A few weeks ago, I decided to mess around with a dragondin deck, It was meant to be a 'fun' deck, though to test out something as well. You see, I always saw a Dragon deck as a Tempo deck, not a Control deck. Most of the dragons were midgame, and the end-dragons were great for Advantage, being able to apply a strong threat while gathering cards, or are good setups for finishers. However, they don't make good final blows. Thus I felt that the key was to have the rest of the cards stall and heal to keep myself up while the dragons do the work. The result is this:
On Hearthstats since I used a deck tracker. Also shows my tracked games with the deck.
Or for those that don't want the link:
Truesilver Champion x 2 Zombie Chow x 2 Shielded Minibot x 2 Aldor Peacekeeper x 2 Blackwing Technician x 2 Solemn Vigil Azure Drake x 2 Blackwing Corruptor x 2 Dragon Consort x 2 Antique Healbot x 2 Defender of Argus Consecration x 2 Tirion Fordring Twilight Drake x 2 Chromaggus Earthen Ring Farseer x 2 Nefarian Deathlord
The basic idea is to act as a form of Tempo styled deck, always throwing bigger and bigger threats that snowball quickly and drain your opponent. Non-dragons like Chow, Peacekeeper, serve as stallers to hold the opponent back until you can start using the dragon cards. However, they do this in the Zoo mentality: early trades leading to early Tempo that gets solidified by dragons and the stabilizers. Healers, like Farseer, Truesilver, and Healbot serve as stabilizers, best used after you have a board but can be used as a desperate staller. Defender, Corruptor, and Consecration solidify your board to steal Tempo away. Tirion also counts here. The dragon type cards (both dragons themselves and their 'need a dragon' counterparts) are your threats. They can't be ignored and arn't that easy to remove and kill the opponent quickly.
Thus you grab the board early, stabilize it, then snowball.
So far, the deck has seen 50 games within the 10-5 ranks and sports a 62% win rate. It's been pretty good against hunter (with a good few of the losses due to older versions with less healing and no deathlord) and has been tearing apart both control and grim warrior.
A few quick notes:
1. Yes, there's no equality. By how it feels, if you are at the point when you have no board to fight with and cannot get back in with a consecrate and a minion or the like, the game is lost. You can let them have a board. You can even let them ignore you and hit your face all day. You CANNOT let them WIN the board. It's why I feel it's a Tempo deck even though it can't kill early game. Thus no equalities. You can't hold cards that MUST only work as combo pieces. I don't even like Technician, though you NEED her tough body.
2. Don't fear dropping chows. Once 3. No muster. I tried it. You can try it yourself. I just never really felt much going for it, even against hunter. Having a 3/3 that heals for 3 seems to work better than having a weapon that results in doing 8 damage to yourself.
3. Lack of Taunts. The idea is to hold Tempo early to fight the board, use the big threats as 'soft taunts' that your opponent can't ignore, and heal up whatever damage you take. Thus a 5/5 that can lead to a 8 drop next turn works better than a 3/5 taunt. Besides, the massive number of dragons isn't to play around with "a mass dragon deck" but instead is to make sure your dragon synergy works.
The Twilight Drakes. The deck needed 4 drops and 2 more dragons. There's only 3 4-drop dragons. Hungry dragon was ok, but I found that Ihad ot use up resources to deal with the drop and regularly had cases where I needed to drop a 4 drop on an empy board and didn't want to drop Hungry in case I get RNGed. Meanwhile, Twilight tends to end up with almost as much health, just 1 less attack, no RNG, and, if he eats a silence, helps Tirion out. If you question is though, go Hungry. I might try it again myself.
Emperor.. The deck doesnt' have a lot of card draw and that seems to work since it's constantly dropping something down after midgame. Emperor seemed to result in me giving up a turn at a critical point then quickly running out of cards. Also you don't need to swarm with this deck. TWO dragons is enough to kill an opponent if they can't answer. Lastly, he's not a dragon. If you want to add him, do add more card draw.. though not sure where you'd fit all that without sacrificing something big.
