The Oozadin
- Last updated Sep 5, 2014 (Naxx Launch)
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Wild
- 19 Minions
- 9 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 6040
- Dust Needed: Loading Collection
- Created: 8/20/2014 (Naxx Launch)
- kestalkayden
- Registered User
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- 2
- 7
- 14
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
87
THE OOZADIN:
The Oozadin was a deck that was created right after the completion of all Naxx quarters and had interesting synergy. Since then, I've made it less gimmicky/combo-dependent, and focused more on control.
THE FEEL OF THE DECK:
Much of the feel of this deck has been shifted more so to the midgame and early game, while removing many of the secrets. The only secret I opted to keep in was Avenge, and this is due to all the sticky/deathrattle minions such as Haunted Creeper and Echoing Ooze.
More control elements such as Aldor Peacekeeper, Avenging Wrath and others were added to this deck.
KNIFE JUGGLING:
Due to the sticky minions such as the Ooze (that creates another ooze) and the Haunted Creeper, along with low cost minions such as Argent Squire and Abusive Sergeant, you can utilize the Knife Juggler early game.
STICKY/LIGHTWEIGHT MINIONS:
Due to all the sticky/early minions, I opted for Cult Master for card draw, over Divine Favor due to all the zoo/aggro decks that empty their hands early which leave the divine favor to be a dead card in more situations than not.
ECHOING OOZE:
While this card has a less dependent role in this new version, it can be utilized multiple ways. Early game, you can use it to get minions on the board to not only prep Avenge, but also to be used with Knife Juggler, and to be used as Fodder for Cult Master.
While Blessing of Might was removed, the Ooze can be triggered late game with Blessing of Kings, or again to trigger Avenge if you other minions on board. I have debated on removing Acolyte of Pain for one Blessing of Might, but I felt that it would not be as consistent.
This is lacking a bit in card draw at the moment. If you don't get a good Cult Master play it's extremely easy to run out of cards.
maybe a single Divine Favor would help
- L
The problem with Divine Favor is it's good against control but awful against aggro. :/
This deck is pretty good right now with board clears for the rush-style decks predominant in the meta. I'm trying this with one more Avenging Wrath subbed in for an Acolyte of Pain. I find it's really good used against Zoo or Rush Hunter decks, and can contribute to the control element as well when used after Equality.
You can adjust for that by adding back in some of the early drops.
After having a chance to play a bit more, earlier versions seemed stronger (plus had more utility and less hoping to draw the right card). I have not had time to test this deck lately and I am sorry for not getting to the comments. It relies too much on a gimmick, which when the last Nax quarter JUST launched seemed much better than it was. At the moment I probably wouldn't recommend this deck to anyone unless you are absolutely sure you can work with it.
This deck was an idea which performed in a unique way, but I'll go back and fix its shortcomings (sword of justice too slow + bait for ooze or harrison, card draw issues, lack of rush, etc).
I followed your midrange rush deck for Warlock and I love the concept and I am currently tinkering with it to see if I can iron out some inconsistencies. About this deck, I am curious as to why you decided to add x2 Nerubian Eggs, I understand that there are several activators for it but I think that one Nerubian Egg would be fine and then add something like a Bloodmage Thalnos which is just an awesome card overall giving some harder control with consecration plus some nice draw.
Been looking to play Paladin (Paladin is my weakest class) and the only card I am lacking is Tirion. (I can craft him him tho) Should I craft him?
Deck is bad vs savage druids. Too much rush.
I'd agree. I'll rework the deck in the future.
Been doing decent with this deck. I think Sword of Justice works perfectly, and below is an example of a turn 5 nightmare for my opponent. Had to make a few adjustments, really like the Divine Favor I added.
I'd probably agree with a lot of these change suggestions. Somewhere in updating the deck it got weaker and had shortcomings. I'll have to play around to see what I can do to make this deck better on ladder.
Currently 20-2 with this deck with just some minor changes.
-1 Sludge Belcher
+1 Avenging Wrath
Sometimes the reach is nice to have.
Haven't lost to Zoo yet, but I'd guess you'd have to draw horribly and they'd have to get into their Doomguards/Soulfires very quickly for this to happen. Most Zoo decks just peter out. They can't trade well with your buffed up minions, especially when Avenge goes off. Once you get your divine shielded taunts up, game over. Particularly if you have Redemption.
