Even though I don't believe quest paladin will ever be thing since it has too many counters and it can never be consistent.
This is the sort of deck I'm going to be leading with in the new expansion.
It has Arcane Giants as a secondary wincondition and Getaway Kodo to bounce vital buff minions back to your hand or potentially the giants or Galvadon itself.
If the people which are hyping this quest are correct then it seems only logical to go all in on it.
I'm still not sure on the number of buffs to play, currently they are only 10 but I really don't want to play Hand of Protection
The draw power is currently 7 cards for 7 mana not counting the Divine Favors and I think that is ok
Could this ever work? Am I trying to build it too fast?
I cannot see this deck ever beating ragnaros warrior or any jade deck if we go slower than this. It also has to be able to fight aggressively for board against hunter or PW.
Here is my more mid-range version of quest paladin. It lacks removal, and card draw might be and issue. It has enough taunts that I'm hoping AoE isn't necessary.
If barnes doesn't pan out I might put doomsayers in, but I don't want both barnes + doomsayers. What I like about this deck, is aldor are really the only bad targets for barnes.
Building a quest deck is very taxing on deck slots. It's impossible to fit everything in. I'm hoping my buffed up minions will make up for lack of removal. Silence/sap/devolve will also be very painful.
If I can jam in my two cents to the original deck;
Emerald Hive Queen should be removed. You wanna quest turn 1, so you might play this turn 2 with another 1-drop before, but I think this punishes your turn 3 too hard and especially you late game top-decking. As much as we want to play minions on turn 2 and buffs for the rest of the game I don't deem it realistic that this will be the primary scenario.
Meanstreet Marshal should be removed as well. As much as I wish this card was playable, this card cannot strive in non hand-buff decks. Usually it can rot in your hand until you get guaranteed value, but people will jump in hoops to remove it before you can buff it.
Fire Fly is also a weird card to me. Apart from generating two bad bodies in two cards, I can't see enough value to waste a card slot on but I might be wrong.
It looks like the common denominator that we're all looking to try is Primalfin Champion. Which got me to thinking that maybe Finja, the Flying Star is a must to enable that card. I'm kind of struggling with how to prepare for the early game, like if I should cut the new legendary for a Wickerflame Burnbristle to help with early aggression? Or if something else should be cut for more heal/defense?
If I can jam in my two cents to the original deck;
Emerald Hive Queen should be removed. You wanna quest turn 1, so you might play this turn 2 with another 1-drop before, but I think this punishes your turn 3 too hard and especially you late game top-decking. As much as we want to play minions on turn 2 and buffs for the rest of the game I don't deem it realistic that this will be the primary scenario.
Meanstreet Marshal should be removed as well. As much as I wish this card was playable, this card cannot strive in non hand-buff decks. Usually it can rot in your hand until you get guaranteed value, but people will jump in hoops to remove it before you can buff it.
Fire Fly is also a weird card to me. Apart from generating two bad bodies in two cards, I can't see enough value to waste a card slot on but I might be wrong.
With these value card you can add Barnes and consistently have good hits, which takes a buff really well.
With all of that said I still wanna say R.I.P to all my fellow Paladins. We're going to live in hell for another expansion yet. YAY!
The thing is that we actually don't want to play quest on 1. Ideally we want to play Emerald Hive Queen, which is very likely going to stick to the board, then play quest + Divine Strength or what ever else buff. That's the plan.
I'm also not sold on Meanstreet Marshal or firefly, and it may very well be the result that patches is simply too strong not to run in any deck.
And yes, I do want to draw kodo with my low drops. I would play 4 Primalfin Champion 4 Emerald Hive Queen if I could, so the workaround is kodo. That's the whole idea behind it actually.
If midrange is the way to go, then we have to ask ourselves. Why is the quest even in our deck?
Starting every game with a brick in our hand, we want that brick to sit there for the least amount of time possible. Consider it this way. If you could just put Galvadon in your deck without all the quest non-sense and it read "Always start with this in your hand, you cannot play it until turn X." What X is acceptable? If the meta slows down so much that games go beyond turn 6, then it's only natural that the deck would gradually become slower, but then again, why are we playing all these garbage cards when we could just be playing elemental shaman or ragnaros warrior.