Lastly, the late game dragon choices. I tried Ysera and Alex at first. Ysera ended up too slow for the point I needed her, and Alex's heal was awkward and ended up with me regularly NOT wanting to drop her. Nef replaced ysera, which has reulted in some won games thanks to some very timely spells. Chrom replaced Alex and it's...it works. I might swap with Ysera though as she's insanely tanky. I might be salty due to that Paladin game where an opponent's Chrom, on the FIRST drawn card, doubled his Tirion.
Well that's the deck overall. How do you guys think of it. The link shows the results so far as well as changes that have gone through over time. Again, I meant this to be a 'fun' deck but it's now my most effective deck, outstrippign even hunter for me, so any ideas for added competitiveness would be helpful.
Update:
Current deck:
Truesilver Champion x 2 Zombie Chow x 2 Shielded Minibot x 2 Aldor Peacekeeper x 2 Blackwing Technician x 2 Azure Drake x 2 Blackwing Corruptor x 2 Dragon Consort x 2 Antique Healbot x 2 Defender of Argus x 2 Consecration x 2 Tirion Fordring Earthen Ring Farseer Nefarian Dr. Boom Hungry Dragon x 2 Solemn Vigil Lay on Hands
I like the idea, but I can't imagine Twilight Drake is good in this deck. How does it perform when you have very minimal card draw?
Oddly enough it's not as bad as you would expect. The trick is that, firstly you don't need a 4/10 drake for this deck: a 4/4-4/6 is needed. Secondly, the deck doesn't burn cards given how you almost always are just dropping 1 card at a time most times with how much high mana these guys are. The result is that you end up with about 4-5 cards when you drop a drake down and just really want it to hold them back for turn 5.
There's probably better choices though. I'm starting to think of volcanic drakes. Just afraid of ending up unable to drop him when I need him.
For a Tempo deck, double Healbot on top of the Farseers seems a bit much, maybe change one to Loatheb, which can give you tempo on board as well? I would also put in at least 1 Equality; without BGH or Silence, control decks or buffing classes can be a real pain. Maybe take out the two Twilights and replace 1 with Hungry Dragon (which I think works better with your strong early curve) and the other one with Equality.
NOT touching the healbots and farseers. I've had too many games where I've survived purely off of every single heal in this deck, right down to truesilvering the face JUST for the +2. It's the source of the hunter win rate. Also the farseers have been very interesting. I've had a few games where, for example, a mage would icebolt a minion to 1 health to kill it later only to get stopped when I healed it with farseer. It's happened a good few times actually. On emergencies, I've dropped farseer as a 3/3 on 3 since there's nothing else. So he's pretty versatile.
I'd probably swap the Deathlord for another Argus or a Coghammer
Bah, I forgot about Coghammer. Well, I hjad it before but the deck looked different before. And that deathlord was sort of 'blah' in there.
Though Argus. Games have ended in my favor the second I argused two dragons. I thin kI'll try that first.
I tried out Twilight drakes in my dragon decks during the BRM weeks and I'm still using it in my Dragon Warrior. I find them better than Hungry Dragon since you aren't using muster for battle, so I agree with that choice. You can usually get them out as 4/6s anyway which is pretty strong.
To be honest, I'd probably drop Chrom for Dr. Boom. Your deck has enough dragons in already, and Boom is just better.
I'll try that. That 7 drop has been missing. Just afraid of not having a dragon. The deck just dies if it's turn 5 without a dragon to power it.
I think you've got too many heals, and would probably cut an earthen for a coghammer or BGH. I don't know how well Solemn Vigil is performing in the deck without muster, but I might cut that and an antique healbot for LoH and add in a sylvanas. Or something like that.
hmm, the deck had LoH, but it was dropped since the heal comes too late and leaves no minion. At times I've needed that heal right at turn 5. At times I needed that 3/3 to keep fighting the board. I've also had times when I needed a flat 16 health at turn 10.
Solemn actually works pretty well vs aggro. And paladins. Why Muster and hope your opponent doesn't kill them all when you can Consecrate and Solumn. Still, it's probably not that critical. I'll try a Syl. I'd so love a few minions that'll force some silences. I love my (new) Tirion but OMG people hold silence from turn 0 just for him.
