Hey guys, Aishi here with a different approach: I remade an obsolete deck because I found a way to conceptualize the healing of my "Bounce-a-din" deck into a heavy anti-burn/sustain and overall silly deck style. I call it the "Paladin Slowroll", for great reason, anyone who enjoys long games and hates Mages can give this deck a shot. It is heavily a work in progress, you won't get incredible results as it's meant to try and counter a few popular decks, and we'll be able to work together and make the deck something to be feared. You'll better understand when we go through the cards:
=- A few reliable minions - Earthen Farseer, Harvest Golem, Argent Commander and Dark Iron Dwarf - Our AoE is Avenging Wrath, Consecrate, Wild Pyromancer, and combined with Equality make short work of a strong field. Abomination will also clear a field with Equality and adds a little burn to help kill the opponent - Did I mention Wild Pyromancer + Equality is incredibly silly? - A good amount of possible direct damage: 2x Avenging Wrath, 2x Consecrate, 2x Argent Commander, 2x Dark Iron Dwarf, 2x Abomination, Ragnaros - Heals. Lots of heals! 2x Earthen Farseer, 2x Guardian of Kings, 1x Lay on Hands, 1x Holy Light, 2x Truesilver, and Ysera gives Dream when you need a little health boost late game.
So, what's the issue with the deck on paper? A small lack of draw power early game to help support bad hands, and killing the opponent. Ragnaros is there to help with the second problem, it's a very slow process of killing the opponent, but having a huge threat helps finish off the field. Consecrate, Dwarf, Avenging, Truesilver, Argent Commander help this. I would readily grab Tirion if I had him because the Ash Bringer is so ridiculously strong to close games. Deck feels incomplete without him.
Cards to Consider Tinkmaster Overspark - Transforms are important in every sense of the word and free access to your opponents life will win you more than a handful of games The Black Knight - If you haven't noticed, cards such as Sunwalker and Ancient of War will give you trouble in terms of getting them off of the field. Even in the video of the updated deck, Druid's back-to-back Sunwalkers made me wish I had TBK. Tirion Fordring - A 6/6 divine shield will win you so many games, let alone Ashbringer Baron Geddon - Burn, more burn! Avenging Wrath - An incredible amount of direct damage on an empty board, usable with Equality as well! You want a second.
Updated version:
Older Videos
Old thread found below:
This deck is largely outdated, the end result has been a concept that does not fit well into the current meta as it does not do well against burn nor put out enough pressure to combat decks with sustain or deal with aggression well. We can let this concept carry on through my other decks and keep it as a simple reminder as to how it operates. I would like to think the Kodo-din deck is a spiritual successor to this one.
Bouncing is essentially bringing the card back to your hand, it's a term indigenous to Yu-gi-oh I believe, but it's what I learned the mechanic as so that's how I'll refer to it. The bounce mechanic of the deck exists to push forward the value of cards, as such, this deck is classified as a control deck with many open-ended plays and often place you in difficult situations to work through. Fair warning, the potential end point of this deck, as with most if not all control decks, are very dust heavy and costly to make. The current version of the deck is the deck as I have it in my game due to the fact that I'm missing many potential cards.
Almost anything in the deck is "bounceable" - Ooze, Silence, Divine Shields, Heals, and Charge. With Youthful Brewmaster, which I refer to as Panda. you can break any amount of weapons or replay the Acidic Swamp Ooze without having to fear that you would save it in your hand, Spellbreaker lets you keep a strong minion out while readily bouncing it in case a silence is necessary, Divine Shields on Scarlet Crusader, Argent Commander, and Sunwalker are all able to be reapplied. Your charge on Argent Commander can be used to attack twice on turn 8 if you bounce it. Finally, you have a huge amount of effective health by bouncing Guardian of Kings - an extra 24 health with Panda alone.
Are Guardian of Kings really necessary? Why not 3 drops like Earthen Ring Farseer? They heal half for less than half the mana, can be earlier drops, and maybe you could bump in a Ragnaros or some other heavy drop. Also I guess it's personal preference, but 2x Argent Protector feels much better than 2x Scarlet Crusade, 1x Big Game Hunter over 1x Equality, Leeroy over a Spellbreaker and Engineers over Inventors... mhm?
