I've been working on this Paladin deck, was wondering if you had any thoughts.
I got him to rank 18, but then subsequently lost about 5 games in a row. It may have been RNG, or it may have been my lack of experience. Or, it may have been that this deck needs some love.
I have other cards that might fit here, like the one that gives a minion 10/10 attack. But he costs 8, and I didn't want to give anyone up.
Can you guys see what general thoughts you have on this deck? And, if you feel like it, let me know what other cards may work. I have about 200 dust to burn (saving the rest), and my collection is also public.
Thanks for any tips
EDIT - modified per Nanaki's and Magitac's suggestions!
The problem is that the best card in Paladin is Call to Arms, which you do not have and cannot afford to craft.
This should not prevent you from improving your deck, however !
Disclaimer : All of the following is my personnal opinion, and I might be wrong.
The worst cards in your deck, that you should definitely remove : Servant of Kalimos, Tol'vir Stoneshaper (not enough elemental to build a real elemental synergy), Grimestreet Outfitter (horrible topdeck, you don't have enough minions or minions that really benefit from it), adaptation (just a bad card).
You should probably focus more on a "Silver hand recruits" (or "dude") theme, since you already have most of the related cards (1 level up, tarim, 2 stegodon, vinecleaver, lost in the jungle, 1 stand against darkness). Good cards in this kind of deck include knife juggler, dire wolf alpha, and unidentified maul, which you all have in x2 : definitely include them.
Righteous protector and divine favor are also must have, so include all you can (not necessary to craft, since you have "almost as good" cards). Probably argent squire too (aim for 6-7 1-mana cards, keeping your fire flys since you have no divine shield synergy nor call to arms).
A card I would consider crafting would be a 2nd stand against darkness, since it's really strong in this deck, but it rotates out in ~1 month, so... as you want !
Cards you could remove to make room for better : 1 vinecleaver (keep just one, but avoid having too much weapons and too much high-cost cards), spikeridged steed (too expensive), ravasaur runt, tirion (expensive, though it is really strong).
EDIT : I forgot drygulch jailor good serve the synergy pretty well too. probably just x1 though.
Wow, thank you! That is super helpful. I'm going to get rid of those elementals.
I may actually craft a Call To Arms. I have about 2300 dust, and I pre-ordered the expansion so suddenly I don't think I need as much dust. However, 800 is a bit pricy probably. I'll craft one of them, though.
I'll post my revision of the deck here once complete. Thanks again for your help!
Hey again - so I modified the deck, and it's posted above in the first post.
I ended up crafting Call To Arms since it's a card that will stick around for a while. I also did craft a Stand Against Darkness. Even though it's only good for another month, I figure it was a cheap 40 dust. Easy peezy. If this deck stays good, I may keep those cards for wild - who knows.
Let me know - do you think the above deck looks better? Hoping it will take me to rank 17 or even 16.
Do not dust anything you might need for the next expansion especially elementals. There is a strong chance for them to have good decks. You will never have enough dust unless you have achieved a full collection. Preordering the expansion alone will not get you all the cards you are going to want. While call to arms seems safe, you do not know what is coming that might make it obsolete or less desirable. One end of season rewards is not worth what you could be crafting in a month's time. Even if you get to rank 5, that golden epic won't completely replace the elementals you are about to trash for a one-of that you won't draw half the time.
Do not dust anything you might need for the next expansion especially elementals. There is a strong chance for them to have good decks. You will never have enough dust unless you have achieved a full collection. Preordering the expansion alone will not get you all the cards you are going to want. While call to arms seems safe, you do not know what is coming that might make it obsolete or less desirable. One end of season rewards is not worth what you could be crafting in a month's time. Even if you get to rank 5, that golden epic won't completely replace the elementals you are about to trash for a one-of that you won't draw half the time.
Thank you. I'm trying to save as much dust as possible, but I'm so tired of having non-competitive decks! I need a good foundation deck to build my skill with, and this is looking good right now.
Magitact - if I were to craft another call to arms, which card would you remove? I wanted to keep Tirion because he's fun to play, but if he makes my deck weaker... ya know. My main question - do I really have enough minions to warrant another call to arms? I don't have that many 2-cost minions really.
