Impossible to lose Brawl Paladin (96%+ winrate)
- Last updated Jul 8, 2016 (Old Gods)
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Wild
- 19 Minions
- 11 Spells
- Deck Type: Tavern Brawl
- Deck Archetype: Unknown
- Brawl: Clockwork Card Dealer
- Crafting Cost: 11000
- Dust Needed: Loading Collection
- Created: 7/7/2016 (Old Gods)
- user-18463414
- Registered User
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- 3
- 13
- 31
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
32
So, the new brawl is out, and I decided to build a deck for it. I've currently gone 17-0 with this deck, and I'm not convinced that it's possible to lose with it (not seen a mirror match yet). It takes advantage of a few things that I've not seen any other deck do, which always gives it a slight leg up.
So, first thing to explain is why the 0 drops? These are always what you search for on your mulligan. Because you always draw a perfect curve, they are extra ammo to play on turn 2 (when you draw knife juggler). This means that if you start with 1 or 2 0 drops, your juggler is guaranteed to throw out 2 knives, and gain some protection (especially if you have target dummy), making a value muster all the more likely.
Next, why do I run 2 of all secrets since they're not all as good as eachother? Because all 5 synergise so well from your challenger. You don't want to keep any secrets in your opening hand, and since you're guaranteed to draw a secret on turn 1 (which you should automatically play), you could find that you could draw a secret you ran at one, reducing the overall strength of your challenger. This way he is always at full strength, and due to the flooding nature of your turn 2, all secrets have real value here.
Next, why do I run 2 different 4 mana cards? This is for option selects on turn 4. If you get either in your mulligan, keep them. The reason being, if you're behind and need to catch up, keeper is better (buffing a turn 3 silver hand to trade well). If you're already ahead or have an empty board from a board wipe, shredder is better. Either way, you're getting serious value to control and maintain a board.
It's a similar story for your turn 8 and 9, but it's less important to have both. I've won over 60% of my games from my turn 7. But if I have to pick one to keep, it would be tirion over rag, if simply because of N'zoth, and Y'sera over Soggoth, though Soggoth does keep your board untouchable.
Finally, your turn 10 is the nail in the coffin if your opponent survives this long. In theory N'zoth will rez a shredder, a sludge belcher, 2 boom bots and a tirion. I've never had a game where this hasn't led to an auto concede.
So, to recap. Your mulligans is to find 0 drops, either of the 4 drops (but only 1. If you find both, send one back to the deck), and either 8 drops. Play your drawn secret on turn 1, and play any 0 drops on turn 2 after you play juggler. If you have both 4 drops, select the best one to play on turn 4, and play on curve through to turn 10. Always try to make value trades, and don't be afraid to trade your juggler on turn 3. He's done his job by this point.
As I have said, this deck is pretty much unbeatable. Feel free to give it a go.
-Edit- So, after 27 games I finally lose one. Against a weird face mage deck that I've not seen before. Still, that is over a 96% win rate.
-Edit 2- 35 games and still only one loss. Played the mirror match twice and found secret keeper to be a problem to fight against, but still took the victory. Also has a close match up against ghoul, brawl, varian warrior. Nzoth won that game simply due to tirion. Might be enough to confirm I should remove rag.
-Edit 3- Had a lot of fun day 1, have 59 wins, and only 2 losses (the second loss was to a mirror match). Final take away from it is that while tirion is better than rag, I have had 2 games where the rag heal did make a significant difference, so I can't bring myself to remove him. Hope the rest of you keep enjoying the deck.
-Edit 4- So I've played a few more games today, and I notice eater of secrets has become a lot more popular. Still not lost to it though, even when it eats all 5 of my secrets. Decks that run it often lose control the board before that point, so I've found just go face and force them to trade into me. Often they're at too low health, and dr boom followed by tirion is still too strong to be stopped.
Ok this deck is not rly good anymore now a few hours before the brawl ends. t3 board clear every match.
EDIT: Guess I got unlucky in my first few matches, after that nice win streak. :p
Turn 2 doomsayer owns this deck easily if you didnt play repentance turn 1.
I ended up 54 and 3 with this deck no changes exactly as written up, so a 94.7% win rate. Only losses were to a face mage, a face hunter and c'thun druid, all of them got very lucky with there arcane missile's or knives hitting only my minions. But hey they were losses and that is that. So it's not an impossible to lose deck but if you like to win 94.7% of the time then that isn't bad either. Most concede on turn 6 or 7 some even concede on turn 2 or 3. Turn 2 and 3 can be so powerful you have no way to come back.
