Horsemen OTK Paladin
- Last updated Aug 8, 2017 (Quest Rogue Nerf)
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Wild
- 19 Minions
- 10 Spells
- Deck Type: Theorycraft
- Deck Archetype: Unknown
- Crafting Cost: 9520
- Dust Needed: Loading Collection
- Created: 8/8/2017 (Quest Rogue Nerf)
- kirillburton
- Registered User
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- 3
- 23
- 22
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Battle Tag:
kirillburton#2956
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Region:
EU
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Total Deck Rating
49
Disclaimer: This is only a concept and it will be updated regularly.
This deck heavily relies on draw and healing. There's a sh*tload of AoE and lots of healing, so your survival should be achievable.
The main win condition is to play Uther of the Ebon Blade as soon as possible while you getting at least 1 coin, either through the Burgly Bully or by going second. Ideally for a true OTK you must get 2 coins.
Your draw goal splits into three variants:
FIRST COMBO
2 x The Coin
So, for the first combo you must summon a Horseman from your hero power and then return it to your hand with a Youthful Brewmaster. The next turn OTK is achieved by playing cards in this order:
- a Horseman from your hand (2)
- The Four Horsemen (2)
- Auctionmaster Beardo (3)
- The Coin (0)
- The Four Horsemen (2)
- The Coin (0)
- The Four Horsemen (2)
- Boom!
SECOND COMBO:
1x The Coin
The second combo is a lot trickier, because you must summon Horsemen from your hero power twice (they must be diffrent) and return them both to your hand with a Youthful Brewmaster. That could be achieved either by ensuring 1-turn survival of a horseman and returning them both next turn after playing your Hero Power or by relying on RNG and returning them each turn (that's worse).
The next turn OTK is achieved by playing cards in this order:
- a Horseman from your hand (2)
- a Horseman from your hand (2)
- The Four Horsemen (2)
- Auctionmaster Beardo (3)
- The Coin (0)
- The Four Horsemen (2)
- Boom!
THIRD COMBO:
1x The Coin
1x 1-cost spell
For the third combo you must ensure one of your horseman survived a turn, so you have a control at the start of your final turn. This can be achieved through Redemption or a new one Desperate Stand, or both. The next turn you should play cards in this order:
- The Four Horsemen (2)
- Auctionmaster Beardo (3)
- The Coin (0)
- The Four Horsemen (2)
- 1-cost spell (1)
- The Four Horsemen (2)
- Boom!
So that's about it. Be sure to leave a comment or a suggestion in a comment section, you're welcome!
garrison commander allows for a lot of extra wins in situations where your opponent refuses to give you coins from bully. it's also faster, i.e. the number of individual turns it takes to set up is less than the whole setting up coins with bully, setting up brewmasters, then finally going off when you get beardo. i still use beardo, and a list with a similar core to yours. but garrison commander is really what wins most of my games. if you just bounce a horseman every chance you get throughout the game, you can win from crazy spots where you're under huge pressure purely because you have 2 horsemen in hand and a garrison commander. that alone wins the game, as long as you have board space and the opponent doesn't have potion of polymorph. and even when you don't get an opportunity to bounce the 2nd horseman — any moment the opponent is unable to kill a horseman you left on board you have a 75% chance of winning right there. as long as it's not the same horseman you bounced, then you win here with 8 mana. just play the horseman from hand and you have 2 already, so garrison commander allows you to summon the final 2. not as fancy as the beardo plays, but a lot easier to pull off when you're under a ton of pressure. the best part about it is you hardly have to change the deck to add this. it's a single card win condition in this deck, since you already have the brewmasters. basically you just need to remove whichever card comes in handy the least, and put commander in. every other part of the commander combo is also part of the beardo combo. though strictly speaking it is possible to do the beardo combo without any bounced horsemen, just by having a lot of liquid mana lol.
I've had some trouble with Horsemen OTK Paladin decks like this one. It forces you to hold dead cards like Auctionmaster Beardo and the Brewmasters. Not only that but the combo heavily encourages you to not use The Coin and the paladin 1 mana secrets, which makes you lose too much tempo. I find myself constantly losing the board despite board clears and eventually being overrun before I can draw all the key cards in time.
I did it too. Twice!
last combo need 1 more coin I think) for 4th horsemen