I would go with another Righteous Protector or the Jailor card that puts SHR in your hand. You need to get away from Battlecry cards that cost 2 or less and replace them with Deathrattles so you can get the benefit.
Good idea, getting rid of the battlecries since recruit will be doing some work.
Thank you for all your help. I updated the above deck - although, at this point I think I need to get rid of a firefly in lieu of another card with deathrattle or battlecry.
Should I also get rid of the hydrologist and Argent Protector? They certainly come in handy, and with only 1 Call to Arms, the odds are that they won't be recruited. What do you think?
Ok. I may have read you question wrong the first time. Now I have a better idea after looking at your collection. You definitely have enough 1 and 2 cost minions. Remove Tirion, both fireflys, both argent protectors, the Runt, Spikeridged Steed and the hydrologists. These cards are too slow and reactive. So that is 9 cards. We will replace them with 2 Argent squires, 2 Drygulch Jailors, 2 Unidentified Mauls, and a Dinosize. Dinosize should be a better finisher in this deck than Tirion.
We now have more naturally sticky minions if left up represents 10 face damage with spellbreaker as insurance through taunt. Not many will play around dinosize at rank 20-15. Your last 2 spots are up to you and I will list the following minions: Loot Hoarder (Card Draw) since you only have 1 Divine Favor, Stonetusk Boar (immediate face damage with turn 9 synergy + Dinosize, Wax Elemental, and Stubborn Gastropod for a hail mary taunt. You can also make an alternate murloc deck if you get tired of running this one.
One last thing I would change is replacing 1 drygulch jailor by a 1-mana minion. Having 2 drygulch come out of a Call to Arms, then killed in the same turn, will probably fill your hand, and you will then burn a card, which feels bad.
1-mana minion you could include : 2nd righteous protector (best choice, but you would need to craft it, so you might want to try something else first), young priestess, or wax elemental (both do a similar job of "protecting your other minions", young priestess being more agressive and wax elemental more defensive).
A last thing to keep in mind : tech choices depending on the meta you are facing. Consecration could be a great inclusion IF you face a lot of decks that fills the board with lots of small minions (murloc pala, dude pala, pirate warrior, aggro druid, ...), but it's pretty bad against decks that have mainly huge minions (big priest, cubelock, ...), so it depends on which decks you encounter the most.
If you include 1 or 2 consecration, they should probably replace spellbreaker and/or blessing of kings (could be 1 of each), again, it depends on what you face. Spellbreaker is awesome against taunts (especially voidlords) and buffs (such as divine spirit priest), but can be pretty bad against some other decks.
To summarize : try to ask yourself in game "Which card would I rather have in this situation ? Consecration, Spellbreaker, or Blessing of Kings ?"
Good point about Call To Arms. You know whats funny though, even with 2 in my hand I just haven't drawn it very often.
So this style of play is a lot different from my Aggro Hunter, which is a lot more plug and play - moves are kind of obvious (I'm sure I do miss stuff, but I do well with him).
This guy, I just need to be a better player.
The update is, I've won 5 games but lost 4. 2 of those losses (maybe 3) could have been avoided if I was smarter. I was totally going to kill this mage with 1 health left and I had 14, but he had a deal 10 damage card and I had no taunts on the board. I could have played it safe and played a taunt, but instead I played a stupid card thinking I had it in the bag.
There are other examples of just not playing very well.
But I'm learning. And this is a good deck to learn from, I think.
After I get good at this one, I want to make a good Rogue deck. I have some fun cards in there. When I first started, I thought rogue was going to be my best deck but now I realize that there are many more options that are just as fun.
Anyway, back to the point.
Consecration would come in handy, because AOE stuff is lacking a bit in my hand. But, Spellbreaker and BoK do so well for me, it's hard to let them go. I suppose if I were to get rid of one, it would probably be blessing of kings since that seems to make the game faster as opposed to actually squeak out a win with. Spellbreaker definitely saves my ass.
I'm gonna stick with it how it is for now, but if I need some AOE over time I'll definitely be putting consecration in.
I was stoked today, because I got a K&C pack with a golden Rummaging Kobold, but I already had 2 of the regulars. So I dusted it for 400, which basically paid for one of my Call to Arms! I'm back up to 1800 dust, which is what I want to be able to craft some good cards in the new expansion. Might be able to craft a legendary and a couple others, or maybe just a bunch of epics. Can't wait!