Looks like a fun deck to play, though :)
Oh it is. I was keeping it for the @(*)# of it. That it's actually not doing bad is extra. you should see it when you fight a Grim Patron.. at least the lower ranked folks. They keep throwing their removals and weapons and keep seeing new big boys until they give up and go face at around turn 10 while I look at my 2 healbots and smile.
I agree with you that Paladin needs tons of heal in this meta. Everyone is about quick tempo and going face, then bursting you down after you gain control. I run at least 1x Earthen, 1x Healbot, 1x GoK, and 1x LoH for healing on every part of the curve.
I agree with you that Paladin needs tons of heal in this meta. Everyone is about quick tempo and going face, then bursting you down after you gain control. I run at least 1x Earthen, 1x Healbot, 1x GoK, and 1x LoH for healing on every part of the curve.
Pretty much. The thing is that this is ALL that they have. Thus the second you heal out of their reach they just die. OTOH, this deck doesn't work off of burst. The result is that warriors who just mass up 30 armor on full health end up just watching themselves die over 4 turns of 7 minion slams with me holding more mininos in case he has a second brawl. Meanwhile, they've dropped a lot of their removals I actually haven't seen a BGH in a while, even when dropping Nef.
The decks I have the hardest trouble with are ones that don't do burst but fight the board. The suggestions put above might help with that without giving up my anti-burst style.
Alright, I made some changes so far. Going to update the top, but to note:
1. Sylvanas: Perhaps it's just me but, other than Priest, I haven't really gotten her to 'work' in any of my decks. When she's dropped among small fries, they either ignore her and go face or dogpile to remove her, which clears the board but maintains his Tempo. Same for when one big person is there. When there's a big enough target for her to aim for, or several decent targets, it's either part of a snowball that gets ugly faster than she can help or I'm about to die. Consort's 5/5 for 5 is barely tolerable, and only because he's a dragon, 5/5 for 5 isn't that bad and I get to ramp up later on. Sylvanas feels too expensive and ends up just a 5/5 most times.
2. Hungry Dragon. Ok, so 4 damage is not = 5 damage. I miss Hungry dragon. Perhaps I just need to make sure my early game is solid enough to where I can use him.
3. Solemn. The deck doesn't need a lot of card draw, but it needs some. Nice thing is that any time I need to trade or clear the board, Solemn works as a follow up to use up the rest of my mana efficiently. Still, thinking 1 Sol and 1 Lay will work.
I'd put in Emperor and cut basically anything for him. I'd definitely cut 1 Twilight Drake for 1 ET - which would you rather have with a bunch of cards in hand?
If you need a lot of heal in paladin your thinking the wrong way. Paladin should be offensive with cards like muster and quartermaster. If you just stall the game with a bunch of healing its not gonna do shit. Aldor,muster and quartermastet are all tempo/midrange cards not control cards. Since the paladin hero power wins long games on its own you dont need to focus on late game that much. Your deck has the same flaws everyone else. Cut all the synergy crap and focus on playing good cards(belcher,shredder etc) Instead. Cards like twillight drake and far seer is really shitty in paladin, because you need more card value in a deck with almost no draw.
The only way to play dragon Paladin is to have very solid early game, so that you can mitigate Hungry Dragon's drawback as often as possible. Twilight Drake is ok i guess, but 4/4 or 4/5 (those are the stats it usually gets) is a very mediocre statline and it can even be silenced, which can be a huge problem against opponents that are fighting hard for the board. Dragonkin Sorcerer is also very mediocre and requires weird cards such as Blessing of Wisdom to be utilized correctly, leading to very clunky hands and lots of situational cards, as if Paladin didn't already have lots of them.
That's EXACTLY what I was thinking of when I designed it. And yeah, it's that 4 drop dragon that's my biggest annoyance.
So, i would suggest you add two Faerie Dragons to help with the early game and make your ''hold a dragon'' cards more consistent. As for what to drop, i would say one Azure Drake and one Earthen Ring Farseer. I would drop one Azure Drake as it only benefits Consecration, you have enough card draw with Lay on Hands + Solemn Vigil, and the 4/4 body is just too weak for turn 5, when you want to be fighting for the board not making anti-tempo plays. Farseer is cut because you already have tons of healing, to the point where you could cut even more, though i guess if you are really paranoid against face Hunter it's a good choice. Usually though, two Defender of Argus, one Healbot, Lay on Hands, and a plethora of early-game drops is enough to have around 50-50% winrate against face Hunter.