True, but the effective health that the Guardian of Kings gives keeps you from being burned, especially where rush, otk, and burn decks love to really pressure you into kill range and only have enough around 7 mana. I have more than enough 3 drops and the issue with adding weaker minions means that they fall into easily AoE'd territory. If you notice, I don't have many beefy cards in this deck and you need board presence if you're going to play into late game with a control deck.
As for Argent Protectors, yes, I've had them in past iterations of the deck, but their stats are wholly lackluster. If you read into the post, I did make a case for reintroducing them into the deck when I grab a Blood Knight or two. Engineers also fall into this category. I'm not lacking draw power nor value and add novice engineers would further present a problem to early game if you want to keep Argent Protectors. I decided to play Gnomish instead to give myself more board presence around turn 4, where I do have a huge amount of spells and such, but no minions. I don't have any Big Game Hunters but I'll definitely see that they get added once I do, and I don't like Leeroy. He'll win games by cheesing with bouncing and attacking twice, but he's no where near consistent.
Are you also suggesting against removing one or both of my only silences in the deck? O_o
I was wondering when you were going to post the deck list. I have had some pretty decent success on this and I like the concept. Didn't really kick in until I started to learn how to play the deck a bit more (then again I watch you play it all the time on your stream). The deck is a bit hard to pick up because theres a lot of things you need to understand like not holding all your cards early on and how to survive later, but when I get to late game I feel incredibly dominating. The decks biggest problem is definitely rush, but after cleaning up the board a bit with aldor and having minions out like scarlet its only a turn or two away from consecrate. I can just heal up anything that comes after and I win from card advantage. Thanks for posting the deck, I didn't have a Sword of Justice so I tried out a Light's Justice instead and it works out okay-ish.
Ignite said the early game is dead and I felt the same way until I learned how to play the opening hands correctly. I tried novice engineers and they just made the early game more dead. Also, its not like you can beat your way through 10/10 edwins and other stupid stuff without silence, you definitely want two or more because paladins don't have much to deal with over the top minions unless they carry big game. ps - I don't think Gnomish are that good of draw cards, dunno what else to put in but azure drake kinda sucks statswise for a 5 drop since so many things clear 4 health. Did not change much though because by turn 4 I only really used the paladin 4 drops
What do you guys think of reviving this for niche anti-mage deck? It might grow to be more than that. Anyone interested in trying to attempt something like like described below? Throw me some ideas.
For example, a Paladin built around sustain and slow rolling into late game is an easy answer to any stall/burn Mage and many other forms of rush. Clear like equality takes care of Giants with ease and the surfacing Equality+Pyro effect is something to be feared. Avenging Wrath does respectable damage on a clear board and cantrips like Hammer of Wrath add up little by little. As a Paladin, you can have more than a potential 100 eHP between the massive heal power a Paladin holds with healing neutral minions and bounces from Panda (technically infinite with Ysera). The practical issue lies in having enough draw power to sustain this, well, sustain and your method of winning aside from damage with a weapon through sources like Tirion, Truesilver. Secrets like an Eye for an Eye and legendaries like Greenskin are definitely not out of the question.
Aishi, I have found that as you rank up, mainly starting around rank 15 or so, many, MANY people run the cookie cutter mage decks. I feel like running a deck like this that solidly counters mages once you get to a mage-heavy point in the ladder is most beneficial. That's my plan anyway! Thanks for the deck, I'll try it out after I rank up some. Been fooling around with Kripps Plump Pally/Holy Wrath deck and it's been a lot of fun as soon as you get to late game. Watched his stream yesterday while he was playing rank with it and he was pretty successful vs mages with it.
Then again, he IS a very good player - his thought processes and knowledge of the game is inspiring. I wonder if it's because he's vegan.. hmm.. vegetables, the secret to being a good Hearthstone player? Haha!
Made a paladin control deck, played against a Warrior on my second version of it in casual mode, snatched victory from the jaws of defeat, should've died several times over. By the end turn I had Sylvanas and a Guardian of Kings buffed by +1/+1 from Sword of Justice and also sandwiching a Defender of Argus. I may try to find a place for Alexstrasza, using Tirion right now.
Awesome deck for screwing over mages, props on this one.