Good thoughts. I have to say, I would love another lost in the jungle card for sure. But I also like the dinosize - it helps when I place it on a divine shield minion (or get that buff through the unidentified maul or adapt). I wish I could have 32 cards in a deck! Hard to get rid of my cards.
The problem with the steward of darkshire, is that it's going to be wilded pretty soon and I'd need to get it from dust. But it does look like a killer card.
Anyway, I may take your suggestion and get rid of a loot hoarder for another lost in the jungle, or even a divine favor. That's a really good idea. I do want to make sure i have enough 1-2 cost minions though for my 2 call to arms. Once, I played the second one but only had 1 card to actually draw from it (it was late game, though).
One of my favorite cards is the knife juggler. If I draw that one as the first one of a call to arms, then it's nice to do a quick 2 damage. Also, with that card, the summon 5 recruits is rad.
So, now I have this great deck, in addition to a good aggro hunter deck which once got me to rank 17.
At first, I won 5 games in a row with the Pally. Then, I only won about 3 out of the next 10! I'm really hurting, and yep, I'm down to Rank 20 again and still having trouble.
These games, I think I could have won. So the issue now is strategy.
Can you guys think of any Youtubers that might explain how to play this kind of deck? I could use some insights. Maybe even a coach.
It's good if you have it, but the difference is not significant enough to be worth crafting in my opinion. And would replace a 4-drop (blessing of kings, spellbreaker, or consecration) better than a maul, or possibly instead of dinosize (though I would keep it, since it adds some surprise lethal if opponent is not expecting it).
If the list in the first post is still up-to-date, I would replace a 2-drop by a 1-drop though (either drygulch or loot hoarder), having 6 1-mana cards adds more stability by increasing the chances of playing something turn 1.
A few tips while I'm here :
1) Mulligan.
- Always keep call to arms (so good !)
- If you don't have a 1-drop, shuffle everything (except CtA) : you NEED a 1-drop
- Keep 1 or 2 1-drop (not 3).
- Shuffle back cards that cost 4 or more (except CtA).
- Ideal starting hand should be something like 2 1-drops + 1 2-drop + 1 CtA. Turn 1, 1 drop, turn 2 either hero power or 2-drop (depends if opponent can kill your 2-drop or not), Turn 3 1-drop + 2-drop (or hero power), Turn 4 CtA.
2) Misc :
- Unless you have divine favor in your hand, try to not empty your hand too much, and prefer to hero power instead, after turn ~5.
- Try to protect your kniffe jugglers and dire wolf alpha. This includes NOT playing them turn 2 if opponent is almost sure to kill it right away.
- Better have a turn 2 hero power and turn 3 knife juggler + lost in the jungle, than playing knife juggler turn 2 and having it killed before you can play lost in the jungle.
- If you trade some minions, better sacrifice minions that are not silver hand recruits (and not knife juggler obviously) : argent squire (mostly this), loot hoarder, stegodon, sometimes even dire wolf alpha. Because level up and stegodong boosts can be a great deal.
- Try to save some good combos for later, even if this means having weaker turns, in some circumstances (highly depends on the situation). For example keeping a knife juggler + stand against darkness for turn 7, even if that means having a weak turn 6 (something like hero power + 2-drop for example). Or a turn 10 stand against darkness + level up.
These are great tips! During the mulligan, I'm always thinking that I hope I'm making the right choice. This clears it up. Yep, keep call to arms, I got that, but then sometimes i settle for 2 drops if I don't have 1's. From now on, those 2's go away.
The list above is up to date. I haven't edited since then - I'll have to check on when I edit my deck it will update on the thread. I believe it will, but not sure.
Loot hoarder for a 1 - good idea. I do seem to draw too many 2's. Maybe i have an extra 1/1 taunt/divine shield hanging around I can throw in there.
Sounds like I"m on the right track on my playstyle. Over time, I've been doing a lot better with the deck. I think I've won 8 of the last 10 (this is rank 18-19, so it's not super competitive overall but it is probably where I need to be right now while learning the tricks of the trade).
