I've been fiddling with the Paladin quest. It clearly is worse than most of the other classes, but I'm taking it as a challenge to make it work. So I've been brainstorming and would appreciate some feedback on the following points that build on each other:
1 -This can't be anAggro deck. Achieving the quest consistently in the first 7-8 turns is not possible. For every other class, you can progress towards your quest even if you have an empty board - just play a deathrattle/taunt minion or play a spell, etc. For Paladin, you actually have to do both - you need to build/maintain a board, and then subsequently buff it.
2 - You need to keep the number of buff spells in your deck pretty low. This sounds counter-intuitive, because in order to consistently achieve the quest by turn 10 (when you have drawn roughly half your deck), you would need to have 12 or more buffs in the deck. The problem with that is you often end up with nothing but cheap buff spells in your deck and nothing to put them on. I need to work on finding the optimal number of buff spells, but I think it will be more like 8-10. Anything more and you won't have enough minions to maintain a board.
3 - You can't stack your deck with just 1-mana buff spells. Sure, they make it easier to play a minion plus buff it on the same turn, but your hand runs out of steam too fast. Plus, they honestly aren't very good. Divine Favor isn't the solution, because not only does it take away 2 more slots for real minions, but it is worthless when your hand is full of buff spells and no minions. Unfortunately, finding the right mix of spells is tough because your choices are either crappy 1 mana spells or 4+ mana spells. I really don't understand why they gave Paladin this quest without any 2 or 3 mana buff spells.
4 -The key to making this deck work is Primalfin Champion. (I actually think this is the ONLY way to make this quest work reliably. Caverns Rogue has like 6 different cards (x2 copies = 12) that help find the third and fourth copies of a minion, but Paladin's hopes rest solely on this guy.) Only Primalfin can essentially duplicate your buff spells andallow you to actuallyplay 6 spells while still having some kind of board.
5 - Ifbuffing Primalfin is the key, then getting himour of your deck is paramount. I can only think of 2 cards that will help - Finja and The Curator.
Summary - Based on the above, I think that the best type of deck for the Paladin quest is a slower Midrange one. (I would say Control, but Paladin has no early removal.) The deck is essentially a combo deck - just survive until you can package Primalfin Champion plus some buffs, kill him off, then buff something else to achieve the quest. You probably won't consistently achieve the quest until around turn 10-12, but at least it provides a good finisher in Galvadon.
Thoughts? I am including my first cut at a decklist below and would love any input you all may have. Thanks!
I also think that quest paladin shouldn't be aggro deck. Tasted verious decks and the most competive been the control/midrange archetype. Galvadon shouldn't be your win condition, but not more then high impact minion in the long game. Thats why i recommend using only 6-8 spells to trigger the quest.
Did u tried the Stonehill Defender instead of Tar Creeoer? U have bigger chance to pull the class card like Tirion Wickerflame or the new paladin legendar
I also think that quest paladin shouldn't be aggro deck. Tasted verious decks and the most competive been the control/midrange archetype. Galvadon shouldn't be your win condition, but not more then high impact minion in the long game. Thats why i recommend using only 6-8 spells to trigger the quest.
Did u tried the Stonehill Defender instead of Tar Creeoer? U have bigger chance to pull the class card like Tirion Wickerflame or the new paladin legendar
edit. Equality wasn't considered?
Thanks for the feedback - brilliant idea about Stonehill Defender. What are the 6-8 spells that you use? I'm thinking about taking Blessing of Wisdom out for an additional minion, but Wisdom can be used defensively as well. I didn't include Equality because the deck is already spell-heavy, but I will give it a shot. Thanks!
Thanks everyone. It seems like there are 2 ways to go - Midrange obviously tries to keep board control with taunts and wear down the opponent over time, while Control uses the standard Paladin board clears to set up a burst with Galvadon + Faceless or Leeroy. I'll pursue the midrange version for now but will come back to Control too.
The Mech idea is great for Wild.
It would really help if Paladin had 2 things: 2 and/or 3 mana buff spells, and a way to pull spells from your deck. All the other classes have multiple support cards to help you get cards you need for the quest into your hand or on the board. Paladin literally only has Primalfin Champion.