I switched out the following cards due to not having them: Ysera, Alex, 1 x pyromancer, 1 x light warden
I added the following: Leeroy Jenkins-Great synergy with consecration and a good 6 damage in the face out of no where to surprise them
Cairne Bloodhoof- He's a 6 drop and theres a lot of those but he immediately will grab their attention and they will try to deal with him. Good synergy with the bremasters who can bring him out when his health is low and u don't have heals on hand.
Big game hunter- He's just in there for the giants people love to play these days. Especially those mage giant decks that are annoying.
Sea Giant- You could use any giant you want here, mountain would probably be better but this is the only one i have ATM
Deck is working great regardless just prepare to more or less mulligan until turn 5 or 6.
The deck is ok...Im not sure about some of the choices but its not bad..If your going to go anti mage, best option is hunter...Think about it.
That's actually true. Made an Anti-mage Hunter yesterday, pretty much stomped both aggro and control mage. Ice Block becomes irrelevant when you can Flare + King Krush. And a lot of removal coupled with fast damage means the mage can't outdamage you anytime soon.
Problem is, it loses to everything that's not a mage. Then again, the deck is pretty much a work in progress, maybe I'll post it here once I'm done tuning it.
Back to the topic, this kinda looks like the way I want to play Paladin, through control... But 20 minions? I'll just have to tone this down a bit, to add some more spells. 20 minions doesn't feel like a control deck AT ALL (by no means, it doesn't mean the deck is bad, it looks really solid). :(
Minion count isn't really an issue, some might as well double as spells. The lack of neutral spells make Hearthstone a bit different from other card games currently, besides the low card pool of course. Just because you don't have enough spells doesn't mean it's not going to feel like a control deck. In fact, it's probably impossible to make a Paladin control deck when you sit back and think about it. What are your options? Consecrate, Hammer of Wrath, Truesilver, Avenging Wrath, Equality, some secrets. Big stretch of the imagination that a Paladin can play anything but an aggressive deck in its current state.
Hunter vs Mage is fine, but if she draws the right cards, you're dead. Depending on Flare is nice and all, but you need to worry about your own life because you won't be dealing much damage to her under her stall. I use my own Hunter deck under this guise and run heavy weapons to support the damage I can put out, but it's not much. Simply put, I'd rather not play an entire game around drawing Flare for a finish and work on a more consistent deck.
The deck is ok...Im not sure about some of the choices but its not bad..If your going to go anti mage, best option is hunter...Think about it.
That's actually true. Made an Anti-mage Hunter yesterday, pretty much stomped both aggro and control mage. Ice Block becomes irrelevant when you can Flare + King Krush. And a lot of removal coupled with fast damage means the mage can't outdamage you anytime soon.
Problem is, it loses to everything that's not a mage. Then again, the deck is pretty much a work in progress, maybe I'll post it here once I'm done tuning it.
Back to the topic, this kinda looks like the way I want to play Paladin, through control... But 20 minions? I'll just have to tone this down a bit, to add some more spells. 20 minions doesn't feel like a control deck AT ALL (by no means, it doesn't mean the deck is bad, it looks really solid). :(
My idea was to have lots of secrets, Eaglehorn Bow, Removal, and use Unleash the Hounds with Timber Wolf as removal and try like heck to have a Scavenging Hyena or two out when you do so they get huge buffs for each hound that dies in the process.
Minion count isn't really an issue, some might as well double as spells. The lack of neutral spells make Hearthstone a bit different from other card games currently, besides the low card pool of course. Just because you don't have enough spells doesn't mean it's not going to feel like a control deck. In fact, it's probably impossible to make a Paladin control deck when you sit back and think about it. What are your options? Consecrate, Hammer of Wrath, Truesilver, Avenging Wrath, Equality, some secrets. Big stretch of the imagination that a Paladin can play anything but an aggressive deck in its current state.
Hunter vs Mage is fine, but if she draws the right cards, you're dead. Depending on Flare is nice and all, but you need to worry about your own life because you won't be dealing much damage to her under her stall. I use my own Hunter deck under this guise and run heavy weapons to support the damage I can put out, but it's not much. Simply put, I'd rather not play an entire game around drawing Flare for a finish and work on a more consistent deck.