Thanks for the tips. I love this community.
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Hey guys,
I've been working on this Paladin deck, was wondering if you had any thoughts.
I got him to rank 18, but then subsequently lost about 5 games in a row. It may have been RNG, or it may have been my lack of experience. Or, it may have been that this deck needs some love.
I have other cards that might fit here, like the one that gives a minion 10/10 attack. But he costs 8, and I didn't want to give anyone up.
Can you guys see what general thoughts you have on this deck? And, if you feel like it, let me know what other cards may work. I have about 200 dust to burn (saving the rest), and my collection is also public.
Thanks for any tips
EDIT - modified per Nanaki's and Magitac's suggestions!
The problem is that the best card in Paladin is Call to Arms, which you do not have and cannot afford to craft.
This should not prevent you from improving your deck, however !
Disclaimer : All of the following is my personnal opinion, and I might be wrong.
The worst cards in your deck, that you should definitely remove : Servant of Kalimos, Tol'vir Stoneshaper (not enough elemental to build a real elemental synergy), Grimestreet Outfitter (horrible topdeck, you don't have enough minions or minions that really benefit from it), adaptation (just a bad card).
You should probably focus more on a "Silver hand recruits" (or "dude") theme, since you already have most of the related cards (1 level up, tarim, 2 stegodon, vinecleaver, lost in the jungle, 1 stand against darkness). Good cards in this kind of deck include knife juggler, dire wolf alpha, and unidentified maul, which you all have in x2 : definitely include them.
Righteous protector and divine favor are also must have, so include all you can (not necessary to craft, since you have "almost as good" cards). Probably argent squire too (aim for 6-7 1-mana cards, keeping your fire flys since you have no divine shield synergy nor call to arms).
A card I would consider crafting would be a 2nd stand against darkness, since it's really strong in this deck, but it rotates out in ~1 month, so... as you want !
Cards you could remove to make room for better : 1 vinecleaver (keep just one, but avoid having too much weapons and too much high-cost cards), spikeridged steed (too expensive), ravasaur runt, tirion (expensive, though it is really strong).
EDIT : I forgot drygulch jailor good serve the synergy pretty well too. probably just x1 though.
Good luck !
Wow, thank you! That is super helpful. I'm going to get rid of those elementals.
I may actually craft a Call To Arms. I have about 2300 dust, and I pre-ordered the expansion so suddenly I don't think I need as much dust. However, 800 is a bit pricy probably. I'll craft one of them, though.
I'll post my revision of the deck here once complete. Thanks again for your help!
Hey again - so I modified the deck, and it's posted above in the first post.
I ended up crafting Call To Arms since it's a card that will stick around for a while. I also did craft a Stand Against Darkness. Even though it's only good for another month, I figure it was a cheap 40 dust. Easy peezy. If this deck stays good, I may keep those cards for wild - who knows.
Let me know - do you think the above deck looks better? Hoping it will take me to rank 17 or even 16.
Stop! Please Stop!
Do not dust anything you might need for the next expansion especially elementals. There is a strong chance for them to have good decks. You will never have enough dust unless you have achieved a full collection. Preordering the expansion alone will not get you all the cards you are going to want. While call to arms seems safe, you do not know what is coming that might make it obsolete or less desirable. One end of season rewards is not worth what you could be crafting in a month's time. Even if you get to rank 5, that golden epic won't completely replace the elementals you are about to trash for a one-of that you won't draw half the time.
You need call to arms x 2. It's so hard to be competitive without both copies.
That card is worth having now. It will be important in April after the new rotation, I assure you.
I would go with another Righteous Protector or the Jailor card that puts SHR in your hand. You need to get away from Battlecry cards that cost 2 or less and replace them with Deathrattles so you can get the benefit.
Good idea, getting rid of the battlecries since recruit will be doing some work.
Thank you for all your help. I updated the above deck - although, at this point I think I need to get rid of a firefly in lieu of another card with deathrattle or battlecry.
Should I also get rid of the hydrologist and Argent Protector? They certainly come in handy, and with only 1 Call to Arms, the odds are that they won't be recruited. What do you think?