I have been messing with a wild version of this that uses the twin Valkyries and the djinn from League of Explorers. It's a very fun deck, and it does well against jade druid and priest, but I am still struggling against aggro shaman and zoo.
This quest was the only legendary I pulled out of a $50/40-pack purchase. I was pissed. Until I started playing this today, with murlocs. Very fun. Much more fun than I imagined. The reward doesn't stack up against some other quest rewards (I'm looking at you, warrior), but the five-adapt minion can be helpful at stopping a rampage if you need just an extra turn to set up an OTK with murlocs. I totally agree that Primalfin Champion is the key to this. Though there are a few other options, PC is the best.
All right, I appreciate the effort to make this quest work, but can we please not make it a murloc deck. Why does every single paladin deck rely on murlocs?
I honestly love the idea in this deck! It's not some eboladin garbage that we've become accustomed to, and it is pretty well-rounded to compete with other decks.
I'm definitely not trying to take credit for this deck, but I have been inspired by your work and made a similar one with slight tweaks.
Just an update - I'm really struggling to make the midrange version work. It's just too inconsistent. I knocked down the number of buff spells to just 8, and the next 3 games in a row I got 3 spells in hand plus the quest. You can't win that way.
I will keep checking back on this thread to see if anyone else makes a breakthrough, but my limited experience so far shows that Quest Paladin suffers from the same ailment as Divine Shield Paladin and Aggro Paladin - inconsistent card draw.
Oh - I haven't yet tried the Mech version in Wild. I'm assuming that will be better since the buff spells are all gravy and don't dilute your draw.
One more post - I have updated my deck with many of your suggestions (thanks!) and am including the latest version below.
I'll be honest, I don't have extremely high hopes for the Paladin quest at this point. (Look at this other thread I started here that compares how much support each class has for completing their quest.)
That said, it is still early and I am hopeful that someone finds a breakthrough that lets the deck shine. I haven't yet seen a build that focuses on Murloc, Elemental, or Mech synergy. Please let me know if you strike gold!
One more post - I have updated my deck with many of your suggestions (thanks!) and am including the latest version below.
I'll be honest, I don't have extremely high hopes for the Paladin quest at this point. (Look at this other thread I started here that compares how much support each class has for completing their quest.)
That said, it is still early and I am hopeful that someone finds a breakthrough that lets the deck shine. I haven't yet seen a build that focuses on Murloc, Elemental, or Mech synergy. Please let me know if you strike gold!
Iv'e beeng try difference version and this is the most viable one whit quest paladin ... MASSIVE TIP: Mulligan search for 1/2 drops minions. Mulligan away spells, but keep the QUEST. Before using any spell, use quest. Its not a unicorn paladin quest, but the version that been the best for me. Focusing only on 6 spells, and bouncing back whit Primalfin.
This Kaleidosaur challenge is realy difficult. At the beginning I tried a murloc version + corrupted mukla bananas which kinda worked but today I thought about yogg + arcane giants.
The idea is to dump your spells on Primalfin and cycle fast through your deck. Clear the board with pyro + equality/adaptation and make temposwings with Arcance Giants. Galvadon might be the finisher or guardian for the giants with taunt/ immune to spells and for the last hope yogg might be the winner of this quest because you will most likely get 15+ spells.
I posted in the thread linked above that I was trying out a Murloc variant of the deck. It only took me up to about rank 11 before I started hitting issues...so I'm now re-trying with a midrange elemental variant:
The quest here is really just for another strong finisher, elementals provide the main backbone of the deck and buffs are "added bonuses". Unsure if this is the right approach for the quest, but after a very small testing of 5 games it's done decently so far. I'll take it up to at least 20 played games before making a call on it.
I checked out some paladin quest decks and made mine...i changed it a bit later on so check it out...it's going pretty well for me with that deck...it's not the best but it's so god damn fun and it can win many games. Struggles with those cancer rogues only and face hunter :/
Baron Geddon + Adaption ( Poison ) might be funny in an elemental Kaleidosaur-deck
This definitely sounds hilarious, and if I had Geddon I'd try it out in a heartbeat :)
I also think the quest will work a lot better in Wild; having Seal of Champions for an additional buff is huge, there's also the potential draw source of Solemn Vigil but a buffed-up acolyte of pain is probably a better draw engine in this deck. I'm considering throwing an egg paladin list together to give it a shot, possibly using Djinni of Zephyrs as well.