Yes, that's what I've stated in another thread... Thanks to their hero power and the way most of his spells are designed, every Paladin plays aggro, one way or another. But that's just my opinion, I can't really feel like I'm playing a "control" deck when I'm relying on minions... Maybe it's because I'm used to play creatureless-fog decks on MTG for quite some time... Just gotta hope we'll have more spells and control options on the future, and maybe who knows, more win conditions... I'd love to play a consistent mill deck.
About Hunter vs Mage, I'm not too sure Hunter's damage is as bad as you say it is... My games have stated quite the contrary, bows + hero power put A LOT of work, and freezing trap is very cheap against mountain giants (though you'll need deadly shot againt molten ones, but that's ok).
Yeah, the damage adds up pretty consistently if you can continually bring out the right secrets, but preventing direct attacks are so hard unless you draw into Misdirection/Freezing and there's usually not many minions to manipulate beforehand. Are you really going to get secret procs for your bow off secrets as much as you would think? Because it's a bit difficult early on for Hunters with a 3 mana weapon.
The biggest issue is the direct damage, which essentially bypasses the traps and hurts a class with no sustain.
Granted, this is only the negatives, just a criticisms of the weaknesses of the Hunter class against Mage. They're still very well off against mages compared to other classes. Out of my top 3 match-ups vs Mage (Paladin, Hunter, Warrior), I still think Warrior has it in the bag as the top contender. My own Hunter deck runs primarily off the weapon with mutual burn and strong draw power, for reference:
Yes, I ran a few games with it and found myself in need of ways to better finish off my opponent, basically, the game was all stall and no way to chip an opponent down fully outside of some burn with Consecrates, Abom, Truesilver, and a few more.
I fixed up this weakness by adding a few aggressive cards: - Dark Iron Dwarf - Argent Commander
Which both help out by adding a little extra damage in a very reliable way. If I had a second Avenging Wrath, I would most certainly recommend using it as the direct damage on the card is great, please check back in about 30 or so minutes and I'll have touched up the opening post a great deal.
My Deck Threads Index
[Pre GvG] The Paladin Slowroll
Unknown Deck
by Aishi_ - Dec 13, 2013
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Minion (20)
- 1x Ragnaros the Firelord
- 1x Big Game Hunter
- 2x Abomination
- 2x Aldor Peacekeeper
- 2x Argent Commander
- 2x Defender of Argus
- 2x Guardian of Kings
- 2x Wild Pyromancer
- 2x Harvest Golem
- 2x Dark Iron Dwarf
- 2x Novice Engineer
Ability (8)
- 2x Avenging Wrath
- 1x Lay on Hands
- 2x Equality
- 1x Holy Light
- 2x Consecration
Weapon (2)
- 2x Truesilver Champion
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Warlock Low Mana Rush
Warlock Suicide Jaraxxus Control
Warlock Zergrush
Warrior Beatdown
Warrior Molten Giant OTK
Paladin Slowroll
Paladin Kodo & Friends
Druid Slash & Burn
Druid Force of Murloc
Druid Midrange *new!*
Rogue Knives & Magic
Not an OTK Hunter Deck
Template Decks
Warlock Aggro Template Deck
Rogue Template Deck
Paladin Template Deck
Druid Template Deck
Shaman Template Deck
Hey guys, Aishi here with a different approach: I remade an obsolete deck because I found a way to conceptualize the healing of my "Bounce-a-din" deck into a heavy anti-burn/sustain and overall silly deck style. I call it the "Paladin Slowroll", for great reason, anyone who enjoys long games and hates Mages can give this deck a shot. It is heavily a work in progress, you won't get incredible results as it's meant to try and counter a few popular decks, and we'll be able to work together and make the deck something to be feared. You'll better understand when we go through the cards:
=- A few reliable minions - Earthen Farseer, Harvest Golem, Argent Commander and Dark Iron Dwarf
- Our AoE is Avenging Wrath, Consecrate, Wild Pyromancer, and combined with Equality make short work of a strong field. Abomination will also clear a field with Equality and adds a little burn to help kill the opponent
- Did I mention Wild Pyromancer + Equality is incredibly silly?
