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Galva-tron (Mech Buff-adin)

  • Last updated Apr 27, 2017 (Un'Goro Launch)
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Wild

  • 19 Minions
  • 10 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 9620
  • Dust Needed: Loading Collection
  • Created: 4/4/2017 (Un'Goro Prepatch)
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  • Battle Tag:

    Heron Crane

  • Region:

    US

  • Total Deck Rating

    32

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Journey to Un'Goro has introduced several new cards that make Buff paladin a very appealing archetype, especially in Wild.  This is a preliminary decklist that will almost certainly be updated once the meta stabilizes (and I get the cards). 

General Strategy:

This deck centers around the natural synergy between mechs and buff spells made possible by the Spare Part mechanic.  These tools allow you to complete your quest in a timely manner, and there are some additional buff spells included to help with this.  While it is correct to keep The Last Kaleidosaur in your starting hand, it is not always best to play it on Turn 1.  For instance if you have Clockwork Gnome and Meanstreet Marshal in hand and a steady curve of spells or minions such as Shielded Minibot and Tinkertown Technician, you will only need to cast the quest at some point before buffing your minions.  This gives you a large amount of flexibility that many other quests don't allow.

While Galvadon is a potential win condition in itself, this deck contains various aggressive tools to put pressure on your opponent as well as defend against other aggressive decks.  However, this deck is not meant to be played in an all-out aggro face style, but rather by making favorable trades to ensure your minions stay on board.

Lots of cool synergies such as:

Tons of Spare Parts to complete your quest early, and plenty of ways to get them between Clockwork Gnome and Tinkertown Technician

Small-Time Recruits to draw your Clockwork Gnomes and Meanstreet Marshals, which go a long way to ensuring you have a steady flow of resources.

The Curator, in addition to being a mech, allows you to draw Primalfin Champion and Mukla, Tyrant of the Vale.

Mulligan

In general the best mulligan strategy is to keep the cards that will give you the fastest possible start.  This does not always mean keeping cards of the lowest cost; minions like  Primalfin Champion, for example, are usually better to draw into later when you can combo them with buff spells.  Generally you will want to keep:

The Last Kaleidosaur (always), Clockwork Gnome, Shielded Minibot, Tinkertown Technician (if you have a 1-2 drop mech), Meanstreet Marshal (if you have Adaptation or Divine Strength), and potentially Piloted Shredder/Mechanical Yeti if you have a really good hand and/or The Coin.

If you have some good cheap minions already, you can consider keeping cheap buff spells such as Adaptation, Blessing of Wisdom, or Divine Strength or Coghammer.  However, keep in mind that this deck revolves around having minions on board to buff and your top priority should be to establishing a board as early as possible.  Several Divine Shield and Deathrattle mechs are included to help with a consistent board presence.

Other Viable Ideas

Although it is not currently included, Forbidden Healing could be very good in this deck as it can be cast on a minion for free helping you to complete the quest.  As this list is rather aggressive and many minions don't have high enough health to justify its inclusion, I've left it out for now.

Unfortunately I don't currently have the cards to fill this deck, but if any of you have success in testing or would like to suggest changes, I'd love to hear feedback :D