Ok. I may have read you question wrong the first time. Now I have a better idea after looking at your collection. You definitely have enough 1 and 2 cost minions. Remove Tirion, both fireflys, both argent protectors, the Runt, Spikeridged Steed and the hydrologists. These cards are too slow and reactive. So that is 9 cards. We will replace them with 2 Argent squires, 2 Drygulch Jailors, 2 Unidentified Mauls, and a Dinosize. Dinosize should be a better finisher in this deck than Tirion.
We now have more naturally sticky minions if left up represents 10 face damage with spellbreaker as insurance through taunt. Not many will play around dinosize at rank 20-15. Your last 2 spots are up to you and I will list the following minions: Loot Hoarder (Card Draw) since you only have 1 Divine Favor, Stonetusk Boar (immediate face damage with turn 9 synergy + Dinosize, Wax Elemental, and Stubborn Gastropod for a hail mary taunt. You can also make an alternate murloc deck if you get tired of running this one.
Wow, you are awesome! Thank you so much, I can't wait to see how it performs!
Ok, that should do it! Unless you see some glaring mistakes, I think I'm good to close this thread out.
Thanks again, you are truly awesome!
LOL, well I want this deck to go far, so I shelled out the 400 for another call to arms. NOW I think it's final. Won me 3 out of 3 so far!
Thanks again!
Your deck looks great now :)
One last thing I would change is replacing 1 drygulch jailor by a 1-mana minion. Having 2 drygulch come out of a Call to Arms, then killed in the same turn, will probably fill your hand, and you will then burn a card, which feels bad.
1-mana minion you could include : 2nd righteous protector (best choice, but you would need to craft it, so you might want to try something else first), young priestess, or wax elemental (both do a similar job of "protecting your other minions", young priestess being more agressive and wax elemental more defensive).
A last thing to keep in mind : tech choices depending on the meta you are facing. Consecration could be a great inclusion IF you face a lot of decks that fills the board with lots of small minions (murloc pala, dude pala, pirate warrior, aggro druid, ...), but it's pretty bad against decks that have mainly huge minions (big priest, cubelock, ...), so it depends on which decks you encounter the most.
If you include 1 or 2 consecration, they should probably replace spellbreaker and/or blessing of kings (could be 1 of each), again, it depends on what you face. Spellbreaker is awesome against taunts (especially voidlords) and buffs (such as divine spirit priest), but can be pretty bad against some other decks.
To summarize : try to ask yourself in game "Which card would I rather have in this situation ? Consecration, Spellbreaker, or Blessing of Kings ?"
Good point about Call To Arms. You know whats funny though, even with 2 in my hand I just haven't drawn it very often.
So this style of play is a lot different from my Aggro Hunter, which is a lot more plug and play - moves are kind of obvious (I'm sure I do miss stuff, but I do well with him).
This guy, I just need to be a better player.
The update is, I've won 5 games but lost 4. 2 of those losses (maybe 3) could have been avoided if I was smarter. I was totally going to kill this mage with 1 health left and I had 14, but he had a deal 10 damage card and I had no taunts on the board. I could have played it safe and played a taunt, but instead I played a stupid card thinking I had it in the bag.
There are other examples of just not playing very well.
But I'm learning. And this is a good deck to learn from, I think.
After I get good at this one, I want to make a good Rogue deck. I have some fun cards in there. When I first started, I thought rogue was going to be my best deck but now I realize that there are many more options that are just as fun.
Anyway, back to the point.
Consecration would come in handy, because AOE stuff is lacking a bit in my hand. But, Spellbreaker and BoK do so well for me, it's hard to let them go. I suppose if I were to get rid of one, it would probably be blessing of kings since that seems to make the game faster as opposed to actually squeak out a win with. Spellbreaker definitely saves my ass.
I'm gonna stick with it how it is for now, but if I need some AOE over time I'll definitely be putting consecration in.
I was stoked today, because I got a K&C pack with a golden Rummaging Kobold, but I already had 2 of the regulars. So I dusted it for 400, which basically paid for one of my Call to Arms! I'm back up to 1800 dust, which is what I want to be able to craft some good cards in the new expansion. Might be able to craft a legendary and a couple others, or maybe just a bunch of epics. Can't wait!
