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Midrange Quest Paladin

  • Last updated Apr 16, 2017 (Un'Goro Launch)
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  • 17 Minions
  • 11 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Kaleidosaur Paladin
  • Crafting Cost: 11000
  • Dust Needed: Loading Collection
  • Created: 4/9/2017 (Un'Goro Launch)
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  • Xaos73
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There is a discussion going on about this deck archetype in the forums here.  Basically, there are 3 potential archetypes for the Paladin quest deck - aggro, midrange, and control.  I think the Midrange version is likely to be more consistent, so I am going down that path for now.

Based on feedback in that thread and some additional play testing, I have made some adjustments to the original build.  Here are some thoughts behind my choices:

# of Buff Spells - I started with 10, but got a starting hand full of them with no minions too often.  If I ever ended up with both copies of Spikeridged Steed in my hand, I was only ever able to play one - so I dropped one of those.  I also dropped both copies of Divine Strength since those are the least helpful. Blessing of Wisdom can also be used defensively, so that's a keeper.  I think the sweet spot is between 6-8 spells - this deck has 7 (now 8).

2-drops - I think the deck needs 4 or more minions here for a better chance at getting an early board. Primalfin Champion is auto-include.  I haven't met many Pirates lately between ranks 5-10, so I took out Acidic Swamp Ooze, but that plus Golakka Crawler could be put in if the Caverns Rogue decks multiply further, (the amount of Pirate Warrior decks on ladder tends to keep pace since it is the best counter).  I also like Grimestreet Informant - while the body is weak, you can usually find something good to fill out your curve the next few turns. Dirty Rat has seen some great play lately as a combo-buster, but unless you have Aldor Peacekeeper in hand, this deck might struggle to deal with whatever you pull out of your opponent’s hand.  Another option could be Faerie Dragon since we have the The Curator but no dragons (I later added Primordial Drake).

3-mana Taunt:  I originally had Tar Creeper in the deck, but someone suggested Stonehill Defender.  I often miss the bigger body of Creeper, but with the 4x likelihood of getting a class taunt from the Discover, you are relatively likely to get another Paladin legendary with Stonehill.

Beasts - Since we are running The Curator to dig for Primalfin Champion, I think the deck warrants the inclusion of at least 2 Beasts. Stampeding Kodo is a solid choice because of Bloodhoof Brave and Alley Armorsmith in Taunt Warrior and the board freeze + Doomsayer combo in Quest Mage right now.  Someone suggested Mukla, Tyrant of the Vale for the 2 free buff spells.  I don't have him, but that sounds like a nice option. Stegodon is another good option, because his high health presents a nice target for a buff.  Also, the deck could probably use another 4-mana minion.

Healing:  Wickerflame Burnbristle and Ivory Knight are the only healing - you can potentially pick up an additional buff spell from the Knight.  I could see swapping out the Knight for Ragnaros, Lightlord.  Another crazy option that I haven't even tried is putting 1x Forbidden Healing or Holy Light in your deck.  They are most often used on the hero, but you could use them on a minion to give it some additional life and it would count towards the quest.

Gameplay:  I always mulligan away all the buff spells unless I have Primalfin Champion in my hand - in that case you could keep one of the 1-mana spells as well.  You basically just want to fight for board control until you get Primalfin Champion plus 2-3 of the buff spells in hand.  It's fine to use 1 or 2 of the spells before that to help keep your board if necessary.

In general, you usually want to play your buffs on a minion that stuck around for a turn so you can get the immediate benefit, but it's ok to buff Primalfin on the same turn that you play him because you will get the spells back the next turn if he dies without ever attacking.

This isn't designed as an OTK deck, so Galvadon will not likely be our direct win condition.  Midrange Paladin is supposed to just grind you down over time, and Galvadon helps that by clearing the board and absorbing removal.  Everybody gushes over the Windfury possibility, but I think that the 2 most valuable adaptations for him are "Can't be targeted by spells or hero powers", and Divine Shield.  Throw on a +3 Health and Taunt, and all of a sudden he is harder to deal with than Soggoth the Slitherer.

I did include Faceless Manipulator because of the flexibility - you can copy an offensive or defensive Galvadon, copy a Primalfin with a couple spells on him (especially juicy if it has Spikeridged Steed), or copy your opponent's scary stuff like a Mountain Giant on T5.

Thanks for reading - please let me know any opportunities for improvement, either here or on the related thread.

16 Apr Update - I'll be honest, I am struggling to find the right deck to make Quest Paladin work.  I keep fiddling with the 2-drop spot (-2 Grimestreet Informant, -2 Hydrologist, +2 Equality, +2 Golakka Crowler), I added one more buff spell (Silvermoon Portal for an Ivory Knight) and I took out Finja for Primordial Drake.  I'm going to try a Murloc-based version and an Elemental-based version as well.