First off I would like to say that I love the idea of having multiple cool control paladin archtypes such as deathrattles with N'zoth and mechs which seem to be doing good in the meta but seem the only other deck next to heal paladin that is in the meta and control.
And searching over and over the internet for good decks to base a dragon deathrattle paladin hybrid off of seem to have near to no results and only the dragon archtype seemed to have any type of interest shown in it while the deathrattle paladin archtype was quickly cast aside when the whispers of the old gods expansion rotated out and all decks are horribly outdated while there are also decks I have seen that call themselves a "deathrattle" deck whilst only having 3 deathrattles total and the rest of the deck having near to nothing to do with them.
So many people would usually point at just taking the heal dragon paladin route which I both do not have the dust for neither the will to craft as most of those decks end up just becoming a heal paladin with flair and lose the entire point of having dragons. So I was naturally more compelled to stay stubborn and keep looking for other ideas and decks that had anything worth looking into. Yet I have no idea where to even start as the combination of dragon and deathrattle is non-existant deathrattle is 100% dead and dragon is only reliable in heal dragon form which barely has interest in using the dragons at all. Any tips?
What's the reason you want to have Deathrattle synergy? N'Zoth was the only reason why that deck existed when it did to bring back some big threats. You could throw in an Immortal Prelate/Da Undatakah package if you really want to do something with with Deathrattles. Another option now is to use the Paladin quest and play a bunch of Deathrattles for a lot of value.
Otherwise with dragons you could build a more Mid-range deck. I don't know how you would be able to outvalue Control Warrior or Control Shaman though if you wanted to slow the deck down to control.
I really believe Paladin should be about token/aggro and Midrange as they can play curvestone with their buffs. As degenerate as it was, Secret Paladin is probably the highlight of Paladin's meta game.
They don't have a "win" condition within their class to play control, N'Zoth, the Corruptor was a neutral that allowed you to bring back powerful stuff. Anyfin Can Happen is more of an OTK/Combo that used a control package.
The problem with that for me is that I don't find playing in such a way interesting as I believe that there should have been at least a few non-combo control arch types for each class that actually have a chance to both get to the late-game and out-value control warrior
You could throw in an Immortal Prelate/Da Undatakah package if you really want to do something with with Deathrattles.
I tried this when Immortal Prelate came out and I was looking for interesting plays to make, and I can confirm that they do NOT keep their buffs. i can't speak for Undatakah, but I assume it is the same.
I was pretty disappointed when my big 10-mana card only gave me 11/25 on the board. It was compounded even worse when the board was cleared and they were re-shuffled into my deck with no buffs attached to them. I don't think you want to be drawing a bunch of 2-mana 1/3s in the late game.
There's no one true Paladin deck archetype. Aggro is a mainstay, has been since launch (Divine Shield swarm decks have been around for a long time and cards like the now HoF'd Divine Favour are evidence of that).
Midrange has also been around for a long time and historically probably the most common and most successful. Secret Paladin was the most successful example of that, but the more iconic one was probably the version that ran midrange minions (Sylvanas, Tirion, Boom, Piloted Shredder) along with things like Quartermaster.
Combo has also sometimes cropped up in the class. Anyfin, DK Uther OTK and the current Holy Wrath OTK decks are an example. That said due to extremely limited direct damage in the class this is probably the most foreign one.
Control? Also not really alien. We had one decent attempt at it during N'Zoth but cards that heal are a hint that control is an archetype Paladin could play, going for the long game rather than going for tempo. Lay on Hands is a great example (albeit dated). Also I would argue that in those days any kind of slow midrange deck effectively was classified as control at the time, since the consistent value generation you see in some of the DKs and the hero cards like Dr. Boom, Mad Genius simply did not exist and so you ended up striking a balance on the question of "how much late game stuff can I cram into my deck without dying to aggro?" - Control Warrior ended up running things like Dr. Boom, the Alex/Grom combo, Sylvanas, Geddon, Rag, etc - by today's standards this would be a slow midrange deck.
Unfortunately Blizz will never release this archetype for Paladin anymore because of their fixation on minion swarming and secrets as "part of the class identity." They never give Paladin the removal nor the consistent late game value cards, the resource generation(this is a big one, card generation being awful when you're forced to run two cards for one boardclear meaning you fundamentally don't have as much resources as other classes do is awful), necessary for Control to work.
