Hello everyone! I attempted to make a Midrange Paladin deck with the new Boomsday cards as I'm hoping that midrange in general will make a comeback with the upcoming expansion. Anyway, the deck is below and I'd like your feedback on it or your thoughts on Midrange Paladin for the upcoming expansion. Thanks!
Is there a reason why you are running Dark Conviction? Same thing with Wargear. Like I can understand Wargear a little bit, but not the other one. Also, I might suggest putting in a Missile Launcher just because it's strong against aggro and can help stabalize, along with providing a +4/+4 buff when magnetized.
Is there a reason why you are running Dark Conviction? Same thing with Wargear. Like I can understand Wargear a little bit, but not the other one. Also, I might suggest putting in a Missile Launcher just because it's strong against aggro and can help stabalize, along with providing a +4/+4 buff when magnetized.
I included Dark Conviction because it seemed like it could work with Argent Squire and Righteous Protector as a turn 2 play as well as provide some easier removal later. I realize it might not be the best, but I wasn't sure what other early game option would be better.
As for Missile Launcher, turn 6 seems a bit late against aggro. I think the taunts would be enough. Or as Jakorindo suggested, I could include Scalehides.
Maybe throwing in a viscious scalehide or two will help your corpsetaker become more solid? Also means you will get better pulls from countess ashmore
I considered including them, but I also kind of liked the guaranteed draw of Zilliax from Ashmore. Also, there weren't any earlygame buffs that I could use on them, so they seemed sort of weak. They could provide some survivability lategame with Val'anyr though.
Thats the deck I would try with the current cards but it rly needs better mechs to be viable... we lack good 1-2 drops and our late game mechs are medicore...
Arcane Dynamo is maybe too slow and not worth it in the final decklist but I think having a 33% chance to get additional Kangor's Endless Army is worth testing it because only 2 out of 10 spells are bad for a midrange deck and we can decide which spell we want.
Bolvar, Fireblood . Corpsetaker, are too slow even though Corpsetaker would always get most of his buffs I don't think it is needed in this kind of midrange deck where you want to steamrole your mechs, especially if there will be more 2-4 mana mechs I would cut corpsetaker immediately from your decklsist. I played many midrange paladin decks in the current season and Corpsetaker felt always underwhelming compared to odd-rogues/zoolocks/odd-pala plays.. 3 health body is just too bad for a passive turn4 minion.
I think 1x Missile Launcher can make the cut because it is rly good vs aggro, can be played without minions on the board and in combination with Zilliax/Adaption/Equality there are some nice combinations possible, atm we need any viable magnetic minion to make Kangor's Endless Army better.
I played 400+ games with a Val'anyr midrange paladin deck and I can say that without Equality/Consec or Avenging wrath it is not worth playing midrange-paladin... thats the only threat we have vs taunt druid or any other big recruit walls.. we build a decent board with 10+ dmg and most likely have a weapon equipped and than we burst their minion-wall and smorc for the final blow.. always going for trades without Equality is suicide in my opinion vs half of the current meta decks.. it takes too long and we run out of steam.
Harvest Golem is bad.. he is a mech and sticky but the last thing I want is reviving 2/1 mech tokens with Kangor's Endless Army but I try to increase my count of Endless Army + the value it will generate over time which is different attempt than yours. You tried to get divine shield + mech cards working together and win with value-trades.
Spikeridged Steed is too slow vs aggro and control, I would play Stonehill Defender to get Anno-o-modules which are similar to Spikeridged Steed and can be played without a board + increase your mech count or play Blessing of Kings which is cheaper and has more punch vs control, you already play a very passive kind of midrange deck, I don't think you need even more defensive tools if you can also play cheaper minions/buffs to win the board-control sooner.
Thanks for the feedback! I edited the deck in light of some of your suggestions. I'm considering adding a Missile Launcher in place of the Spellbreaker perhaps, but I don't really see it as a good card against aggro. Maybe you meant token decks. I'm pretty torn though since it might depend on the meta which card would be more useful.
As for Harvest Golem I think that the card could work as you would likely buff the 2/1 if it gets traded into. Since there isn't too strong of an early game yet, I still value the stickiness of the minion over the potential downside of getting a 2/1 off of Kangor's. I definitely could be wrong though.
Is there a reason why you are running Dark Conviction? Same thing with Wargear. Like I can understand Wargear a little bit, but not the other one. Also, I might suggest putting in a Missile Launcher just because it's strong against aggro and can help stabalize, along with providing a +4/+4 buff when magnetized.
I included Dark Conviction because it seemed like it could work with Argent Squire and Righteous Protector as a turn 2 play as well as provide some easier removal later. I realize it might not be the best, but I wasn't sure what other early game option would be better.
As for Missile Launcher, turn 6 seems a bit late against aggro. I think the taunts would be enough. Or as Jakorindo suggested, I could include Scalehides.
Maybe throwing in a viscious scalehide or two will help your corpsetaker become more solid? Also means you will get better pulls from countess ashmore
I considered including them, but I also kind of liked the guaranteed draw of Zilliax from Ashmore. Also, there weren't any earlygame buffs that I could use on them, so they seemed sort of weak. They could provide some survivability lategame with Val'anyr though.
If you are afraid of the loss of Ziliax, you can add another lifesteal or rush minion. I would keep a watch out if any such mech drops and add it immediately. Particularly anyone with lifesteal (would make your corpsetakers much more consistent)
So I made a few changes to the deck with the newly released cards. (-2x Righteous Protector, -2x Stonehill Defender, +2x Glow-Tron, +2x Bronze Gatekeeper) I'm not sure if was the right way to go, but I was hoping that it would improve the magnetic synergy. My concern is that there isn't a magnetic effect for turn 2, so the Glow-Tron could just die without any buffs, hurting Kangor's Endless Army. Also, I'm worried about losing the value from the Stonehill Defenders. The other potential issue is that it makes the Corpsetakers slightly less reliable, so I'm closer to taking those out as well. Finally, not having Righteous Protector makes Sunkeeper Tarim worse as well. I almost think he would be a later game card in this deck compared to how he was played in Even Paladin.
You guys need to remember that all of the deathrattle mechs are anti-synergy with the legendary spell (i.e. cut your Mecharoos, Giggling Inventors, Harvest Golems and other similar mechs). You don't want to resummon those tiny mechs during your big burst, so you should cut those cards. Also, I suggest adding Adaptation to roll for spellproof so that you can snowball a massive magnetic mech that they can't deal with. Also, given that you aim to have a large taunt mech, you may want an Aldor Peacekeeper to cripple common large minions (e.g. Mountain Giant or The Lich King before trading them down).
You guys need to remember that all of the deathrattle mechs are anti-synergy with the legendary spell (i.e. cut your Mecharoos, Giggling Inventors, Harvest Golems and other similar mechs). You don't want to resummon those tiny mechs during your big burst, so you should cut those cards. Also, I suggest adding Adaptation to roll for spellproof so that you can snowball a massive magnetic mech that they can't deal with. Also, given that you aim to have a large taunt mech, you may want an Aldor Peacekeeper to cripple common large minions (e.g. Mountain Giant or The Lich King before trading them down).
I somewhat agree with your point of deathrattle mechs being an antisynergy. Mecharoo I think is too small and will definitely be traded off, but my hope is that Harvest Golem will be sticky enough so there will be a mech on the board to buff the next turn. So as long as the 2/1 survives, you're getting decent value with either the original or the token being resummoned. I think the Adaptation idea isn't consistent enough and doesn't protect your mech from silence or something like Voodoo Doll, so I'm not in favor of that. Maybe if you also included Missile Launcher to role poisonous as a board clear it might be worth it. I do like your point about Aldor Peacekeeper through. I'll try to find a way to work that in.
You guys need to remember that all of the deathrattle mechs are anti-synergy with the legendary spell (i.e. cut your Mecharoos, Giggling Inventors, Harvest Golems and other similar mechs). You don't want to resummon those tiny mechs during your big burst, so you should cut those cards. Also, I suggest adding Adaptation to roll for spellproof so that you can snowball a massive magnetic mech that they can't deal with. Also, given that you aim to have a large taunt mech, you may want an Aldor Peacekeeper to cripple common large minions (e.g. Mountain Giant or The Lich King before trading them down).
I somewhat agree with your point of deathrattle mechs being an antisynergy. Mecharoo I think is too small and will definitely be traded off, but my hope is that Harvest Golem will be sticky enough so there will be a mech on the board to buff the next turn. So as long as the 2/1 survives, you're getting decent value with either the original or the token being resummoned. I think the Adaptation idea isn't consistent enough and doesn't protect your mech from silence or something like Voodoo Doll, so I'm not in favor of that. Maybe if you also included Missile Launcher to role poisonous as a board clear it might be worth it. I do like your point about Aldor Peacekeeper through. I'll try to find a way to work that in.
What's your plan for Missile Launcher to be poisonous?
Echo_ got it right: Adaptation. Not that it would be super consistent unfortunately.
Adaptation is RNG, as an atheist I hate RNGesus. His other recommendations are solid though.
Yeah, RNGesus can be disappointing in the those clutch situations. I definitely prefer the real One in those situations though. :)
Anyway, I think it could have some interesting applications with it's overall flexibility. It would be nice though if there were only three options to choose from so it was consistent. Then it would be a nice skill testing card that's less dependent on luck.
Glowstone Technician doesn't make sense in a tempo deck. Compare with Fungalmancer - your deck is trying to have minions on the board not in your hand.
Hello everyone! I attempted to make a Midrange Paladin deck with the new Boomsday cards as I'm hoping that midrange in general will make a comeback with the upcoming expansion. Anyway, the deck is below and I'd like your feedback on it or your thoughts on Midrange Paladin for the upcoming expansion. Thanks!
Edit: Deck updated 7/31
Is there a reason why you are running Dark Conviction? Same thing with Wargear. Like I can understand Wargear a little bit, but not the other one. Also, I might suggest putting in a Missile Launcher just because it's strong against aggro and can help stabalize, along with providing a +4/+4 buff when magnetized.
I don't have something witty about this deck, I just like it because Malygos is fun.
Maybe throwing in a viscious scalehide or two will help your corpsetaker become more solid? Also means you will get better pulls from countess ashmore
I included Dark Conviction because it seemed like it could work with Argent Squire and Righteous Protector as a turn 2 play as well as provide some easier removal later. I realize it might not be the best, but I wasn't sure what other early game option would be better.
As for Missile Launcher, turn 6 seems a bit late against aggro. I think the taunts would be enough. Or as Jakorindo suggested, I could include Scalehides.
I considered including them, but I also kind of liked the guaranteed draw of Zilliax from Ashmore. Also, there weren't any earlygame buffs that I could use on them, so they seemed sort of weak. They could provide some survivability lategame with Val'anyr though.
Thats the deck I would try with the current cards but it rly needs better mechs to be viable... we lack good 1-2 drops and our late game mechs are medicore...
I think Stonehill Defender + Crystology are a must have in a mech-paladin because you can discover additional Mechs ala Zilliax or Annoy-o-Module and Crystology played turn2 helps getting a great turn3. Righteous Protector + Upgradeable Framebot is hard to kill and sets up for turn4 Annoy-o-Module or playing Stonehill Defender Turn3 for the extra value and stalling the game.
Arcane Dynamo is maybe too slow and not worth it in the final decklist but I think having a 33% chance to get additional Kangor's Endless Army is worth testing it because only 2 out of 10 spells are bad for a midrange deck and we can decide which spell we want.
Bolvar, Fireblood . Corpsetaker, are too slow even though Corpsetaker would always get most of his buffs I don't think it is needed in this kind of midrange deck where you want to steamrole your mechs, especially if there will be more 2-4 mana mechs I would cut corpsetaker immediately from your decklsist. I played many midrange paladin decks in the current season and Corpsetaker felt always underwhelming compared to odd-rogues/zoolocks/odd-pala plays.. 3 health body is just too bad for a passive turn4 minion.
I think 1x Missile Launcher can make the cut because it is rly good vs aggro, can be played without minions on the board and in combination with Zilliax/Adaption/Equality there are some nice combinations possible, atm we need any viable magnetic minion to make Kangor's Endless Army better.
I played 400+ games with a Val'anyr midrange paladin deck and I can say that without Equality/Consec or Avenging wrath it is not worth playing midrange-paladin... thats the only threat we have vs taunt druid or any other big recruit walls.. we build a decent board with 10+ dmg and most likely have a weapon equipped and than we burst their minion-wall and smorc for the final blow.. always going for trades without Equality is suicide in my opinion vs half of the current meta decks.. it takes too long and we run out of steam.