I've beaten this deck with Ramp Druid. T1 finley, T2 doomsayer means I get a clear board to drop T3 alarm-o-bot and T4 astral. Good luck with all those big threats. That's not to say this isn't a good deck, but I also went 17-0 before I met some counters. Impossible to lose is a bold statement.
Fairly surprising to hear that. You have no way to recover from a T3 alarm-o-bot. If I get warlock hero power (which is about 3/8's of the time), then I'm tapping and dropping a threat T4 as well. So while you have Piloted Shredder and Muster for Battle up on T4, I'll have at least one big threat, maybe two. When you drop Sludge Belcher, I'm dropping a 7-10 mana drop (which my entire deck consists of). How do you regain the board when you have no clear? Keeper of Uldaman is a smart choice but I can Deathwing your entire board or play Y'Shaarj for two threats per turn. Yes, it is possible for you to win the match, but don't act like it's instant win against anything especially since it's poorly matched against astral druid with Doomsayer.
Pretty sure there are no 5 / 6 drops in this deck...
Ysera, Soggoth, Bog Creeper, Rag, Ancient of War, Y'Shaarj, Deathwing, Icehowl, Northsea Kraken, Ironbark Protector, C'Thun. There's 15 cards off the top of my head that would either have an immediate impact or would prevent you from going face. I have 0 5/6 mana cards so I'm guaranteed something in 7-10 mana range T5 and T6. You'll have one Keeper for my first T4 threat from Alarm-o-Bot but if I get warlock hero power then I have a second one that same turn. From then on I have higher value minions than you. Sludge Belcher is a pain and a nice stall but if I have taunts up (which I have lots of), they'll stall you just as much.
Great deck! 4-0(just to finish tavern quest) but each game ended turn 6 when I dropped mysterious. Close call with 1 rogue tho who ran 2 mana addicts+cold blood and stuff and got me to 4hp in few turns but then ran out of steam.
If i start 2nd and after mulligan I get the Mysterious Challenger, should I use the coin in turn 5 or keep it until I actually need it?
and also why do you run 2 of each 4 drop?
If I have a 2nd challenger, should I use it? and if so which of the 4 drops should it replace?
went 10-0, started seeing other secret paladins (the worse version), swapped a shredder for 1 eater of secrets, next game got an 8/10 eater, 11-0, pretty much done with this brawl though.
It's so much fun to see opponent after opponent concede.
I think that these changes makes it even better.
+2 Zombie Chow (T1)
+2 Secretkeeper (T1)
+1 Arch-Thief Rafaam (T10/11 burst)
+2 Eye for an Eye (real secret)
-2 Noble Sacrifice
-1 Soggoth the Slitherer
-1 Ragnaros, Lightlord
-1 Keeper of Uldaman
-1 Repentance
-1 Ysera
Rafaam can be T10(or T11) lethal (you still have N´Zoth option). Ysera? Not that much.
You cant rely on RNGYsera that much. I saw only one type of [card]N'Zoth, the Corruptor[/card] boardclear with Deathwing. Then you are left with slime,2 drop and that weapon. The one card you will draw wont be that strong (at least in my case) and paying 10 mana inst that bad.
Besides Ysera body isnt that great either 4/12 vs 7/8 can change few things around.
It's the turn 9 slot, where normally the game is already over. It's not an important slot, so you want to run Ysera, by all means. But I've got a lot of wins right now, and I know for a fact that Ysera wouldn't have been a better pick.
Dude so what? This brawl isnt a new one. Sure WotOG wasnt out at that time
or even TGT. Core of this deck is basically the same thing(secret pally). Today I lost three times, If Im not mistaken, in the beginning to some hunter, then to similar pally and lastly to lucky druid.This brawl will end soon anyway. Have a good day.8-0 with a variation of this deck. I don't have Soggoth so I replaced it with Nefarian. I also don't have Ragnaros Light Lord so I left that out. I think that the 0 drops are a brilliant idea it also combines well if you get competitive spirit in your mulligan as that could give you a 1/3 with taunt and a 2/2 by turn 2.
The closest call I had was with a warrior but Nefarian won me that game by giving me an inner rage that I used on Tirion to get lethal. But it is actually very rare to get to turn 9 or 10 most of the time is lethal by turn 7 or a concede.
I also use 2 hands of protection but most of the time these are dead cards in the hand. It's just that the deck is so good that you don't really need 30 cards so it is hard to find some cards to fill the slots.