in the deck because it helps play minions on curve when and when this minion is resummoned by N'zoth it prevents all of your minions from dying to not one but two rounds of AOE. I originally had 2 in this deck but found that the second one was often too low value and would prevent me from bringing back more valuable death rattle minions with N'Zoth, the Corruptor  

 

Equality: Lets your 1/1 Silver Hand Recruit kill 8/8's with taunt. This card is often best used in combination with consecration as it is 6 mana and clears the entirety of your opponents board but in some games is better used after a Muster for Battle to clear a board of 3 minions with 3-4 health if it means also playing a large threat like Sylvanas Windrunner or a big shredder afterwards.

 

Haunted Creeper: This card is one of the stickiest minions in the game and for 2 mana it is also one of the most powerful. It also has obvious synergy with both Knife Juggler and N'zoth. If this card was still in standard it would be in every N'zoth deck.

 

Knife Juggler: Yes this card was nerfed but honestly the nerf does not matter almost at all. This card is great in combination either before a big board flood turn in Muster for Battle or after you already have a board filled with death rattle minions and you are looking to make trades. The RNG nature of the juggles sometimes hurts you and other times can be so stupidly broken that it wins games on turn 2 or 3. There is only one in this deck because again for the same reason as the Selfless hero it does not have as much impact in the later game and we would rather play the other 2 drops on curve in the early game as Shielded Minibot is probably the best 2 drop in the game and we want to play Haunted Creeper before both N'Zoth, the Corruptor.

 

Shielded Minibot: This card is OP and probably the best 2 drop in the game on curve as it trades evenly or better with every 2 drop being played on ladder. 

 

Coghammer: Turns a crappy minion into  a mini Tirion Fordring It is good for stabilizing against aggressive decks as well as delivering a great trade for you.  Update: I replaced this card with a 2nd Piloted Sky Golem as I often found that this deck has enough weapons.  Note: It is possible to kill your opponent only using the Ashbringer that comes out of Tirion Fordring if you get him to die twice and use every charge on the opponents face meaning feel free to send excess weapon damage to face

 

Divine Favor: See Card Draw Section  

 

Muster for Battle:  As good as Muster for Battle is in Arena, it is even better in Constructed. Along with Shielded Mini-bot, Muster for Battle is the card that completely revitalized the Paladin class with the release of Goblins vs Gnomes. Most of the classes were given good 3-drops, but Paladin was the one that was needing it the most. Since Whispers of the Old gods came out this card has gained bonus synergy in the form of Steward of Darkshire who if allowed to live changes muster for battle into muster for Argent Squires and while giving 3 1/1 minions divine shields doesn't seem like a big deal it can bait out AOE [Area of Effect] spells before N'zoth comes out and that is always good for this deck. The weapon that comes attached to the 3 1/1's is also great in the early game to supplement pings but dont feel too badly overlaying a better weapon on top of this card but do be aware that if you have a weapon equipped you will replace it when you play this card. 

 

Harvest Golem: This card never got the full respect it deserved it has always been a solid card but after the rotation it is even better. Its a solid mini shredder on turn 3 that can be brought back with N'Zoth, the Corruptor. This card is a card you are happy to make trades with as it can often trade itself into 2-3 small minions or at least 1 and then take 2 mana of tempo from most opponents by making them hero power before turn 6. 

 

Steward of Darkshire: This card was originally Aldor Peacekeeper and I still debate which one of these two 3 drops is best in this deck. Ultimately this card edged out Aldor Peacekeeper because the bonus aggression this card gives seems to help more against control decks than aldor. While aldor can be good i often found it just sitting dead in my hand. This card also has the added bonus of being a 'target' by that I mean a card that threatens to keep harming the opponent if allowed to live anther turn due to its continuous value effect. In other words they will remove this card when they see it if they can. You can use this 3 mana card to test for removal before playing a higher value minion. If you however disagree with the value of this card by all means sub this for Aldor Peacekeeper if you find yourself coming up against a lot of huge minions. 

 

Truesilver Champion: Just a really strong paladin card and offers 4 points of healing over two turns which can also keep you alive and can be saved in hand for burst damage to seal the game. 4 damage is also a break point on a lot of minions and thats why this is a lot better in this deck than the Rallying Blade despite having a few divine shield minions. 

 

Consecration: This is a card you hold onto in your hand until you KNOW it is the time to use it. This deck has the Equality combo and can clear anything for 6 mana. If you draw this in your opening hand honestly consider saving it against control classes. It is also a keep against Zoolock decks because you can often just build a board and wait to see Forbidden Ritual then just remove everything in one go. This card is good enough that as the meta changes I swap out the Defender of Argus occasionally for a second Consecration. The paladins 4 drops are all so powerful that this is the area of the deck I say can be changed up the most as the meta changes. No matter how the meta chances though you will always want a Consecration.

 

Defender of Argus: This card is one of the weaker cards in this deck as it doesn't stand to do anything on its own and has to be set up before its good. Where this card makes up for this is in its ability for the pilot of this deck to choose which minions get killed first. You can force them to kill little 1/1s if you are trying to push for lethal or if you are behind get them to kill a big minion like Sneed's Old Shredder before everything else. This decks early game is pretty Zoo-y too so the ability to buff 1/1s into 2/2s with taunt is more than doubling the value of that minion. This is another Tech card in a sense and can be subbed out for a second Consecration if you find it would work better. 

