Wild Hand Paladin
- Last updated Dec 18, 2016 (Gadgetzan)
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Wild
- 25 Minions
- 3 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 9280
- Dust Needed: Loading Collection
- Created: 12/11/2016 (Gadgetzan)
- DysphoriaBlue
- Registered User
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- 2
- 15
- 32
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
16
I'll try to give you a more detailed mulligan guide when I get the chance. I generally try for Shielded Minibot, Annoy-o-Tron, Acolyte of Pain and Smuggler's Run.
Hand buffing early (turns 1-3) is generally the wrong approach, you want the buffs to hit about 5-6 minions at once. Minibot can hold the board on curve without buffs and Acolyte often draws 2 cards on its own. Because this deck lacks spells, early board control is extremely important. Aldor Peacekeeper, Second-Rate Bruiser and Truesilver Champion go a long way on turns 3-6.
Recently I've been replacing a Fight Promoter and Keeper of Uldaman with Doomsayer. A buffed Doomsayer will almost always reset the board on turn 4, allowing you to play Grimestreet Enforcer freely. If the opponent doesn't respond immediately, the Enforcer snowballs - giving cards like Doppelgangster and Fight Promoter important buffs. If your opponent uses removal on the Enforcer they'll often have nothing for late game threats.
The late game is where this deck truly shines. Only a few buffs will turn Annoy-o-Tron into a 2-mana Sunwalker, and the longer you hold the board, the stronger your minions will be when you finally decide to drop them.
Don't be afraid to use Brann Bronzebeard just to get an extra battlecry for the Grimestreet Outfitter. Not every game ends with 5 8-8 Doppelgangsters.
Don Han'Cho does best on low cost taunts and Doppelgangster, so try to play them last if possible. Avoid buffing Tirion Fordring (it already demands removal) and Aldor Peacekeeper (it sits in your hand late-game).
Wickerflame Burnbristle is a fun card but not necessary, it only helps with stabilization after about 3 buffs.
Finally, try to finish the game as suddenly as possible. Drop a huge board on your opponent all at once and often they'll just concede on the spot.
Cool deck! Would you mind sharing to us the mulligan/playstyle guide?
I'm having a hard time trying to determine how greedy I should be with my handbuff effects.
Just added a brief write-up, I hope it gives some insight as to how I tend to pilot the deck. I'll give a more detailed mulligan guide when I have a better sense of the wild meta.
Thank you for the quick and timely response! Saw the write-up, and I love it so far (and will look forward to seeing your meta-informed mulligan guide).
As for your recent decklist changes, Doomsayer does actually make a lot of sense (after listening to your explanation about its usefulness in the context of this deck), but now I'm feeling a bit slightly upset that I crafted that second Fight Promoter (which you recently took out to make room for a Doomsayer) in vain. In what sort of meta would you put back that second Fight Promoter?
And here's another question: regarding your mentions about "Aldor Peacekeeper, Second-Rate Bruiser and Truesilver Champion go a long way on turns 3-6," is it ok to keep a second copy of any of the listed three during the mulligan phase?
And if you were to land an Outfitter/Smuggler's Run + Doomsayer combo in your opening hand (but didn't get any of the ideal three "turns 3-6" cards listed above), would it be okay to mulligan away the handbuff effect in favor of getting a higher chance of landing the other ideal cards into your hand?
Believe me, I feel your pain about Fight Promoter.
Fight Promoter should make a return once the meta slows down in about a month. Aggressive games are decided by your ability to control the board. Control games are decided by your ability to refill your hand after every board clear. Fight Promoter is a major player in a control and midrange meta.
This deck cannot afford to pass turn 2 in this meta. Holding onto 2 copies of Bruiser, Aldor or Champion will only limit your options.
Against an aggressive deck, you should toss buffs. Minibot, Aldor, Truesilver and Bruiser will be enough to take back the board without them. Against a control deck, you should keep them. You want to buff the largest hand possible, drop Doomsayer, and immediately seize board control next turn.
I’m glad that you’re enjoying the deck and I hope this advice helps.