Oddly enough, it's the burst decks that make me want to hold 2 healbots. You're right, 1 healbot and an early game is enough to wipe out face hunters. However, Double healbot ends up a pretty decent play when you get bursted down as you end up with 2 3/3s (and typically other minions) and 20+ health right after a big blast.
I feared using faeries since they are only 2 health, but I get the idea: trading with minions is fine but I NEED the minions on the board. And yeah, with LoH I can drop an earthen.
Finally, i prefer Ysera over Nefarian because of the better body, immunity to BGH, and much more potential against control decks. The only upside to Nefarian is the immediate card draw, but is it really worth it with so many BGHs around? Not to mention that both cards are equally slow, as you almost never have enough mana to play the spells that Nefarian gives you on the same turn you play her. Oh, and all of Ysera's card are good, while with Nefarian you can get crap cards such as Shield Slam, Corruption, Moonfire, Paladin secrets, etc, which makes Ysera far more consistent. Still, it's up to preference, but i think Ysera is overall the strongest choice.
You know, I really wouldn't mind a BGH immune deck especially since I won't have more than 3 7 attackers. Nef has been good to me, but I'll try Ysera.
Hope i helped, good luck!
Very much has.
If you need a lot of heal in paladin your thinking the wrong way. Paladin should be offensive with cards like muster and quartermaster. If you just stall the game with a bunch of healing its not gonna do shit. Aldor,muster and quartermastet are all tempo/midrange cards not control cards. Since the paladin hero power wins long games on its own you dont need to focus on late game that much. Your deck has the same flaws everyone else. Cut all the synergy crap and focus on playing good cards(belcher,shredder etc) Instead. Cards like twillight drake and far seer is really shitty in paladin, because you need more card value in a deck with almost no draw.
Basically you're saying to drop the entire deck and go make a midrange deck. Which, I might note, has NOT been effective for paladin. Muster leaves you wide open for Patron/UTH and leaves you with a weapon that's actually very sucky for minion handling (which is why shamans that use doomhammer for minion control die VERY quickly). Quartermaster is slow and pretty much requires muster to really work (plays where you are spamming 1/1, which only happens in very slow control matchups). The only times I've seen quartermaster work is in late game or when you get a Golden Start and can muster/quartermaster at turn 4/5 without everything dying. if THAT is the best deck paladin has then Paladin has earned their poor status.
As for this deck. As I said before: I didn't even plan for this thing to work, but it is so I'm seeing what I can do with it. Given that I wasn' teven expecting it to even pass rank 15, nevermind whallop hunters and warriors, It's exceding expectations.
Meanwhile: Alexwolf I think marks the big deal with this deck. The second I added in cards like Emperor and Boom the thing fell apart. BGH nullified Boom and Emperor ended up, oddly enough, as slow as Sylvanas. Either I was already winning and just enjoyed the steamroll or I was in a bad situation due to a slow start and don't have time to use him. I'm thinking this deck works against the Auto-include X card mentality.
So I'm thinking of rolling back a lot of it and going with the faerie dragons and no 7+ attackers. Treat it like a proper Tempo deck. It means priests tear me apart and Control warrior suffers, but I'll leave those as weaknesses.
This is what I play. It's been described as extremely top heavy, and it is, but it is very consistent for me. Get past turn 5 and the opponent usually has a bad day. I use the classic Wild Pyro/Equality to get out of huge messes. Coghammer is a must, makes for some awesome tempo swings and is great on Ysera.
Good day everyone,
A few weeks ago, I decided to mess around with a dragondin deck, It was meant to be a 'fun' deck, though to test out something as well. You see, I always saw a Dragon deck as a Tempo deck, not a Control deck. Most of the dragons were midgame, and the end-dragons were great for Advantage, being able to apply a strong threat while gathering cards, or are good setups for finishers. However, they don't make good final blows. Thus I felt that the key was to have the rest of the cards stall and heal to keep myself up while the dragons do the work. The result is this:
http://hss.io/d/496055
On Hearthstats since I used a deck tracker. Also shows my tracked games with the deck.
