Just thought I'd give you guys a heads up in case you haven't seen it, but on Reddit a player called Toddlesworth has reached legend with a Paladin secrets deck that 1) actually seems to be quite strong 2) doesn't run the same old equality etc. and 3) is a LOT of fun to play.
Just thought I'd give you guys a heads up in case you haven't seen it, but on Reddit a player called Toddlesworth has reached legend with a Paladin secrets deck that 1) actually seems to be quite strong 2) doesn't run the same old equality etc. and 3) is a LOT of fun to play.
Thanks, I have yet to try out secrets with paly (I <3 them in my mage and hunter decks) and this seems like a good one to take for a test drive.
I'm short: Aldor Peacekeeper × 1, Divine Favor × 1 and Piloted Sky Golem × 1. My instincts would be to run a Cult master (I currently run one in my mid-range) in place of DF. Not sure about the other two though. Maybe a Humility in place of AP and a Sun Walker for PSG?
OK, I'm about five games in with this deck. It's definitely a lot of fun. It's different enough that I'm still slowly getting my head wrapped around all of the possible interactions.
I made a few changes at the top end of the deck, for a bit more threat in the second half of the game. I don't have a Tirion, so I added a Kel'Thuzad. And I swapped a Blessing of Kings for a Troggzor. It changes the dynamic of the deck a bit from what you have, but I like it so far.
Just thought I'd give you guys a heads up in case you haven't seen it, but on Reddit a player called Toddlesworth has reached legend with a Paladin secrets deck that 1) actually seems to be quite strong 2) doesn't run the same old equality etc. and 3) is a LOT of fun to play.
Thanks, I have yet to try out secrets with paly (I <3 them in my mage and hunter decks) and this seems like a good one to take for a test drive.
I'm short: Aldor Peacekeeper × 1, Divine Favor × 1 and Piloted Sky Golem × 1. My instincts would be to run a Cult master (I currently run one in my mid-range) in place of DF. Not sure about the other two though. Maybe a Humility in place of AP and a Sun Walker for PSG?
Those are all 3 pretty important cards, I would craft an Aldor asap, replace the Golem with another minion that summons another as a DR because the deck is based partly on using this synergy with the secrets. Divine Favour is a hit and miss card, but it will help you a lot vs control. It can easily be the most broken card draw in the game in decks where you play your hand quickly.
OK, I'm about five games in with this deck. It's definitely a lot of fun. It's different enough that I'm still slowly getting my head wrapped around all of the possible interactions.
I made a few changes at the top end of the deck, for a bit more threat in the second half of the game. I don't have a Tirion, so I added a Kel'Thuzad. And I swapped a Blessing of Kings for a Troggzor. It changes the dynamic of the deck a bit from what you have, but I like it so far.
KelThuzad actually sounds like a really great addition, let me know how it goes. I might sub him in for Dr Boom, it's one thing to leave equality behind but Mr Fordring.. Not sure I can handle it lmao.
I saw this deck last night, used it from rank 8 to rank 3 in about 2 hours. I only made one change, I took out one Blessing Of Kings, and put in one Blood Knight. This deck is a beast.
So after playing a tweaked version of this deck all day, I still believe it's a fun and viable deck.
That being said, it's opening hand draw can be very inconsistent. I'll go three or four games in a row where, due to a combination of opponents' plays and horrible hands after the mulligan, I basically have no plays between turns 2-4. And then I'll go three or four games in a row where the deck just rocks and rolls with crazy fun combos.
We just need to find the right tweak to smooth out that curve and help it get more consistent (without losing the flavor and combo possibilities).
I too had fun playing this/secrets for the first time and I've been killing any kind of control/midrange (e.g. 5-0 so far vs. druid). However, I'm curious how peeps were able to ladder this deck successfully vs. face-rush? I'm 0-5 playing this vs. face-hunter, zoo, etc. and with the focus of this deck being the secrets, it's pretty much game over if your fast opponent is ignoring your minions/secrets don't proc. My mid-range/control builds had Zombie Chow x 2 in addition to SM-Bot x 2 and I'd mulligan for at least one of those 4 no matter what else I had in hand if I was matched up against hunter or lock. Argent Squire just don't cut it against those decks.
Face rush is overpowered in this game imo, and this deck relies on drawing taunts and heals in time otherwise it's gg, just like all decks I guess.
I have added a Blessed Champion in place of Dr Boom and found that this is the finisher the deck needs. You can rely on minions being around and you can combo with BoK for ~14 damage, sometimes a lot more, to seal the deal before Skill Command or combo wombo undo all your hard work.
I have tried many versions of a similar deck but have yet to find a viable use of Avenge. The only thing this type of deck has going for it is the surprise factor: most people are not expecting a semi-aggressive Paladin deck and when it works, it runs everything over, but for the other 80% of the time, I didn't find much success with the deck.
Some thoughts:
In a deck like this, Mad Scientist is absolutely not worth adding. There's no Undertaker to buff and the Paladin secrets are just 1 mana. I suppose the deathrattle draws and plays the secret, which lets you mulligan for the scientists and not have to have secrets in hand... but I just don't find enough value and would add 2 other cards.