I agree with Small-Time Recruits over Divine Favor, but then I would want to play around 10 (1) drops, and I really want to limit the number of minions to the bare minimum.
Here is my more mid-range version of quest paladin. It lacks removal, and card draw might be and issue. It has enough taunts that I'm hoping AoE isn't necessary.
If barnes doesn't pan out I might put doomsayers in, but I don't want both barnes + doomsayers. What I like about this deck, is aldor are really the only bad targets for barnes.
Building a quest deck is very taxing on deck slots. It's impossible to fit everything in. I'm hoping my buffed up minions will make up for lack of removal. Silence/sap/devolve will also be very painful.
It looks like the common denominator that we're all looking to try is Primalfin Champion. Which got me to thinking that maybe Finja, the Flying Star is a must to enable that card. I'm kind of struggling with how to prepare for the early game, like if I should cut the new legendary for a Wickerflame Burnbristle to help with early aggression? Or if something else should be cut for more heal/defense?
These are interesting takes on building it slower, but I think you might struggle with falling behind early, so you're relying on Wild Pyromancers and Spikeridged Steed to come back.
My biggest concern however, is completing the quest in time. With my list, I only have around 43% change of completing the quest before turn 8 (not computed with Divine Favors and Primalfin Champions, so the chance is higher)
This kind of balanced approach may prove to be the superior way to go, but it depends on whether the deck is good enough to win even without the quest.
Finja is something I completely overlooked, and that changes things... a lot. Hmm, now I'm starting to think that style of deck is just way better.
Here is my more mid-range version of quest paladin. It lacks removal, and card draw might be and issue. It has enough taunts that I'm hoping AoE isn't necessary.
If barnes doesn't pan out I might put doomsayers in, but I don't want both barnes + doomsayers. What I like about this deck, is aldor are really the only bad targets for barnes.
Building a quest deck is very taxing on deck slots. It's impossible to fit everything in. I'm hoping my buffed up minions will make up for lack of removal. Silence/sap/devolve will also be very painful.
Here is my more mid-range version of quest paladin. It lacks removal, and card draw might be and issue. It has enough taunts that I'm hoping AoE isn't necessary.
If barnes doesn't pan out I might put doomsayers in, but I don't want both barnes + doomsayers. What I like about this deck, is aldor are really the only bad targets for barnes.
Building a quest deck is very taxing on deck slots. It's impossible to fit everything in. I'm hoping my buffed up minions will make up for lack of removal. Silence/sap/devolve will also be very painful.
With that few buff spells, I think you are better off skipping the quest altogether, and play a midrange deck
It has 8 buffs + Primalfin Champion. And more and there wouldn't be any minions to use the buffs on. Mid-range without the quest lacks any sort of finisher.
My findings from version 1.0 were that Galvadon was the second worst performing card while Adaptation was the worst.
Adaptation seems to be flexible on paper but the randomness makes it almost unplayable in any deck, even a quest deck.
I built the deck very fast and combo heavy and galvadon wasn't a win condition in this deck at all. Once I got the dream, galvadon kodo on turn 6 into galvadon kodo turn 7 into galvadon turn 8. Didn't roll either stealth or hexproof in the last 2 rolls so the opponent just removed it and I lost. So yeah, galvadon is pretty bad guys. It singlehandedly won me only 1 game, but I think that has more to do with the opponent playing handlock for some unexplainable reason.
The Arcane Giants were doing most of the work and won the games I did win.
Since galvadon is not a reliable wincondition, then the deck needs to be built slower and not b-lining to the quest and give up on board control.
I'm pretty sure that I've figured out how to do this, and it of course involves the finja package as suggested. Devilsaur Eggs, playing Rallying Blade over truesilver, then Hand of Protection becomes playable and probably one or two Argent Protectors. This version is a lot slower but also snowballs harder.
I have been playing with the following deck, it's quite cheezy but somehow fun to play with. It doesn't actually rely on galvadon at all, but he's there. Selling point is spamming stegodons on primalfins and facelessing stegodons. Rank 16 eu so not the best, but some idea is there.
Elementals have a bit more body to stick around for a buff and can either taunt or punch back, something that can't be done with Silverhand Recruit spamming abilities or murlocs, and don't butt heads with card shortage you would get with little minion play. Chance for a free Ragnaros, Lightlord doesn't hurt either.
After a few somewhat-successful attempts at a midrange Quest Pally, I've found a lot more success with a murloc zoo/flood style deck. I think it's too slow to be considered "aggro" per se, but I've been enjoying this (very unrefined) deck quite a bit so far. Giving all your murlocs windfury before throwing down a warleader is hilarious!
I've been hum'ing and haw'ing about including Bluegill Warrior here, perhaps instead of Rockpool Hunter. Also not totally sure if I stick with Blessing of Wisdom or if I swap it out for another buff instead...but more sources of draw in a deck with such an aggressive curve is nice. I definitely want to keep the Dinosize however since I've found it really catches opponents off-guard.
Even though I don't believe quest paladin will ever be thing since it has too many counters and it can never be consistent.
This is the sort of deck I'm going to be leading with in the new expansion.
It has Arcane Giants as a secondary wincondition and Getaway Kodo to bounce vital buff minions back to your hand or potentially the giants or Galvadon itself.
If the people which are hyping this quest are correct then it seems only logical to go all in on it.
I'm still not sure on the number of buffs to play, currently they are only 10 but I really don't want to play Hand of Protection
The draw power is currently 7 cards for 7 mana not counting the Divine Favors and I think that is ok
Could this ever work? Am I trying to build it too fast?
I cannot see this deck ever beating ragnaros warrior or any jade deck if we go slower than this. It also has to be able to fight aggressively for board against hunter or PW.
I also have a paladin theory. It involves pally being frustratingly unplayable until the next expansion
Seems ok.
Would probably drop the Selfless hero in this one for Worgen Infiltrator.
Runic egg is certainly a consideration.
If the card draw isn't enough or just isn't consistent enough, that seems to be the first card that goes in.
Theoretically, since you've already drawn the win condition, card draw isn't as important. I think.
It's interesting that we all seem pretty much in agreement in how to approach this kind of deck although the directions are different.
Perhaps my giants kodo direction is overly ambitious.
Here is my more mid-range version of quest paladin. It lacks removal, and card draw might be and issue. It has enough taunts that I'm hoping AoE isn't necessary.
If barnes doesn't pan out I might put doomsayers in, but I don't want both barnes + doomsayers. What I like about this deck, is aldor are really the only bad targets for barnes.
Building a quest deck is very taxing on deck slots. It's impossible to fit everything in. I'm hoping my buffed up minions will make up for lack of removal. Silence/sap/devolve will also be very painful.
If I can jam in my two cents to the original deck;
Emerald Hive Queen should be removed. You wanna quest turn 1, so you might play this turn 2 with another 1-drop before, but I think this punishes your turn 3 too hard and especially you late game top-decking. As much as we want to play minions on turn 2 and buffs for the rest of the game I don't deem it realistic that this will be the primary scenario.
Meanstreet Marshal should be removed as well. As much as I wish this card was playable, this card cannot strive in non hand-buff decks. Usually it can rot in your hand until you get guaranteed value, but people will jump in hoops to remove it before you can buff it.
Fire Fly is also a weird card to me. Apart from generating two bad bodies in two cards, I can't see enough value to waste a card slot on but I might be wrong.
The Getaway Kodo, Arcane Giant combo is cute, but do you really want to draw Getaway Kodo with all these 1-drops.
I prefer two Small-Time Recruits and one Divine Favor. Simply because two Divine Favor in hand rekts you while you can still make stuff happen with two Small-Time Recruits.
I could see you including a Patches package or two Lost in the Jungle for early and FAST bodies on the board.
I really like the 1-drop fiesta with Arcane Giant but I think that deck needs patches to be faster on board.
Personally I think that midrange is the way to go. We have good 3-drops that are ideal for buffs and curves extremely well into both Blessing of Kings and Silvermoon Portal. Wickerflame Burnbristle, Devilsaur Egg , Giant Wasp and Acolyte of Pain.
With these value card you can add Barnes and consistently have good hits, which takes a buff really well.
With all of that said I still wanna say R.I.P to all my fellow Paladins. We're going to live in hell for another expansion yet. YAY!