Or for those that don't want the link:
Truesilver Champion x 2
Zombie Chow x 2
Shielded Minibot x 2
Aldor Peacekeeper x 2
Blackwing Technician x 2
Solemn Vigil
Azure Drake x 2
Blackwing Corruptor x 2
Dragon Consort x 2
Antique Healbot x 2
Defender of Argus
Consecration x 2
Tirion Fordring
Twilight Drake x 2
Chromaggus
Earthen Ring Farseer x 2
Nefarian
Deathlord
The basic idea is to act as a form of Tempo styled deck, always throwing bigger and bigger threats that snowball quickly and drain your opponent. Non-dragons like Chow, Peacekeeper, serve as stallers to hold the opponent back until you can start using the dragon cards. However, they do this in the Zoo mentality: early trades leading to early Tempo that gets solidified by dragons and the stabilizers. Healers, like Farseer, Truesilver, and Healbot serve as stabilizers, best used after you have a board but can be used as a desperate staller. Defender, Corruptor, and Consecration solidify your board to steal Tempo away. Tirion also counts here. The dragon type cards (both dragons themselves and their 'need a dragon' counterparts) are your threats. They can't be ignored and arn't that easy to remove and kill the opponent quickly.
Thus you grab the board early, stabilize it, then snowball.
So far, the deck has seen 50 games within the 10-5 ranks and sports a 62% win rate. It's been pretty good against hunter (with a good few of the losses due to older versions with less healing and no deathlord) and has been tearing apart both control and grim warrior.
A few quick notes:
1. Yes, there's no equality. By how it feels, if you are at the point when you have no board to fight with and cannot get back in with a consecrate and a minion or the like, the game is lost. You can let them have a board. You can even let them ignore you and hit your face all day. You CANNOT let them WIN the board. It's why I feel it's a Tempo deck even though it can't kill early game. Thus no equalities. You can't hold cards that MUST only work as combo pieces. I don't even like Technician, though you NEED her tough body.
2. Don't fear dropping chows. Once 3. No muster. I tried it. You can try it yourself. I just never really felt much going for it, even against hunter. Having a 3/3 that heals for 3 seems to work better than having a weapon that results in doing 8 damage to yourself.
3. Lack of Taunts. The idea is to hold Tempo early to fight the board, use the big threats as 'soft taunts' that your opponent can't ignore, and heal up whatever damage you take. Thus a 5/5 that can lead to a 8 drop next turn works better than a 3/5 taunt. Besides, the massive number of dragons isn't to play around with "a mass dragon deck" but instead is to make sure your dragon synergy works.
The Twilight Drakes. The deck needed 4 drops and 2 more dragons. There's only 3 4-drop dragons. Hungry dragon was ok, but I found that Ihad ot use up resources to deal with the drop and regularly had cases where I needed to drop a 4 drop on an empy board and didn't want to drop Hungry in case I get RNGed. Meanwhile, Twilight tends to end up with almost as much health, just 1 less attack, no RNG, and, if he eats a silence, helps Tirion out. If you question is though, go Hungry. I might try it again myself.
Emperor.. The deck doesnt' have a lot of card draw and that seems to work since it's constantly dropping something down after midgame. Emperor seemed to result in me giving up a turn at a critical point then quickly running out of cards. Also you don't need to swarm with this deck. TWO dragons is enough to kill an opponent if they can't answer. Lastly, he's not a dragon. If you want to add him, do add more card draw.. though not sure where you'd fit all that without sacrificing something big.
Lastly, the late game dragon choices. I tried Ysera and Alex at first. Ysera ended up too slow for the point I needed her, and Alex's heal was awkward and ended up with me regularly NOT wanting to drop her. Nef replaced ysera, which has reulted in some won games thanks to some very timely spells. Chrom replaced Alex and it's...it works. I might swap with Ysera though as she's insanely tanky. I might be salty due to that Paladin game where an opponent's Chrom, on the FIRST drawn card, doubled his Tirion.
Well that's the deck overall. How do you guys think of it. The link shows the results so far as well as changes that have gone through over time. Again, I meant this to be a 'fun' deck but it's now my most effective deck, outstrippign even hunter for me, so any ideas for added competitiveness would be helpful.
