Maybe the even-decks open up for a new, slower playstyle, but I believe the strongest paladin decks do not use the odd/even restrictions, as they can use all the OP cards from a very strong set last year.
I think, eventually, with the end of new expansion hype, when people will stop seriously play weird shit like Raid Leader or Wolfrider in competetive, exatcly this will happen. Like, i remember all the hype around Spell Hunter in K&C, but two weeks - and noone plays it.
I think, eventually, with the end of new expansion hype, when people will stop seriously play weird shit like Raid Leader or Wolfrider in competetive, exatcly this will happen. Like, i remember all the hype around Spell Hunter in K&C, but two weeks - and noone plays it.
That's absolutely not true. Spell Hunter remained a T2 deck until the release. Even now it's seeing decent results.
Actually what you call "spell hunter" is in fact old Y'shaarj hunter + a couple good spells it got from KnC. The actual spell hunter did not see any play at all after the first two weeks.
I think, eventually, with the end of new expansion hype, when people will stop seriously play weird shit like Raid Leader or Wolfrider in competetive, exatcly this will happen. Like, i remember all the hype around Spell Hunter in K&C, but two weeks - and noone plays it.
That's absolutely not true. Spell Hunter remained a T2 deck until the release. Even now it's seeing decent results.
Actually what you call "spell hunter" is in fact old Y'shaarj hunter + a couple good spells it got from KnC. The actual spell hunter did not see any play at all after the first two weeks.
Not true. Barnes + Y'shaarj was just a way to build the spell hunter deck. It gave the deck a nice cheese option for beating cubelock. You could easily run the weapon or to my side instead and get good results. The issue is that the meta was filled with warlocks so most people opted for the barnes package.
I am not saying the odd/even decks are not good, they obviously are, but I believe the vanilla dudedin build is even stronger. I have not seen any counterarguments yet, probably because very few have actually trid it (yet...)
The odd/even decks also have the problems that the heropower bonus of the even-deck is useless lategame, while the odd deck gives up the most powerful early/midgame pushes.
I've been playing odd paladin the last 2 days ,and have met some people playing normal aggro package paladin.
The game is decided by turn 4.If the other paladins Call to Arms draws a perfect knife juggler,i lose the game on the spot.
If he doesnt get a good knife juggler,or any at all,I will the game at the spot.Because odd paladin rules the first 3 turns.
It doesnt get a lot to get out of control.But if you get out clean after enemies call to arms,you basicly can't lose board as they tend to not run Concecration.
And witch's cauldron can also win you the game with rng.Although i haven't tested it a lot.
I've been playing odd paladin the last 2 days ,and have met some people playing normal aggro package paladin.
The game is decided by turn 4.If the other paladins Call to Arms draws a perfect knife juggler,i lose the game on the spot.
If he doesnt get a good knife juggler,or any at all,I will the game at the spot.Because odd paladin rules the first 3 turns.
It doesnt get a lot to get out of control.But if you get out clean after enemies call to arms,you basicly can't lose board as they tend to not run Concecration.
And witch's cauldron can also win you the game with rng.Although i haven't tested it a lot.
I DID put in a conc in my deck, but is not about that nor lucky knives. If CTA is drawn, odd-din lose, and by not running Tarim, Lion nor Jailor, the advantage of the extra dude (when you heropower) can be eliminated later as well. Like every paladin matchup, it is all about clearing the board, even if it means some ugly trades at times.
I've been playing odd paladin the last 2 days ,and have met some people playing normal aggro package paladin.
The game is decided by turn 4.If the other paladins Call to Arms draws a perfect knife juggler,i lose the game on the spot.
If he doesnt get a good knife juggler,or any at all,I will the game at the spot.Because odd paladin rules the first 3 turns.
It doesnt get a lot to get out of control.But if you get out clean after enemies call to arms,you basicly can't lose board as they tend to not run Concecration.
And witch's cauldron can also win you the game with rng.Although i haven't tested it a lot.
I DID put in a conc in my deck, but is not about that nor lucky knives. If CTA is drawn, odd-din lose, and by not running Tarim, Lion nor Jailor, the advantage of the extra dude (when you heropower) can be eliminated later as well. Like every paladin matchup, it is all about clearing the board, even if it means some ugly trades at times.
