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F2K Control's Midrange Anyfin Secret Paladin

  • Last updated Mar 13, 2017 (Aggro Downfall)
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Wild

  • 17 Minions
  • 11 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Secret Paladin
  • Crafting Cost: 10600
  • Dust Needed: Loading Collection
  • Created: 3/13/2017 (Aggro Downfall)
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  • Battle Tag:

    Kuznecoff#1118

  • Region:

    US

  • Total Deck Rating

    2

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Proof that it's his deck: twitter link.

This deck is a variant on the conventional Secret Paladin decklist, mainly replacing midgame drops with murlocs in order to take advantage of Anyfin Can Happen. This deck did not truly flourish until this month due to the extreme presence of aggro decks and Reno Jackson, which this deck struggles against.

The gameplan is much like secret paladins of old, but now takes advantage of the "Water" package: 2 Bluegill Warriors, 2 Murloc Warleaders, Finja, the Flying Star, and the wild-exclusive Old Murk-Eye.

Key characteristics of this deck:

First, it has no healing, meaning a large share of your games are going to be you winning a few turns ahead on the clock than your opponent [if you don't know what the clock is yet, I'd highly read this article]. If you've played a lot of Hunter, you'll easily get what I'm talking about. 

Second, your main win condition is not using Anyfin Can Happen. This is really important to note, because many games will have you winning before turn 10. Applying pressure (i.e. hitting face) is more important than instantly killing off your Bluegill Warriors in trades you know your opponent will make for you.

Third, Anyfin Can Happen is your second win condition. If you're facing a class that has the same win condition as you (i.e. putting minions on board and hitting face), you'll probably have to take the defensive position. This means that you need to keep the board clear and prevent damage to your face, leaving you to win later with the burst from Anyfin Can Happen. This is also an important win condition in control matchups, allowing you to do easily over 30 damage in control matchups.

Card Choices

Secrets

Standard choice of 2x Avenge, 2x Noble Sacrifice, 1x Competitive Spirit, 1x Redemption.

Competitive Spirit is kept as a 1-off because this deck is not particularly token-focused. Redemption is kept as a 1-off because this deck is not as deathrattle-focused,  and adding an extra murloc to Anyfin Can Happen generally happens when you're already winning the game. For both of the above, we generally only get the chance to play the first Mysterious Challenger, meaning that any extra copies of the secrets would cut into minion consistency and dilute draws.

Minions

Secretkeeper

A 1-drop that adds consistency to the deck, and generally baits removal. On the coin, make sure to play Secretkeeper first, and then play whatever secrets you need later (with the coin, if needed) to allow maximum flexibility in your curve.

Wickerflame Burnbristle

It's effectively a 3-mana Shielded Minibot that is guaranteed to heal for 2 (but generally 4), allowing you to develop minions behind the taunt in board-control heavy matchups.

Divine Favor

A draw machine that gives you an immense card advantage. I only play with a single copy because many times it ends up as a dead card against aggro and midrange matchups. In other cases, it's pretty much the best card in the game.

Sludge Belcher

When there's a wild format, there's a Sludge Belcher. Very solid against midrange-play-a-minion-a-turn decks, but generally detracts from the core idea of the deck, which is to rush your opponent down.

Mulligans/Matchups

Deck Techs/Substitutions

Thanks for checking my guide out :)