That leads to my last note: Redemption, since the 'nerfs' hit where you can't trigger your own secrets, is a more or less useless secret outside of arena IMHO. They can play around it and with so many hero abilities doing 1 dmg, unless the opponent really makes a mistake, it's not that much value. I personally think 'get down' would be a much better addition to this type of deck.
Got good results in the last 4-3 days, today instead i have yet to win one. I have to say i'm feeling kind of down xD I really want to make this deck work, it's extremely fun!
Tbh, such is life playing anything other than face hunter or control warrior etc. There is not yet a miraculous Paladin deck that is going to power through the ladder like those couple of decks that have been hanging around for months.
What this is, is relatively viable and more fun than most other Paladin decks that consist of waiting to draw equality/consecrate and praying that you get a chance to attack with your buffed 1/1s.
OK, I'm about five games in with this deck. It's definitely a lot of fun. It's different enough that I'm still slowly getting my head wrapped around all of the possible interactions.
I made a few changes at the top end of the deck, for a bit more threat in the second half of the game. I don't have a Tirion, so I added a Kel'Thuzad. And I swapped a Blessing of Kings for a Troggzor. It changes the dynamic of the deck a bit from what you have, but I like it so far.
KelThuzad actually sounds like a really great addition, let me know how it goes. I might sub him in for Dr Boom, it's one thing to leave equality behind but Mr Fordring.. Not sure I can handle it lmao.
I added him (per wolf's rec) and he's been an outstanding addition. Many times he's an insta-concede by my opponent :-)
Im having alot of trouble vs priest!. Can someone maybe explain how im am suppose to win vs them?.
Me too, they are the only class I have <.500 WP against (haven't won a game vs. them). I'm at the point now where I just want to auto-concede when I get matched up against them, better that than playing a frustrating 30 min game that's going to be decided by him stealing my Tirion (his second, the first being Thoughtstolen from me). I hate them more than any other class (by far).
And we're not alone, here's 10 pages of raging if you're interested ; - )
Yeah I don't have any answers for Priest either. Paladin relies on board control and tempo, Priest can steal that very cheaply and effortlessly, so it's basically the anti-Paladin imo. A very unfun class, I don't think Blizzard have been wise in it's design.
That leads to my last note: Redemption, since the 'nerfs' hit where you can't trigger your own secrets, is a more or less useless secret outside of arena IMHO. They can play around it and with so many hero abilities doing 1 dmg, unless the opponent really makes a mistake, it's not that much value. I personally think 'get down' would be a much better addition to this type of deck.
I play with another deck, totally different from this, but I use Redemption too and you know what? Tirion with Redemption is worth enough to put it in this quantity. Moreover, I see Sylvanas there, it seems to gain even more value from this secret. Even if it usually revives minions with Divine Shield, just as I'm doing in my deck, it's still profit, cause there's rarely anyone who can pull off combo for 3 mana that can kill Shielded Minibot, silence him and kill him again, and even if - it costs really high price of cards and mana effort.
Redemption is good at all - it just needs to find a good use in a proper deck.
I personally prefer reliable cards or cards that can and do have an immediate effect on the board. You telegraph redemption because you don't play your hero power, and given that, the opponent will prioritize the minion worth the least (no deathrattle/divine shield/whatever) and go for that. Yes, turn 3, you can't remove a shielded - chances are, with 1 minion on the board, you wont be removing him turn 2 either. What do you play turn 3? Can THAT be easily removed without an effect for you? Probably so. It also prevents Muster for Battle - hands down the best non-legendary Paladin card.
In my opinion, and it always was just that, redemption is a pretty bad card and not worth including in any deck that I can/have thought of. There are just better cards to include, even for that 1 mana slot.
Just thought I'd give you guys a heads up in case you haven't seen it, but on Reddit a player called Toddlesworth has reached legend with a Paladin secrets deck that 1) actually seems to be quite strong 2) doesn't run the same old equality etc. and 3) is a LOT of fun to play.
http://www.hearthpwn.com/decks/152015-legend-gvg-secretadin
I've been trying it out a bit on the ladder and despite a small sample size, it seems strong.
http://www.reddit.com/r/hearthstone/comments/2qx117/legend_secrets_paladin_no_quartermaster_no/
Enjoy.
There was only ever one "amazing" secret paladin deck.
It was made useless by mind boggling nerfs.
Thanks, I have yet to try out secrets with paly (I <3 them in my mage and hunter decks) and this seems like a good one to take for a test drive.
I'm short: Aldor Peacekeeper × 1, Divine Favor × 1 and Piloted Sky Golem × 1. My instincts would be to run a Cult master (I currently run one in my mid-range) in place of DF. Not sure about the other two though. Maybe a Humility in place of AP and a Sun Walker for PSG?
OK, I'm about five games in with this deck. It's definitely a lot of fun. It's different enough that I'm still slowly getting my head wrapped around all of the possible interactions.