Update:
Current deck:
Truesilver Champion x 2
Zombie Chow x 2
Shielded Minibot x 2
Aldor Peacekeeper x 2
Blackwing Technician x 2
Azure Drake x 2
Blackwing Corruptor x 2
Dragon Consort x 2
Antique Healbot x 2
Defender of Argus x 2
Consecration x 2
Tirion Fordring
Earthen Ring Farseer
Nefarian
Dr. Boom
Hungry Dragon x 2
Solemn Vigil
Lay on Hands
One does not simply walk into Mordor,
unless they want to be the best they can be.
I like the idea, but I can't imagine Twilight Drake is good in this deck. How does it perform when you have very minimal card draw?
Have a great deck that's really, really cheap? Help the new players out
Oddly enough it's not as bad as you would expect. The trick is that, firstly you don't need a 4/10 drake for this deck: a 4/4-4/6 is needed. Secondly, the deck doesn't burn cards given how you almost always are just dropping 1 card at a time most times with how much high mana these guys are. The result is that you end up with about 4-5 cards when you drop a drake down and just really want it to hold them back for turn 5.
There's probably better choices though. I'm starting to think of volcanic drakes. Just afraid of ending up unable to drop him when I need him.
NOT touching the healbots and farseers. I've had too many games where I've survived purely off of every single heal in this deck, right down to truesilvering the face JUST for the +2. It's the source of the hunter win rate. Also the farseers have been very interesting. I've had a few games where, for example, a mage would icebolt a minion to 1 health to kill it later only to get stopped when I healed it with farseer. It's happened a good few times actually. On emergencies, I've dropped farseer as a 3/3 on 3 since there's nothing else. So he's pretty versatile.
Hmm, a Twilight could go though for a Equality.
Bah, I forgot about Coghammer. Well, I hjad it before but the deck looked different before. And that deathlord was sort of 'blah' in there.
Though Argus. Games have ended in my favor the second I argused two dragons. I thin kI'll try that first.
I'll try that. That 7 drop has been missing. Just afraid of not having a dragon. The deck just dies if it's turn 5 without a dragon to power it.
hmm, the deck had LoH, but it was dropped since the heal comes too late and leaves no minion. At times I've needed that heal right at turn 5. At times I needed that 3/3 to keep fighting the board. I've also had times when I needed a flat 16 health at turn 10.
Solemn actually works pretty well vs aggro. And paladins. Why Muster and hope your opponent doesn't kill them all when you can Consecrate and Solumn. Still, it's probably not that critical. I'll try a Syl. I'd so love a few minions that'll force some silences. I love my (new) Tirion but OMG people hold silence from turn 0 just for him.
Oh it is. I was keeping it for the @(*)# of it. That it's actually not doing bad is extra. you should see it when you fight a Grim Patron.. at least the lower ranked folks. They keep throwing their removals and weapons and keep seeing new big boys until they give up and go face at around turn 10 while I look at my 2 healbots and smile.
One does not simply walk into Mordor,
unless they want to be the best they can be.
I agree with you that Paladin needs tons of heal in this meta. Everyone is about quick tempo and going face, then bursting you down after you gain control. I run at least 1x Earthen, 1x Healbot, 1x GoK, and 1x LoH for healing on every part of the curve.
Have a great deck that's really, really cheap? Help the new players out
Pretty much. The thing is that this is ALL that they have. Thus the second you heal out of their reach they just die. OTOH, this deck doesn't work off of burst. The result is that warriors who just mass up 30 armor on full health end up just watching themselves die over 4 turns of 7 minion slams with me holding more mininos in case he has a second brawl. Meanwhile, they've dropped a lot of their removals I actually haven't seen a BGH in a while, even when dropping Nef.