The two games I lost were against Control Pally and Ramp Druid. The CP game, they drew perfectly and my draw was poor. Topdecked a Consecrate against me, had Equality + Pyro twice early on, etc. If either of us had had a more average start I think I win that game. Against the Ramp Druid. He Growthed turn two then Coined into Loatheb turn three. Then played DotC. I was still fine and got a good board going. He silenced my first Sunwalker and so I dropped another and I had Redemption and Avenge up. I think he Starfalled my first, silenced Sunwalker which came back, but it made my other Sunwalker 7/7. Which he BGHed.
This deck works very well if you know how to play your secrets. Don't hero power out a dude if you've got Redemption up. Even if you have a taunt. Make sure your Sunwalker or Tirion is getting to come back. That wrecks folks. I've had a couple of people outright quit after it happens. Save Ooze if you can for SoJ or Kings. Because of your taunts you (usually) can afford to take some damage before they come out. Another hugely important component of this deck is knowing when to switch from control to beatdown. You aren't playing Control Pally with a ton of heals. You can trade all day with a Zoolock, but you can't be doing that against a real Control Pally, Warrior, Druid, etc. Once you get a board you have to seriously consider slamming them in the face. It's one reason why I run Avenging Wrath.
Priest opponents seemed easy. Usually they end up using SW:D on a buffed up Ooze or Shade and so your Tirion is safe. With Redemption he's safe anyway. Mind Control might ruin your day if it grabs Tirion, but most Priests don't run it, thankfully. They just don't have the burst to kill you. I have seen some Aggro Priests now with Chows, Undertakers, etc. Kill off the Chows before Soulpriest/Circle comes down and you'll be fine.
Hunters. Hunters, hunters, hunters. Won all the games I had against them. They're too slow to burst you down early. Once you get taunts up you'll probably be fine. Thank God they only have two Hunter's Mark. Though Redemption is going to save your butt here a lot. Nothing more satisfying than a Hunter unleashing and HMing your Sunwalker only to have it die, buff your other minion +3/+2, and then come back as a big F-U. Hunters usually want to trade and control the board and this works in your favor. LoH can be a life saver in this match up, too. Flare can be a problem, but I only had it happen to me once. Lots of Hunters will forget you can play secrets and Flare off Turn 1. Just be a bit more conservative with your secrets. Instead of doubling up with Avenge and Redemption, just use one. Preferably Avenge to bait out the Flare if you think they might be holding one.
While I did not have as good of a run, I manage to get about a 60-70% winrate.
You're right. You caught us. It's all a conspiracy. We're just lying and making stuff up so you'll play this trash deck on the ladder and we can take advantage of you. Also, we never landed on the Moon, 9/11 was an inside job, and I hate to break it to you, but you're adopted.
When I started my insane run it was from Rank 13. So I probably ran into quite a few terribads. I played with the deck some today though and still managed about a 65% win rate.
If you're struggling with Zoo/Hunters you can, ya know, take some initiative and put the Squires/BK back in the deck or maybe add some other low cost minions. Haunted Ghouls, Creepers, or about 50 other cards would work nicely. If you really feel card draw is a problem, then sub in those LHs.
I've actually been debating on changing this deck to a more aggro-styled paladin inspired by Shockadin (but ready for the current meta). Though I'll have to wait and see. On the new season, I'll test things out a bit more.
Not sure how this deck has so many positive reviews. Some of the combos are fun, but i don't see how this is competitive at all. I'd like to see a video of its gameplay in its claimed ranks to see how the deck is supposed to be played.
The deck title includes the word "Synergy" but I'm not certain that the author understands what synergy really is here. There is very little if any synergy in this deck. Just because there are some random combos that can be fun to play if all goes well doesn't mean the deck has synergy. To me, it just seems like a gimmick deck.
From what I've played of it so far, I'd have to agree with others and say that this is one of the worst Pally decks to play in ranked atm.
I'm definitely not the same person. I even admit that earlier versions seemed a better. The ooze seemed like a great idea out the gate but now is more of a gimmick. I'll have to modify the deck a bit when I get a chance in the near future.
one of the worst decks outthere (my opinion)
decended from rank 8 back to 15. 15+ losses and 1 win.