First off I would like to say that I love the idea of having multiple cool control paladin archtypes such as deathrattles with N'zoth and mechs which seem to be doing good in the meta but seem the only other deck next to heal paladin that is in the meta and control.
And searching over and over the internet for good decks to base a dragon deathrattle paladin hybrid off of seem to have near to no results and only the dragon archtype seemed to have any type of interest shown in it while the deathrattle paladin archtype was quickly cast aside when the whispers of the old gods expansion rotated out and all decks are horribly outdated while there are also decks I have seen that call themselves a "deathrattle" deck whilst only having 3 deathrattles total and the rest of the deck having near to nothing to do with them.
So many people would usually point at just taking the heal dragon paladin route which I both do not have the dust for neither the will to craft as most of those decks end up just becoming a heal paladin with flair and lose the entire point of having dragons. So I was naturally more compelled to stay stubborn and keep looking for other ideas and decks that had anything worth looking into. Yet I have no idea where to even start as the combination of dragon and deathrattle is non-existant deathrattle is 100% dead and dragon is only reliable in heal dragon form which barely has interest in using the dragons at all. Any tips?
What's the reason you want to have Deathrattle synergy? N'Zoth was the only reason why that deck existed when it did to bring back some big threats. You could throw in an Immortal Prelate/Da Undatakah package if you really want to do something with with Deathrattles. Another option now is to use the Paladin quest and play a bunch of Deathrattles for a lot of value.
Otherwise with dragons you could build a more Mid-range deck. I don't know how you would be able to outvalue Control Warrior or Control Shaman though if you wanted to slow the deck down to control.
I really believe Paladin should be about token/aggro and Midrange as they can play curvestone with their buffs. As degenerate as it was, Secret Paladin is probably the highlight of Paladin's meta game.
They don't have a "win" condition within their class to play control, N'Zoth, the Corruptor was a neutral that allowed you to bring back powerful stuff. Anyfin Can Happen is more of an OTK/Combo that used a control package.
the reason mostly is because I like dragons and have a golden N'zoth and thought that chillmaw might be able to stitch the two deck types together
The problem with that for me is that I don't find playing in such a way interesting as I believe that there should have been at least a few non-combo control arch types for each class that actually have a chance to both get to the late-game and out-value control warrior
I tried this when Immortal Prelate came out and I was looking for interesting plays to make, and I can confirm that they do NOT keep their buffs. i can't speak for Undatakah, but I assume it is the same.
I was pretty disappointed when my big 10-mana card only gave me 11/25 on the board. It was compounded even worse when the board was cleared and they were re-shuffled into my deck with no buffs attached to them. I don't think you want to be drawing a bunch of 2-mana 1/3s in the late game.
There's no one true Paladin deck archetype. Aggro is a mainstay, has been since launch (Divine Shield swarm decks have been around for a long time and cards like the now HoF'd Divine Favour are evidence of that).
Midrange has also been around for a long time and historically probably the most common and most successful. Secret Paladin was the most successful example of that, but the more iconic one was probably the version that ran midrange minions (Sylvanas, Tirion, Boom, Piloted Shredder) along with things like Quartermaster.
Combo has also sometimes cropped up in the class. Anyfin, DK Uther OTK and the current Holy Wrath OTK decks are an example. That said due to extremely limited direct damage in the class this is probably the most foreign one.
Control? Also not really alien. We had one decent attempt at it during N'Zoth but cards that heal are a hint that control is an archetype Paladin could play, going for the long game rather than going for tempo. Lay on Hands is a great example (albeit dated). Also I would argue that in those days any kind of slow midrange deck effectively was classified as control at the time, since the consistent value generation you see in some of the DKs and the hero cards like Dr. Boom, Mad Genius simply did not exist and so you ended up striking a balance on the question of "how much late game stuff can I cram into my deck without dying to aggro?" - Control Warrior ended up running things like Dr. Boom, the Alex/Grom combo, Sylvanas, Geddon, Rag, etc - by today's standards this would be a slow midrange deck.
Unfortunately Blizz will never release this archetype for Paladin anymore because of their fixation on minion swarming and secrets as "part of the class identity." They never give Paladin the removal nor the consistent late game value cards, the resource generation(this is a big one, card generation being awful when you're forced to run two cards for one boardclear meaning you fundamentally don't have as much resources as other classes do is awful), necessary for Control to work.