The decks I have the hardest trouble with are ones that don't do burst but fight the board. The suggestions put above might help with that without giving up my anti-burst style.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Alright, I made some changes so far. Going to update the top, but to note:
1. Sylvanas: Perhaps it's just me but, other than Priest, I haven't really gotten her to 'work' in any of my decks. When she's dropped among small fries, they either ignore her and go face or dogpile to remove her, which clears the board but maintains his Tempo. Same for when one big person is there. When there's a big enough target for her to aim for, or several decent targets, it's either part of a snowball that gets ugly faster than she can help or I'm about to die. Consort's 5/5 for 5 is barely tolerable, and only because he's a dragon, 5/5 for 5 isn't that bad and I get to ramp up later on. Sylvanas feels too expensive and ends up just a 5/5 most times.
2. Hungry Dragon. Ok, so 4 damage is not = 5 damage. I miss Hungry dragon. Perhaps I just need to make sure my early game is solid enough to where I can use him.
3. Solemn. The deck doesn't need a lot of card draw, but it needs some. Nice thing is that any time I need to trade or clear the board, Solemn works as a follow up to use up the rest of my mana efficiently. Still, thinking 1 Sol and 1 Lay will work.
One does not simply walk into Mordor,
unless they want to be the best they can be.
I'd put in Emperor and cut basically anything for him. I'd definitely cut 1 Twilight Drake for 1 ET - which would you rather have with a bunch of cards in hand?
If you need a lot of heal in paladin your thinking the wrong way. Paladin should be offensive with cards like muster and quartermaster. If you just stall the game with a bunch of healing its not gonna do shit. Aldor,muster and quartermastet are all tempo/midrange cards not control cards. Since the paladin hero power wins long games on its own you dont need to focus on late game that much. Your deck has the same flaws everyone else. Cut all the synergy crap and focus on playing good cards(belcher,shredder etc) Instead. Cards like twillight drake and far seer is really shitty in paladin, because you need more card value in a deck with almost no draw.
Top 5 Legend every season. Twitch.tv/vbsof
That's EXACTLY what I was thinking of when I designed it. And yeah, it's that 4 drop dragon that's my biggest annoyance.
Oddly enough, it's the burst decks that make me want to hold 2 healbots. You're right, 1 healbot and an early game is enough to wipe out face hunters. However, Double healbot ends up a pretty decent play when you get bursted down as you end up with 2 3/3s (and typically other minions) and 20+ health right after a big blast.
I feared using faeries since they are only 2 health, but I get the idea: trading with minions is fine but I NEED the minions on the board. And yeah, with LoH I can drop an earthen.
You know, I really wouldn't mind a BGH immune deck especially since I won't have more than 3 7 attackers. Nef has been good to me, but I'll try Ysera.
Very much has.
Basically you're saying to drop the entire deck and go make a midrange deck. Which, I might note, has NOT been effective for paladin. Muster leaves you wide open for Patron/UTH and leaves you with a weapon that's actually very sucky for minion handling (which is why shamans that use doomhammer for minion control die VERY quickly). Quartermaster is slow and pretty much requires muster to really work (plays where you are spamming 1/1, which only happens in very slow control matchups). The only times I've seen quartermaster work is in late game or when you get a Golden Start and can muster/quartermaster at turn 4/5 without everything dying. if THAT is the best deck paladin has then Paladin has earned their poor status.
As for this deck. As I said before: I didn't even plan for this thing to work, but it is so I'm seeing what I can do with it. Given that I wasn' teven expecting it to even pass rank 15, nevermind whallop hunters and warriors, It's exceding expectations.
Meanwhile: Alexwolf I think marks the big deal with this deck. The second I added in cards like Emperor and Boom the thing fell apart. BGH nullified Boom and Emperor ended up, oddly enough, as slow as Sylvanas. Either I was already winning and just enjoyed the steamroll or I was in a bad situation due to a slow start and don't have time to use him. I'm thinking this deck works against the Auto-include X card mentality.
So I'm thinking of rolling back a lot of it and going with the faerie dragons and no 7+ attackers. Treat it like a proper Tempo deck. It means priests tear me apart and Control warrior suffers, but I'll leave those as weaknesses.
One does not simply walk into Mordor,
unless they want to be the best they can be.
This is what I play. It's been described as extremely top heavy, and it is, but it is very consistent for me. Get past turn 5 and the opponent usually has a bad day. I use the classic Wild Pyro/Equality to get out of huge messes. Coghammer is a must, makes for some awesome tempo swings and is great on Ysera.