Stop acting like you know everything holy sht,you don't even consider other peoples thoughts.wtf
been playing odd paladin in wild, I had like 3 loses in ranks 13-6 in wild there is nothing more powerful than level up or quartermaster 4-5 dudes at turn 4-5 and I have been able to do that constantly (mulliganed for the quartermaster/level up)
Well, paladin has by far the most powerful upgraded hero power. It did work in control paladin (which didn't even have dude synergy) back in the day but Justicar didn't see play in most of the midrange decks because it's only playable 1 turn after you can play quartermaster. The hero power being available on turn 2 means you can start threatening level up value with just a hero power or two, and this threat is continuous. You know you're in a bad spot when you're trading real cards with hero powers
With even paladin, the hero power is less impressive but you sacrifice a lot less. Most notably you get to keep call to arms + 2 drops, which was powerful enough for people to scream about before shudderwok came along. Also Sunkeeper Tarim. You lose lost in the jungle, righteous protector, some weapons and level up. Unlike odd paladin, you don't see many "bad arena cards" in even paladin
Even if they are arguably not as good as normal paladin right now, they are only going to get better over time. Old paladin is tried and done, Updating decks like that is simple and they always have an edge at the start of expansions. These two new decks are only starting to be refined. People need to figure out if you run raid leader over witch's cauldron in their 3 slot, both or something else entirely
So... I just made an updated version of K&C dudedin without a single Witchwood card, and have been crushing the ladder so far.
Of course, that kind of punishing aggro/tempo deck is better in unresolved meta but it raises an important question:
Are the odd/even decks actually gaining enough for what they give up? I mean, the old decks ran all core cards like Lost in the Jungle, Unidentified Maul, Level Up!, Vinecleaver, Call to Arms, Lightfused Stegodon and Sunkeeper Tarim while the odd/even decks are stuck with several subpar replacements.
Maybe the even-decks open up for a new, slower playstyle, but I believe the strongest paladin decks do not use the odd/even restrictions, as they can use all the OP cards from a very strong set last year.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
I think, eventually, with the end of new expansion hype, when people will stop seriously play weird shit like Raid Leader or Wolfrider in competetive, exatcly this will happen. Like, i remember all the hype around Spell Hunter in K&C, but two weeks - and noone plays it.
¯\_(ツ)_/¯
Yeah oddladin is really good. Especially with prince Liam.
if decks are going toe to toe with cubelock you can be certain its going to be around for a while
Wolfrider is legitimately good in baku hunter tho
that extra dude at the end of your turn really matters for the paladin
I am not saying the odd/even decks are not good, they obviously are, but I believe the vanilla dudedin build is even stronger. I have not seen any counterarguments yet, probably because very few have actually trid it (yet...)
The odd/even decks also have the problems that the heropower bonus of the even-deck is useless lategame, while the odd deck gives up the most powerful early/midgame pushes.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
I've been playing odd paladin the last 2 days ,and have met some people playing normal aggro package paladin.
The game is decided by turn 4.If the other paladins Call to Arms draws a perfect knife juggler,i lose the game on the spot.
If he doesnt get a good knife juggler,or any at all,I will the game at the spot.Because odd paladin rules the first 3 turns.
It doesnt get a lot to get out of control.But if you get out clean after enemies call to arms,you basicly can't lose board as they tend to not run Concecration.
And witch's cauldron can also win you the game with rng.Although i haven't tested it a lot.
Just Another Legend Player#Kappa
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Baku Warrior is so good that ive had 4 hunters instaconcede .
Hearthstone is a game of "copy and pasting"
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Just Another Legend Player#Kappa
been playing odd paladin in wild, I had like 3 loses in ranks 13-6 in wild there is nothing more powerful than level up or quartermaster 4-5 dudes at turn 4-5 and I have been able to do that constantly (mulliganed for the quartermaster/level up)
So far for me:
Odd: Rogue, paladin, hunter and warrior.
Even: Shaman and paladin.
The other classes and combinations don't look good enough for the restrictions, for now a least.
Lost 2 games to different odd paladins, the matchup depends a LOT on CTA...
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Well, paladin has by far the most powerful upgraded hero power. It did work in control paladin (which didn't even have dude synergy) back in the day but Justicar didn't see play in most of the midrange decks because it's only playable 1 turn after you can play quartermaster. The hero power being available on turn 2 means you can start threatening level up value with just a hero power or two, and this threat is continuous. You know you're in a bad spot when you're trading real cards with hero powers
With even paladin, the hero power is less impressive but you sacrifice a lot less. Most notably you get to keep call to arms + 2 drops, which was powerful enough for people to scream about before shudderwok came along. Also Sunkeeper Tarim. You lose lost in the jungle, righteous protector, some weapons and level up. Unlike odd paladin, you don't see many "bad arena cards" in even paladin
Even if they are arguably not as good as normal paladin right now, they are only going to get better over time. Old paladin is tried and done, Updating decks like that is simple and they always have an edge at the start of expansions. These two new decks are only starting to be refined. People need to figure out if you run raid leader over witch's cauldron in their 3 slot, both or something else entirely
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest