How do you actually win reliably like stats suggests when you have no card draw? Like most games you just draw shit and sit pressing 1 mana hero power and pass on turn 5-6 no matter what you mulligan. Can't get over 40% winrate with this deck so I must be missing something about how to draw the correct cards?
You don't win by outdrawing the opponent when playing Even Paladin. You win by outvaluing him. A Corpsetaker that took 3 cards to deal with is like you drew more than your opponent. Try to maximize the output of your minions. BoK your Recruits so you make a free token trading with cards the opponent actually payed for, and wait for the right moment to clear (Usually when you are left with something to get initiative).
You don't win by outdrawing the opponent when playing Even Paladin. You win by outvaluing him. A Corpsetaker that took 3 cards to deal with is like you drew more than your opponent. Try to maximize the output of your minions. BoK your Recruits so you make a free token trading with cards the opponent actually payed for, and wait for the right moment to clear (Usually when you are left with something to get initiative).
The only decks you can outvalue with even paladin are odd paladin, odd rogue and other aggressive decks. You don't win by outvaluing, you win with tempo and pressure, Most current decks in the meta will easily outvalue even paladin.
I honestly don't know either. Even Paladin's success has puzzled me ever since its resurgence.
I crafted Tarim and Corpsetaker for it because it looked like a fun midrange Paladin, but it turned out to be really frustrating as it's basically 100% topdeck mode.
Over time I figured out that a lot of it comes down to the mulligan phase and just Corpsetaker, but either way I'm not really a fan. It feels like old Midrange Hunter except more highrolling.
Ok. So it seems like there is no explanation how to make it work except being lucky. Good to know.
It's not about being lucky, it's about working with the hand you have and looking forward to maximizing the difficulty of your opponent dealing with your resources.
Even Paladin is not a difficult deck to play, most of time people make the mistake by playing their 2 mana minion on turn 2 without having an other 2 mana card in hand, so turn 3 they just hero power, when they could have hero power turn 2 and 3 and so gain an extra 1/1 on board.
Also, you want to coin Corpsetaker almost every game. You don't need card draw if you play 1 card a turn since the 1 mana hero power fill the curve.
Also, you want to coin Corpsetaker almost every game. You don't need card draw if you play 1 card a turn since the 1 mana hero power fill the curve.
Hard to play one card a turn lol if u are stuck with shit in your hand as is usually the case for people with regular luck. Most of the time you don't see any playable minions early on and get stuck behind for the whole game.
Even Paladin contains some of the best minions out of the top meta decks. They are threatening and resilient. You have the secrets from Hydrologist to protect your threats, you have Corpsetaker and stealthy Spirit of the Tiger. Along with your buffs, you can make scary boards that your opponent has to deal with. If they do have answers, make more threats. Eventually they will run out of options. You also have access to Wild Pyromancer, Equality, and Consecration if you get in a bind yourself. This deck also contains burst damage in the form of Avenging Wrath. Usually, you want to go face a lot to deal chunks of damage. Get in range so you can burst them down. Sometimes dropping a Truesilver Champion to push that last 4 damage can be the game winner. It's a good deck and can deal with just about anything.
Even paladin is a great deck, in my opinion it's better than even shaman, which plays in a similar way with no draw . It can generate pressure and has some recovery tools. Always generating a token means there is always a target for a buff. Truesilver for threat removal or damage tempo. Wrath for a finisher. Corpsetakers and blessing of Kings is nuts. Dinosize can end games. Divine shield and secrets. Tarim is a game winner. If I can pilot it to success, anyone can :)
I've kept coming back to this deck to try it in different local meta's but it seriously just keeps loosing. Winrate is like 30% so there must be some secret lucky mojo that I'm missing. There is legit something like that missing since there is literally no obvious strategical thing that is missing here. I'm guessing the Blizz alogorithm is optimized so I cannot play this deck for some reason. Doesn't matter if most matchups are listed as favored to heavily favored in stats, it just looses.
How do you actually win reliably like stats suggests when you have no card draw? Like most games you just draw shit and sit pressing 1 mana hero power and pass on turn 5-6 no matter what you mulligan. Can't get over 40% winrate with this deck so I must be missing something about how to draw the correct cards?
You don't win by outdrawing the opponent when playing Even Paladin. You win by outvaluing him. A Corpsetaker that took 3 cards to deal with is like you drew more than your opponent. Try to maximize the output of your minions. BoK your Recruits so you make a free token trading with cards the opponent actually payed for, and wait for the right moment to clear (Usually when you are left with something to get initiative).
The only decks you can outvalue with even paladin are odd paladin, odd rogue and other aggressive decks. You don't win by outvaluing, you win with tempo and pressure, Most current decks in the meta will easily outvalue even paladin.
Ok. So it seems like there is no explanation how to make it work except being lucky. Good to know.
I honestly don't know either. Even Paladin's success has puzzled me ever since its resurgence.
I crafted Tarim and Corpsetaker for it because it looked like a fun midrange Paladin, but it turned out to be really frustrating as it's basically 100% topdeck mode.
Over time I figured out that a lot of it comes down to the mulligan phase and just Corpsetaker, but either way I'm not really a fan. It feels like old Midrange Hunter except more highrolling.
I tried having fun once. It was awful.
It's not about being lucky, it's about working with the hand you have and looking forward to maximizing the difficulty of your opponent dealing with your resources.
Even Paladin is not a difficult deck to play, most of time people make the mistake by playing their 2 mana minion on turn 2 without having an other 2 mana card in hand, so turn 3 they just hero power, when they could have hero power turn 2 and 3 and so gain an extra 1/1 on board.
Also, you want to coin Corpsetaker almost every game. You don't need card draw if you play 1 card a turn since the 1 mana hero power fill the curve.
Hard to play one card a turn lol if u are stuck with shit in your hand as is usually the case for people with regular luck. Most of the time you don't see any playable minions early on and get stuck behind for the whole game.
Even Paladin contains some of the best minions out of the top meta decks. They are threatening and resilient. You have the secrets from Hydrologist to protect your threats, you have Corpsetaker and stealthy Spirit of the Tiger. Along with your buffs, you can make scary boards that your opponent has to deal with. If they do have answers, make more threats. Eventually they will run out of options. You also have access to Wild Pyromancer, Equality, and Consecration if you get in a bind yourself. This deck also contains burst damage in the form of Avenging Wrath. Usually, you want to go face a lot to deal chunks of damage. Get in range so you can burst them down. Sometimes dropping a Truesilver Champion to push that last 4 damage can be the game winner. It's a good deck and can deal with just about anything.
I think it's fairly easy to pilot and has good matchups across the board, I've personally had plenty of success with it.
Maybe the problem has to do with the list you're playing, the decks you're facing and/or your skill.
If you could link your list and maybe some replays it would be easier to help you out.
Even paladin is a great deck, in my opinion it's better than even shaman, which plays in a similar way with no draw . It can generate pressure and has some recovery tools. Always generating a token means there is always a target for a buff. Truesilver for threat removal or damage tempo. Wrath for a finisher. Corpsetakers and blessing of Kings is nuts. Dinosize can end games. Divine shield and secrets. Tarim is a game winner. If I can pilot it to success, anyone can :)
I've kept coming back to this deck to try it in different local meta's but it seriously just keeps loosing. Winrate is like 30% so there must be some secret lucky mojo that I'm missing. There is legit something like that missing since there is literally no obvious strategical thing that is missing here. I'm guessing the Blizz alogorithm is optimized so I cannot play this deck for some reason. Doesn't matter if most matchups are listed as favored to heavily favored in stats, it just looses.