Well Met!
It looks like the common denominator that we're all looking to try is Primalfin Champion. Which got me to thinking that maybe Finja, the Flying Star is a must to enable that card. I'm kind of struggling with how to prepare for the early game, like if I should cut the new legendary for a Wickerflame Burnbristle to help with early aggression? Or if something else should be cut for more heal/defense?
Would love any of y'all's thoughts!
Ideally we want to play Emerald Hive Queen, which is very likely going to stick to the board, then play quest + Divine Strength or what ever else buff.
That's the plan.
Consider it this way. If you could just put Galvadon in your deck without all the quest non-sense and it read "Always start with this in your hand, you cannot play it until turn X." What X is acceptable?
If the meta slows down so much that games go beyond turn 6, then it's only natural that the deck would gradually become slower, but then again, why are we playing all these garbage cards when we could just be playing elemental shaman or ragnaros warrior.
Hmm, now I'm starting to think that style of deck is just way better.
Editor of the Heartpwn Legendary Crafting Guide:
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Your deck is a bit overloaded on the 1-drops imo, and Emerald Hive Queen doesn't really fit the bill for me. If the Aggro decks stay powerful once Un'Goro gets released, Divine Favor may not be the best draw tool (in my version of the deck I replaced it with Acolyte of Pain). Anyways, this is the link to my version of the deck: http://www.hearthpwn.com/decks/777658-the-rise-of-galvadin
"What have you got there,
PinocchioMalygos?"I think this is the best looking list that I've seen! I'll be trying it too come Thursday! Nice jerb!
For the 1cost slot, probably Shieldbearer should be considered. It's an amazing body to buff, and quite good against aggro.
My findings from version 1.0 were that Galvadon was the second worst performing card while Adaptation was the worst.
Adaptation seems to be flexible on paper but the randomness makes it almost unplayable in any deck, even a quest deck.
I built the deck very fast and combo heavy and galvadon wasn't a win condition in this deck at all.
Once I got the dream, galvadon kodo on turn 6 into galvadon kodo turn 7 into galvadon turn 8. Didn't roll either stealth or hexproof in the last 2 rolls so the opponent just removed it and I lost.
So yeah, galvadon is pretty bad guys.
It singlehandedly won me only 1 game, but I think that has more to do with the opponent playing handlock for some unexplainable reason.
The Arcane Giants were doing most of the work and won the games I did win.
Since galvadon is not a reliable wincondition, then the deck needs to be built slower and not b-lining to the quest and give up on board control.
I'm pretty sure that I've figured out how to do this, and it of course involves the finja package as suggested.
Devilsaur Eggs, playing Rallying Blade over truesilver, then Hand of Protection becomes playable and probably one or two Argent Protectors.
This version is a lot slower but also snowballs harder.
I have been playing with the following deck, it's quite cheezy but somehow fun to play with. It doesn't actually rely on galvadon at all, but he's there. Selling point is spamming stegodons on primalfins and facelessing stegodons. Rank 16 eu so not the best, but some idea is there.
Piloted Shredder, Knife Juggler, Mad Scientist, Dr. Boom
Need to be removed from this game
Trying elementals myself to get Galvadon to work.
Elementals have a bit more body to stick around for a buff and can either taunt or punch back, something that can't be done with Silverhand Recruit spamming abilities or murlocs, and don't butt heads with card shortage you would get with little minion play. Chance for a free Ragnaros, Lightlord doesn't hurt either.
After a few somewhat-successful attempts at a midrange Quest Pally, I've found a lot more success with a murloc zoo/flood style deck. I think it's too slow to be considered "aggro" per se, but I've been enjoying this (very unrefined) deck quite a bit so far. Giving all your murlocs windfury before throwing down a warleader is hilarious!
I've been hum'ing and haw'ing about including Bluegill Warrior here, perhaps instead of Rockpool Hunter. Also not totally sure if I stick with Blessing of Wisdom or if I swap it out for another buff instead...but more sources of draw in a deck with such an aggressive curve is nice. I definitely want to keep the Dinosize however since I've found it really catches opponents off-guard.
(>'o')>
(^'0'^)
<('o'<)