 

Keeper of Uldaman: The reason I felt so secure removing Aldor Peacekeeper from this deck is because of the existence of Keeper of Uldaman. There are times every game where your opponent plays a minion you have to kill immediately and thats what this card is for. Either buffing a minion of your own to fix trades or making a 25/25 C'Thun into Piloted Shredder Bait at 3/3. This card is also a good aggro tool in agressive match ups letting you buff a 1/1 into a 3/3 with charge and add a 3/4 body for 4 mana and at the absolute worst this card is a 6 mana 3/3 and 3/4. Every Paladin Deck runs 2 of these cards and would run 3 if they could.

 

Piloted Shredder: 4 mana gives you 6 mana worth of stats. Seems fair. When brought back by N'zoth its 4 mana initial cost results in 12 mana worth of value after all is said and done. This card was called Dr. 4 and is a huge part of the reason to play this deck. 

 

Sludge Belcher: This card was everywhere before standard as it is incredibly annoying to deal with. The goal before playing N'zoth should always be to have at least one Sludge belcher die because often it will take your opponent their whole turn to deal with that minion alone. Also since people are playing Cairne Bloodhoof more and more this card trades really well with it and costs 1 mana less. Sludge Belcher is a super OP Card made more OP by N'zoth making this deck a perfect fit. 

 

Harrison Jones: See Card Draw Section

 

Piloted Sky Golem:  See the Why Shredders Section. In short this card is just better in wild than Cairne Bloodhoof and is more fun. 6 Mana cost to play 1st time with 10 mana guaranteed value after its first death and if brought back by N'zoth its initial cost of 6 mana gives you 20 mana worth of value from resummoning one card. Its basically the same value from Cairne but trades up better and we are usually ok with trading the initial body away and the 4/5 stats from Baine Bloodhoof could be matched or surpassed by the Piloted Sky Golem 

 

Sylvanas Windrunner: Do I really even need to explain this one? N'zoth would be a good enough investment on turn 10 if he only brought back Sylvanas. Thats how goos Sylvanas is. She beats C'thun because you cant play him so long as she is alive on the board. S Tier Legendary and easily top 5 strongest cards in the game. 

 

Lay on Hands: See Card Draw Section

 

Sneed's Old Shredder: See Why Shredders Section

 

Tirion Fordring: When building a paladin Deck put in this card and then 29 others. Best class legendary and it has a deathrattle. No replacement for this card. Don't play N'zoth paladin without it. A or S Tier Legendary top 10 strongest individual cards in the game. 

 

N'Zoth, the Corruptor: Play this card --> gain 40+ mana in tempo --> win the game.

 

Update: Dr. Boom and 2nd Consecration. Consecration found to be too valuable to not include twice in the current meta and Dr. Unbalanced is still broken. The one thing about Dr. Boom to be noted is that his Boom Bots take up 2 of your 6 deathrattle revival spots and are clearly weaker than other minions you'd prefer to bring back but even so it has always been worth it for me. Just dont sacrifice bringing back a Tirion Fordring or Sylvanas Windrunner for a Boom Bot

If this deck gets to 50+ up votes Ill write an in depth mulligan and match up guide. 

Best Match Ups for this deck:

Shaman (All kinds), Hunter (All kinds), Priests (all), and N'zoth Paladin.

 

 

Worst Match Ups for this deck:

Hardest: Tempo Warrior as they have two of the most powerful answers to this deck in Ravaging Ghoul and Brawl. This is the only match up I have found with a significant win rate under 50% being closer to about 35% in this match up. Not unwinable but certainly not favorable. 

 

 

2nd Hardest: Mages, both Tempo and Freeze. Tempo is difficult if they draw on curve and save their polymorphs for the important targets and can often just out tempo you with crazy Unstable Portals and Mad Scientists. Win rate against Tempo is roughly 40%. Freeze mage all comes down to if you have saved forbidden healing for after they use alexstraza. If you wait then the match up is easy but if you never draw it or use your healing too early then the freeze mage will win as they often find enough damage to finish it. I am currently 3-3 vs freeze mage so it seems to be mostly about the luck of the draw in this match up. 

 

3rd Hardest: Zoolock. Not much to say here its a game about keeping up until they are in the stage where they are using their hero power every turn. If you can survive until they reach this stage you will often win. In this match up healing is huge and so is card draw. Ive found that Lay on Hands is the card that beats Zoolock in standard. It catches up in both the damage they have dealt in excess when SMOrcing and fixes the card draw deficit. However in this match up Divine Favor is often useless and so is harrison jones and because of these tech choices this match up is roughly even to unfavorable. On the other hand Handlock/Renolock is an easier match up as even if they use Reno Jackson, they wont be able to deal with your board and you can deal 15+ damage again the following turn. Moreover Twisting Nether if used before N'zoth the corruptor is great for us and even if it isn't your opponent will waste their whole turn not developing a board and leaving you with the deathrattle minions left overs which alone can often finish an opponent who has aggressively used their hero power.