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I've been fiddling with the Paladin quest. It clearly is worse than most of the other classes, but I'm taking it as a challenge to make it work. So I've been brainstorming and would appreciate some feedback on the following points that build on each other:
1 - This can't be an Aggro deck. Achieving the quest consistently in the first 7-8 turns is not possible. For every other class, you can progress towards your quest even if you have an empty board - just play a deathrattle/taunt minion or play a spell, etc. For Paladin, you actually have to do both - you need to build/maintain a board, and then subsequently buff it.
2 - You need to keep the number of buff spells in your deck pretty low. This sounds counter-intuitive, because in order to consistently achieve the quest by turn 10 (when you have drawn roughly half your deck), you would need to have 12 or more buffs in the deck. The problem with that is you often end up with nothing but cheap buff spells in your deck and nothing to put them on. I need to work on finding the optimal number of buff spells, but I think it will be more like 8-10. Anything more and you won't have enough minions to maintain a board.
3 - You can't stack your deck with just 1-mana buff spells. Sure, they make it easier to play a minion plus buff it on the same turn, but your hand runs out of steam too fast. Plus, they honestly aren't very good. Divine Favor isn't the solution, because not only does it take away 2 more slots for real minions, but it is worthless when your hand is full of buff spells and no minions. Unfortunately, finding the right mix of spells is tough because your choices are either crappy 1 mana spells or 4+ mana spells. I really don't understand why they gave Paladin this quest without any 2 or 3 mana buff spells.
4 - The key to making this deck work is Primalfin Champion. (I actually think this is the ONLY way to make this quest work reliably. Caverns Rogue has like 6 different cards (x2 copies = 12) that help find the third and fourth copies of a minion, but Paladin's hopes rest solely on this guy.) Only Primalfin can essentially duplicate your buff spells and allow you to actually play 6 spells while still having some kind of board.
5 - If buffing Primalfin is the key, then getting him our of your deck is paramount. I can only think of 2 cards that will help - Finja and The Curator.
Summary - Based on the above, I think that the best type of deck for the Paladin quest is a slower Midrange one. (I would say Control, but Paladin has no early removal.) The deck is essentially a combo deck - just survive until you can package Primalfin Champion plus some buffs, kill him off, then buff something else to achieve the quest. You probably won't consistently achieve the quest until around turn 10-12, but at least it provides a good finisher in Galvadon.
Thoughts? I am including my first cut at a decklist below and would love any input you all may have. Thanks!
I also think that quest paladin shouldn't be aggro deck. Tasted verious decks and the most competive been the control/midrange archetype. Galvadon shouldn't be your win condition, but not more then high impact minion in the long game. Thats why i recommend using only 6-8 spells to trigger the quest.
Did u tried the Stonehill Defender instead of Tar Creeoer? U have bigger chance to pull the class card like Tirion Wickerflame or the new paladin legendar
edit.
Equality wasn't considered?
I will later find time to talk about this archetype, but I will leave some suggestions like:
1. Faceless Manipulator can be good whit Galvadon or Primifalin Champion (copy also the buffs)
2.Leeroy Jenkins for small OTK whit Blessing of Kings, adaptation (+3 dmg)
3.Wild Pyromancer or Knife Juggler whit "adaptation" (poisionus) for board clear, also Equality
4. I think that Adaptation (2x), Blessing of Kings (2x), Blessing of Wisdom (2x) and Spikeridged Steed (1x) its alright amout of spells. Blessing of Wisdom can be used on enemy minions, sometimes it prevents dmg.
Thanks everyone. It seems like there are 2 ways to go - Midrange obviously tries to keep board control with taunts and wear down the opponent over time, while Control uses the standard Paladin board clears to set up a burst with Galvadon + Faceless or Leeroy. I'll pursue the midrange version for now but will come back to Control too.
The Mech idea is great for Wild.
It would really help if Paladin had 2 things: 2 and/or 3 mana buff spells, and a way to pull spells from your deck. All the other classes have multiple support cards to help you get cards you need for the quest into your hand or on the board. Paladin literally only has Primalfin Champion.
I have been messing with a wild version of this that uses the twin Valkyries and the djinn from League of Explorers. It's a very fun deck, and it does well against jade druid and priest, but I am still struggling against aggro shaman and zoo.
This quest was the only legendary I pulled out of a $50/40-pack purchase. I was pissed. Until I started playing this today, with murlocs. Very fun. Much more fun than I imagined. The reward doesn't stack up against some other quest rewards (I'm looking at you, warrior), but the five-adapt minion can be helpful at stopping a rampage if you need just an extra turn to set up an OTK with murlocs. I totally agree that Primalfin Champion is the key to this. Though there are a few other options, PC is the best.
All right, I appreciate the effort to make this quest work, but can we please not make it a murloc deck. Why does every single paladin deck rely on murlocs?
I eat Kingsbane rogues for breakfast.
I honestly love the idea in this deck! It's not some eboladin garbage that we've become accustomed to, and it is pretty well-rounded to compete with other decks.
I'm definitely not trying to take credit for this deck, but I have been inspired by your work and made a similar one with slight tweaks.
I want to make this work too but I havent had time to experiment with it yet.
Just a small contribution perhaps: Have you tried Mukla, Tyrant of the Vale?
Just an update - I'm really struggling to make the midrange version work. It's just too inconsistent. I knocked down the number of buff spells to just 8, and the next 3 games in a row I got 3 spells in hand plus the quest. You can't win that way.
I will keep checking back on this thread to see if anyone else makes a breakthrough, but my limited experience so far shows that Quest Paladin suffers from the same ailment as Divine Shield Paladin and Aggro Paladin - inconsistent card draw.
Oh - I haven't yet tried the Mech version in Wild. I'm assuming that will be better since the buff spells are all gravy and don't dilute your draw.
One more post - I have updated my deck with many of your suggestions (thanks!) and am including the latest version below.
I'll be honest, I don't have extremely high hopes for the Paladin quest at this point. (Look at this other thread I started here that compares how much support each class has for completing their quest.)
That said, it is still early and I am hopeful that someone finds a breakthrough that lets the deck shine. I haven't yet seen a build that focuses on Murloc, Elemental, or Mech synergy. Please let me know if you strike gold!
Iv'e beeng try difference version and this is the most viable one whit quest paladin ...
MASSIVE TIP: Mulligan search for 1/2 drops minions. Mulligan away spells, but keep the QUEST. Before using any spell, use quest.
Its not a unicorn paladin quest, but the version that been the best for me. Focusing only on 6 spells, and bouncing back whit Primalfin.
This Kaleidosaur challenge is realy difficult. At the beginning I tried a murloc version + corrupted mukla bananas which kinda worked but today I thought about yogg + arcane giants.
The idea is to dump your spells on Primalfin and cycle fast through your deck. Clear the board with pyro + equality/adaptation and make temposwings with Arcance Giants. Galvadon might be the finisher or guardian for the giants with taunt/ immune to spells and for the last hope yogg might be the winner of this quest because you will most likely get 15+ spells.
Linking to another thread on the subject of quest pally: http://www.hearthpwn.com/forums/class-discussion/paladin/189681-quest-paladin-theorycraft
I posted in the thread linked above that I was trying out a Murloc variant of the deck. It only took me up to about rank 11 before I started hitting issues...so I'm now re-trying with a midrange elemental variant:
The quest here is really just for another strong finisher, elementals provide the main backbone of the deck and buffs are "added bonuses". Unsure if this is the right approach for the quest, but after a very small testing of 5 games it's done decently so far. I'll take it up to at least 20 played games before making a call on it.
(>'o')>
(^'0'^)
<('o'<)
Baron Geddon + Adaption ( Poison ) might be funny in an elemental Kaleidosaur-deck
(>'o')>
(^'0'^)
<('o'<)