Good thoughts. I have to say, I would love another lost in the jungle card for sure. But I also like the dinosize - it helps when I place it on a divine shield minion (or get that buff through the unidentified maul or adapt). I wish I could have 32 cards in a deck! Hard to get rid of my cards.
The problem with the steward of darkshire, is that it's going to be wilded pretty soon and I'd need to get it from dust. But it does look like a killer card.
Anyway, I may take your suggestion and get rid of a loot hoarder for another lost in the jungle, or even a divine favor. That's a really good idea. I do want to make sure i have enough 1-2 cost minions though for my 2 call to arms. Once, I played the second one but only had 1 card to actually draw from it (it was late game, though).
One of my favorite cards is the knife juggler. If I draw that one as the first one of a call to arms, then it's nice to do a quick 2 damage. Also, with that card, the summon 5 recruits is rad.
So, now I have this great deck, in addition to a good aggro hunter deck which once got me to rank 17.
At first, I won 5 games in a row with the Pally. Then, I only won about 3 out of the next 10! I'm really hurting, and yep, I'm down to Rank 20 again and still having trouble.
These games, I think I could have won. So the issue now is strategy.
Can you guys think of any Youtubers that might explain how to play this kind of deck? I could use some insights. Maybe even a coach.
Do you think it would make my deck stronger to craft a Crystal Lion? It's only 100 dust, and I have 1900 right now.
What if I replaced one of the mauls with it? Weaker, or stronger deck?
Not really.
It's good if you have it, but the difference is not significant enough to be worth crafting in my opinion. And would replace a 4-drop (blessing of kings, spellbreaker, or consecration) better than a maul, or possibly instead of dinosize (though I would keep it, since it adds some surprise lethal if opponent is not expecting it).
If the list in the first post is still up-to-date, I would replace a 2-drop by a 1-drop though (either drygulch or loot hoarder), having 6 1-mana cards adds more stability by increasing the chances of playing something turn 1.
A few tips while I'm here :
1) Mulligan.
- Always keep call to arms (so good !)
- If you don't have a 1-drop, shuffle everything (except CtA) : you NEED a 1-drop
- Keep 1 or 2 1-drop (not 3).
- Shuffle back cards that cost 4 or more (except CtA).
- Ideal starting hand should be something like 2 1-drops + 1 2-drop + 1 CtA. Turn 1, 1 drop, turn 2 either hero power or 2-drop (depends if opponent can kill your 2-drop or not), Turn 3 1-drop + 2-drop (or hero power), Turn 4 CtA.
2) Misc :
- Unless you have divine favor in your hand, try to not empty your hand too much, and prefer to hero power instead, after turn ~5.
- Try to protect your kniffe jugglers and dire wolf alpha. This includes NOT playing them turn 2 if opponent is almost sure to kill it right away.
- Better have a turn 2 hero power and turn 3 knife juggler + lost in the jungle, than playing knife juggler turn 2 and having it killed before you can play lost in the jungle.
- If you trade some minions, better sacrifice minions that are not silver hand recruits (and not knife juggler obviously) : argent squire (mostly this), loot hoarder, stegodon, sometimes even dire wolf alpha. Because level up and stegodong boosts can be a great deal.
- Try to save some good combos for later, even if this means having weaker turns, in some circumstances (highly depends on the situation). For example keeping a knife juggler + stand against darkness for turn 7, even if that means having a weak turn 6 (something like hero power + 2-drop for example). Or a turn 10 stand against darkness + level up.
These are great tips! During the mulligan, I'm always thinking that I hope I'm making the right choice. This clears it up. Yep, keep call to arms, I got that, but then sometimes i settle for 2 drops if I don't have 1's. From now on, those 2's go away.
The list above is up to date. I haven't edited since then - I'll have to check on when I edit my deck it will update on the thread. I believe it will, but not sure.
Loot hoarder for a 1 - good idea. I do seem to draw too many 2's. Maybe i have an extra 1/1 taunt/divine shield hanging around I can throw in there.
Sounds like I"m on the right track on my playstyle. Over time, I've been doing a lot better with the deck. I think I've won 8 of the last 10 (this is rank 18-19, so it's not super competitive overall but it is probably where I need to be right now while learning the tricks of the trade).
Thanks for the tips. I love this community.