I made a few changes at the top end of the deck, for a bit more threat in the second half of the game. I don't have a Tirion, so I added a Kel'Thuzad. And I swapped a Blessing of Kings for a Troggzor. It changes the dynamic of the deck a bit from what you have, but I like it so far.
Those are all 3 pretty important cards, I would craft an Aldor asap, replace the Golem with another minion that summons another as a DR because the deck is based partly on using this synergy with the secrets. Divine Favour is a hit and miss card, but it will help you a lot vs control. It can easily be the most broken card draw in the game in decks where you play your hand quickly.
KelThuzad actually sounds like a really great addition, let me know how it goes. I might sub him in for Dr Boom, it's one thing to leave equality behind but Mr Fordring.. Not sure I can handle it lmao.
I've added a video to the Hearthpwn deck page!
I saw this deck last night, used it from rank 8 to rank 3 in about 2 hours. I only made one change, I took out one Blessing Of Kings, and put in one Blood Knight. This deck is a beast.
So after playing a tweaked version of this deck all day, I still believe it's a fun and viable deck.
That being said, it's opening hand draw can be very inconsistent. I'll go three or four games in a row where, due to a combination of opponents' plays and horrible hands after the mulligan, I basically have no plays between turns 2-4. And then I'll go three or four games in a row where the deck just rocks and rolls with crazy fun combos.
We just need to find the right tweak to smooth out that curve and help it get more consistent (without losing the flavor and combo possibilities).
I too had fun playing this/secrets for the first time and I've been killing any kind of control/midrange (e.g. 5-0 so far vs. druid). However, I'm curious how peeps were able to ladder this deck successfully vs. face-rush? I'm 0-5 playing this vs. face-hunter, zoo, etc. and with the focus of this deck being the secrets, it's pretty much game over if your fast opponent is ignoring your minions/secrets don't proc. My mid-range/control builds had Zombie Chow x 2 in addition to SM-Bot x 2 and I'd mulligan for at least one of those 4 no matter what else I had in hand if I was matched up against hunter or lock. Argent Squire just don't cut it against those decks.
Face rush is overpowered in this game imo, and this deck relies on drawing taunts and heals in time otherwise it's gg, just like all decks I guess.
I have added a Blessed Champion in place of Dr Boom and found that this is the finisher the deck needs. You can rely on minions being around and you can combo with BoK for ~14 damage, sometimes a lot more, to seal the deal before Skill Command or combo wombo undo all your hard work.
I have tried many versions of a similar deck but have yet to find a viable use of Avenge. The only thing this type of deck has going for it is the surprise factor: most people are not expecting a semi-aggressive Paladin deck and when it works, it runs everything over, but for the other 80% of the time, I didn't find much success with the deck.
Some thoughts:
'Go home and be a family man!'
Decks (Current as of 12/28):
Sonic boom! | Iron Juggernaut | Rogue
Tbh, such is life playing anything other than face hunter or control warrior etc. There is not yet a miraculous Paladin deck that is going to power through the ladder like those couple of decks that have been hanging around for months.
What this is, is relatively viable and more fun than most other Paladin decks that consist of waiting to draw equality/consecrate and praying that you get a chance to attack with your buffed 1/1s.
I added him (per wolf's rec) and he's been an outstanding addition. Many times he's an insta-concede by my opponent :-)
I'm now running him+Boom+Tirion.
guys I can't recommend replacing boom with blessed champion enough, trust me on this one!
You can convince me to put in BC, but you'll NEVER convince me to take out Boom for it.
Me too, they are the only class I have <.500 WP against (haven't won a game vs. them). I'm at the point now where I just want to auto-concede when I get matched up against them, better that than playing a frustrating 30 min game that's going to be decided by him stealing my Tirion (his second, the first being Thoughtstolen from me). I hate them more than any other class (by far).
And we're not alone, here's 10 pages of raging if you're interested ; - )
http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/25736-priests
Yeah I don't have any answers for Priest either. Paladin relies on board control and tempo, Priest can steal that very cheaply and effortlessly, so it's basically the anti-Paladin imo. A very unfun class, I don't think Blizzard have been wise in it's design.
Quartermaster damn so powerfull
I personally prefer reliable cards or cards that can and do have an immediate effect on the board. You telegraph redemption because you don't play your hero power, and given that, the opponent will prioritize the minion worth the least (no deathrattle/divine shield/whatever) and go for that. Yes, turn 3, you can't remove a shielded - chances are, with 1 minion on the board, you wont be removing him turn 2 either. What do you play turn 3? Can THAT be easily removed without an effect for you? Probably so. It also prevents Muster for Battle - hands down the best non-legendary Paladin card.
In my opinion, and it always was just that, redemption is a pretty bad card and not worth including in any deck that I can/have thought of. There are just better cards to include, even for that 1 mana slot.
'Go home and be a family man!'
Decks (Current as of 12/28):
Sonic boom! | Iron Juggernaut | Rogue