Harvest Golem is bad.. he is a mech and sticky but the last thing I want is reviving 2/1 mech tokens with Kangor's Endless Army but I try to increase my count of Endless Army + the value it will generate over time which is different attempt than yours. You tried to get divine shield + mech cards working together and win with value-trades.
Spikeridged Steed is too slow vs aggro and control, I would play Stonehill Defender to get Anno-o-modules which are similar to Spikeridged Steed and can be played without a board + increase your mech count or play Blessing of Kings which is cheaper and has more punch vs control, you already play a very passive kind of midrange deck, I don't think you need even more defensive tools if you can also play cheaper minions/buffs to win the board-control sooner.
Thanks for the feedback! I edited the deck in light of some of your suggestions. I'm considering adding a Missile Launcher in place of the Spellbreaker perhaps, but I don't really see it as a good card against aggro. Maybe you meant token decks. I'm pretty torn though since it might depend on the meta which card would be more useful.
As for Harvest Golem I think that the card could work as you would likely buff the 2/1 if it gets traded into. Since there isn't too strong of an early game yet, I still value the stickiness of the minion over the potential downside of getting a 2/1 off of Kangor's. I definitely could be wrong though.
Excited to throw down against this deck with tempo Mech Warrior!
But make room for Giggling Inventor. It's gonna be one of the best cards in the set, possibly *THE* best.
If you are afraid of the loss of Ziliax, you can add another lifesteal or rush minion. I would keep a watch out if any such mech drops and add it immediately. Particularly anyone with lifesteal (would make your corpsetakers much more consistent)
So I made a few changes to the deck with the newly released cards. (-2x Righteous Protector, -2x Stonehill Defender, +2x Glow-Tron, +2x Bronze Gatekeeper) I'm not sure if was the right way to go, but I was hoping that it would improve the magnetic synergy. My concern is that there isn't a magnetic effect for turn 2, so the Glow-Tron could just die without any buffs, hurting Kangor's Endless Army. Also, I'm worried about losing the value from the Stonehill Defenders. The other potential issue is that it makes the Corpsetakers slightly less reliable, so I'm closer to taking those out as well. Finally, not having Righteous Protector makes Sunkeeper Tarim worse as well. I almost think he would be a later game card in this deck compared to how he was played in Even Paladin.
Here's my idea for a Kangor deck.
Update ver 2.1
You guys need to remember that all of the deathrattle mechs are anti-synergy with the legendary spell (i.e. cut your Mecharoos, Giggling Inventors, Harvest Golems and other similar mechs). You don't want to resummon those tiny mechs during your big burst, so you should cut those cards. Also, I suggest adding Adaptation to roll for spellproof so that you can snowball a massive magnetic mech that they can't deal with. Also, given that you aim to have a large taunt mech, you may want an Aldor Peacekeeper to cripple common large minions (e.g. Mountain Giant or The Lich King before trading them down).
Here is my decklist:
I somewhat agree with your point of deathrattle mechs being an antisynergy. Mecharoo I think is too small and will definitely be traded off, but my hope is that Harvest Golem will be sticky enough so there will be a mech on the board to buff the next turn. So as long as the 2/1 survives, you're getting decent value with either the original or the token being resummoned. I think the Adaptation idea isn't consistent enough and doesn't protect your mech from silence or something like Voodoo Doll, so I'm not in favor of that. Maybe if you also included Missile Launcher to role poisonous as a board clear it might be worth it. I do like your point about Aldor Peacekeeper through. I'll try to find a way to work that in.
What's your plan for Missile Launcher to be poisonous?
Adaptation I'm guessing? No other way to do that.
I don't have something witty about this deck, I just like it because Malygos is fun.
Echo_ got it right: Adaptation. Not that it would be super consistent unfortunately.
Adaptation is RNG, as an atheist I hate RNGesus. His other recommendations are solid though.
Yeah, RNGesus can be disappointing in the those clutch situations. I definitely prefer the real One in those situations though. :)
Anyway, I think it could have some interesting applications with it's overall flexibility. It would be nice though if there were only three options to choose from so it was consistent. Then it would be a nice skill testing card that's less dependent on luck.
Glowstone Technician doesn't make sense in a tempo deck. Compare with Fungalmancer - your deck is trying to have minions on the board not in your hand.
Hi
Guys think crazy ;-). I made one that looks like a lot of fun. Get metal and steam on the divine battelfield :-).