- A good amount of possible direct damage: 2x Avenging Wrath, 2x Consecrate, 2x Argent Commander, 2x Dark Iron Dwarf, 2x Abomination, Ragnaros
- Heals. Lots of heals! 2x Earthen Farseer, 2x Guardian of Kings, 1x Lay on Hands, 1x Holy Light, 2x Truesilver, and Ysera gives Dream when you need a little health boost late game.
So, what's the issue with the deck on paper? A small lack of draw power early game to help support bad hands, and killing the opponent. Ragnaros is there to help with the second problem, it's a very slow process of killing the opponent, but having a huge threat helps finish off the field. Consecrate, Dwarf, Avenging, Truesilver, Argent Commander help this. I would readily grab Tirion if I had him because the Ash Bringer is so ridiculously strong to close games. Deck feels incomplete without him.
Cards to Consider
Tinkmaster Overspark - Transforms are important in every sense of the word and free access to your opponents life will win you more than a handful of games
The Black Knight - If you haven't noticed, cards such as Sunwalker and Ancient of War will give you trouble in terms of getting them off of the field. Even in the video of the updated deck, Druid's back-to-back Sunwalkers made me wish I had TBK.
Tirion Fordring - A 6/6 divine shield will win you so many games, let alone Ashbringer
Baron Geddon - Burn, more burn!
Avenging Wrath - An incredible amount of direct damage on an empty board, usable with Equality as well! You want a second.
Updated version:
Older Videos
Old thread found below:
This deck is largely outdated, the end result has been a concept that does not fit well into the current meta as it does not do well against burn nor put out enough pressure to combat decks with sustain or deal with aggression well. We can let this concept carry on through my other decks and keep it as a simple reminder as to how it operates. I would like to think the Kodo-din deck is a spiritual successor to this one.
[RETIRED] The Bounce Paladin Deck
Unknown Deck
by Aishi_ - Oct 25, 2013
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Minion (19)
- 1x Ysera
- 2x Acidic Swamp Ooze
- 2x Aldor Peacekeeper
- 2x Argent Commander
- 2x Guardian of Kings
- 2x Sunwalker
- 2x Scarlet Crusader
- 2x Spellbreaker
- 2x Youthful Brewmaster
- 2x Gnomish Inventor
Ability (8)
- 2x Equality
- 2x Blessing of Kings
- 2x Consecration
- 2x Hammer of Wrath
Weapon (3)
- 1x Sword of Justice
- 2x Truesilver Champion
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Bouncing is essentially bringing the card back to your hand, it's a term indigenous to Yu-gi-oh I believe, but it's what I learned the mechanic as so that's how I'll refer to it. The bounce mechanic of the deck exists to push forward the value of cards, as such, this deck is classified as a control deck with many open-ended plays and often place you in difficult situations to work through. Fair warning, the potential end point of this deck, as with most if not all control decks, are very dust heavy and costly to make. The current version of the deck is the deck as I have it in my game due to the fact that I'm missing many potential cards.
Almost anything in the deck is "bounceable" - Ooze, Silence, Divine Shields, Heals, and Charge. With Youthful Brewmaster, which I refer to as Panda. you can break any amount of weapons or replay the Acidic Swamp Ooze without having to fear that you would save it in your hand, Spellbreaker lets you keep a strong minion out while readily bouncing it in case a silence is necessary, Divine Shields on Scarlet Crusader, Argent Commander, and Sunwalker are all able to be reapplied. Your charge on Argent Commander can be used to attack twice on turn 8 if you bounce it. Finally, you have a huge amount of effective health by bouncing Guardian of Kings - an extra 24 health with Panda alone.
Any questions and suggestions, feel free to ask. My tag is Aishi#1478.
My stream is at http://www.twitch.tv/aishi_ Live every now and then @ evenings EST
My youtube channel is http://www.youtube.com/user/vtxaishi - All my videos are there!
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
True, but the effective health that the Guardian of Kings gives keeps you from being burned, especially where rush, otk, and burn decks love to really pressure you into kill range and only have enough around 7 mana. I have more than enough 3 drops and the issue with adding weaker minions means that they fall into easily AoE'd territory. If you notice, I don't have many beefy cards in this deck and you need board presence if you're going to play into late game with a control deck.
As for Argent Protectors, yes, I've had them in past iterations of the deck, but their stats are wholly lackluster. If you read into the post, I did make a case for reintroducing them into the deck when I grab a Blood Knight or two. Engineers also fall into this category. I'm not lacking draw power nor value and add novice engineers would further present a problem to early game if you want to keep Argent Protectors. I decided to play Gnomish instead to give myself more board presence around turn 4, where I do have a huge amount of spells and such, but no minions. I don't have any Big Game Hunters but I'll definitely see that they get added once I do, and I don't like Leeroy. He'll win games by cheesing with bouncing and attacking twice, but he's no where near consistent.
Are you also suggesting against removing one or both of my only silences in the deck? O_o
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
I was wondering when you were going to post the deck list. I have had some pretty decent success on this and I like the concept. Didn't really kick in until I started to learn how to play the deck a bit more (then again I watch you play it all the time on your stream). The deck is a bit hard to pick up because theres a lot of things you need to understand like not holding all your cards early on and how to survive later, but when I get to late game I feel incredibly dominating. The decks biggest problem is definitely rush, but after cleaning up the board a bit with aldor and having minions out like scarlet its only a turn or two away from consecrate. I can just heal up anything that comes after and I win from card advantage. Thanks for posting the deck, I didn't have a Sword of Justice so I tried out a Light's Justice instead and it works out okay-ish.
Ignite said the early game is dead and I felt the same way until I learned how to play the opening hands correctly. I tried novice engineers and they just made the early game more dead. Also, its not like you can beat your way through 10/10 edwins and other stupid stuff without silence, you definitely want two or more because paladins don't have much to deal with over the top minions unless they carry big game. ps - I don't think Gnomish are that good of draw cards, dunno what else to put in but azure drake kinda sucks statswise for a 5 drop since so many things clear 4 health. Did not change much though because by turn 4 I only really used the paladin 4 drops
What do you guys think of reviving this for niche anti-mage deck? It might grow to be more than that. Anyone interested in trying to attempt something like like described below? Throw me some ideas.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Revived the deck with a new opening post!
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Aishi, I have found that as you rank up, mainly starting around rank 15 or so, many, MANY people run the cookie cutter mage decks. I feel like running a deck like this that solidly counters mages once you get to a mage-heavy point in the ladder is most beneficial. That's my plan anyway! Thanks for the deck, I'll try it out after I rank up some. Been fooling around with Kripps Plump Pally/Holy Wrath deck and it's been a lot of fun as soon as you get to late game. Watched his stream yesterday while he was playing rank with it and he was pretty successful vs mages with it.
Then again, he IS a very good player - his thought processes and knowledge of the game is inspiring. I wonder if it's because he's vegan.. hmm.. vegetables, the secret to being a good Hearthstone player? Haha!
I was assuming some famous streamer was running Holy Wrath, too many of them popping up in my matches to be a coincidence.
With so many 4 drops in a Paladin deck, Holy Wrath becomes pretty good.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
The deck is ok...Im not sure about some of the choices but its not bad..If your going to go anti mage, best option is hunter...Think about it.
Tell me more about the Hunter vs Mage matchup. Aside from Flare, of course.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
It is an odd thing for him to say, since four days ago he said this: "Since they nerfed the UTH, Hunters have no viable answer to mages at this time." (http://www.hearthpwn.com/forums/class-discussion/mage/2880-if-you-think-mages-are-op-what-would-you-change-to?page=2#c27)
Poetic.
Made a paladin control deck, played against a Warrior on my second version of it in casual mode, snatched victory from the jaws of defeat, should've died several times over. By the end turn I had Sylvanas and a Guardian of Kings buffed by +1/+1 from Sword of Justice and also sandwiching a Defender of Argus. I may try to find a place for Alexstrasza, using Tirion right now.
Awesome deck for screwing over mages, props on this one.
I switched out the following cards due to not having them: Ysera, Alex, 1 x pyromancer, 1 x light warden
I added the following: Leeroy Jenkins-Great synergy with consecration and a good 6 damage in the face out of no where to surprise them
Cairne Bloodhoof- He's a 6 drop and theres a lot of those but he immediately will grab their attention and they will try to deal with him. Good synergy with the bremasters who can bring him out when his health is low and u don't have heals on hand.
Big game hunter- He's just in there for the giants people love to play these days. Especially those mage giant decks that are annoying.
Sea Giant- You could use any giant you want here, mountain would probably be better but this is the only one i have ATM
Deck is working great regardless just prepare to more or less mulligan until turn 5 or 6.
That's actually true. Made an Anti-mage Hunter yesterday, pretty much stomped both aggro and control mage. Ice Block becomes irrelevant when you can Flare + King Krush. And a lot of removal coupled with fast damage means the mage can't outdamage you anytime soon.
Problem is, it loses to everything that's not a mage. Then again, the deck is pretty much a work in progress, maybe I'll post it here once I'm done tuning it.
Back to the topic, this kinda looks like the way I want to play Paladin, through control... But 20 minions? I'll just have to tone this down a bit, to add some more spells. 20 minions doesn't feel like a control deck AT ALL (by no means, it doesn't mean the deck is bad, it looks really solid). :(
Minion count isn't really an issue, some might as well double as spells. The lack of neutral spells make Hearthstone a bit different from other card games currently, besides the low card pool of course. Just because you don't have enough spells doesn't mean it's not going to feel like a control deck. In fact, it's probably impossible to make a Paladin control deck when you sit back and think about it. What are your options? Consecrate, Hammer of Wrath, Truesilver, Avenging Wrath, Equality, some secrets. Big stretch of the imagination that a Paladin can play anything but an aggressive deck in its current state.
Hunter vs Mage is fine, but if she draws the right cards, you're dead. Depending on Flare is nice and all, but you need to worry about your own life because you won't be dealing much damage to her under her stall. I use my own Hunter deck under this guise and run heavy weapons to support the damage I can put out, but it's not much. Simply put, I'd rather not play an entire game around drawing Flare for a finish and work on a more consistent deck.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
My idea was to have lots of secrets, Eaglehorn Bow, Removal, and use Unleash the Hounds with Timber Wolf as removal and try like heck to have a Scavenging Hyena or two out when you do so they get huge buffs for each hound that dies in the process.
Edit: Oh yeah, Flare, too.
Yes, that's what I've stated in another thread... Thanks to their hero power and the way most of his spells are designed, every Paladin plays aggro, one way or another. But that's just my opinion, I can't really feel like I'm playing a "control" deck when I'm relying on minions... Maybe it's because I'm used to play creatureless-fog decks on MTG for quite some time... Just gotta hope we'll have more spells and control options on the future, and maybe who knows, more win conditions... I'd love to play a consistent mill deck.
About Hunter vs Mage, I'm not too sure Hunter's damage is as bad as you say it is... My games have stated quite the contrary, bows + hero power put A LOT of work, and freezing trap is very cheap against mountain giants (though you'll need deadly shot againt molten ones, but that's ok).
Yeah, the damage adds up pretty consistently if you can continually bring out the right secrets, but preventing direct attacks are so hard unless you draw into Misdirection/Freezing and there's usually not many minions to manipulate beforehand. Are you really going to get secret procs for your bow off secrets as much as you would think? Because it's a bit difficult early on for Hunters with a 3 mana weapon.
The biggest issue is the direct damage, which essentially bypasses the traps and hurts a class with no sustain.
Granted, this is only the negatives, just a criticisms of the weaknesses of the Hunter class against Mage. They're still very well off against mages compared to other classes. Out of my top 3 match-ups vs Mage (Paladin, Hunter, Warrior), I still think Warrior has it in the bag as the top contender. My own Hunter deck runs primarily off the weapon with mutual burn and strong draw power, for reference:
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Any updates on this deck?
Yes, I ran a few games with it and found myself in need of ways to better finish off my opponent, basically, the game was all stall and no way to chip an opponent down fully outside of some burn with Consecrates, Abom, Truesilver, and a few more.
I fixed up this weakness by adding a few aggressive cards:
- Dark Iron Dwarf
- Argent Commander
Which both help out by adding a little extra damage in a very reliable way. If I had a second Avenging Wrath, I would most certainly recommend using it as the direct damage on the card is great, please check back in about 30 or so minutes and I'll have touched up the opening post a great deal.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Which cards would you switch out for Tinkmaster Overspark, Tirion Fordring, The Black Knight and a 2nd Avenging Wrath? I have those cards and would like to give the updated deck a whirl.