Hi guys. So I am finally at a point where I am looking to building my own decks.
I picked a class I am not too familiar with (paladin) so I could put my thought process to the test. I went with a minion buff approach and incorporated some taunt and card draw spells to support.
Any tips on how to improve or how I should be thinking would go a long way for me.
The big hitters here are the grim st. enforces dishing out the +1's and the chain gangs and dopplegangsters rolling out all buffed up.
I have found that putting spells in handbuff is a lot like putting duplicates in a reno deck. You need every ounce of effect you can milk from your handbuff cards and that's not going to happen if you spend 1 or 2 turns drawing not-minions.
You can get around this by playing more minions which multiply the buff or minions which add a minion to your hand, but you have a lot of minions right now that come out quickly for low mana, and then leave your hand basically empty of buff targets.
I recommend playing things like Fire Fly , Stonehill Defender , Saronite Chain Gang (which you have) , and anything else where you get minions in-hand or otherwise multiply the effectiveness of your buffs.
Minions like Corpsetaker , which are a soft(ish) body with a lot of potent effects are also good, but you'd need to structure your deck to use those, obviously. Also, if you're going to use Vicious Fledgling , you may want to consider The Curator for card draw, as you can easily add effective murlocs / beasts /and dragons for a paladin deck.
Rollback Post to RevisionRollBack
Look at this thing and let me know what you think!
A lot of the cards you have seem like "hey I don't have anything to put here lets just put whatever card then", Spawn of N'zoth, pompous tespian, shield bearer and a light in the darkness, the 2x argent protectors and even the grimestreet protector (this last one is ok but there are way better cards) are all really bad cards, you have 7 really really bad cards in, if you're going to go for handbuff you might as well run Grimestreet Outfitter if you don't have the Keleseth so you have an extra buff, you should also run 2x Call to arms, I know it might seem counter intuitive with handbuff being your deck idea but that card is the reason paladin is on a good spot this expansion, the tempo it provides is insane you should also play the second creeper for sure. Then with all those changes the deck still looks questionable, you could play stuff like Argent Squire and start running Rallying Blade as it hits a nice curve with either the divine shiel minions or the potions of heroism, I also think that the best way to do handbuff paladin is with the Corpsetaker but you would need other cards like Tirion or wickerflame and then some other strong taunts like Lich king and I also like the Storm Watcher but that's a personal choice.
That really isn't helpful. I for one encourage people to try and build new decks, and even if they are clearly weak you don't have to be so rude about it.
That really isn't helpful. I for one encourage people to try and build new decks, and even if they are clearly weak you don't have to be so rude about it.
Don't try people like special snowflakes, I think we all want to help but we don't have to treath everyone like 5 year olds, stuff like sarcasm is wonderful if you really think about it, and the deck the OP provided is cleaaaarly bad, so we point it out, not everyone can build proper decks and there's nothing wrong with it but he failed really really hard on some cards so why not make fun of him while we're at it... just chill bro.
I see the value of the minion duplications! I have felt the drag of too many buff spells, I thought it counter intuitive to remove them, but I think you are spot on with this analysis.
Didn't take offence at all, I actually got to level 15 swapping between this and a Warlock demon deck. But I cant break into the 14 rank with it, so I am here to get some tips. So far the tips have been so on the money. I will post the new deck and the stats for you when I play it.
@TanookiJack , @Mackie264 Based on your feedback and what I could afford to construct, I came out with the below for now. Feel free to have at me for any bad calls.
I'm not a big handbuff fan, but I think the strongest thing this type of deck can do on budget is power cycle and run a low curve. Run a lot of cheap minions, preferably ones with high stats or that are difficult to kill (Argent Squire, Righteous Protector, Glacial Shard). These types of minions benefit the most from handbuffing because in some cases it as much as doubles their stats. Compensate for the loss of value with Divine Favor. If you vomit your hand early, this can draw an insane amount of cards, creating the perfect conditions for a handbuff activation. 1. Draw 8 cards, 2. Smuggler's Run, 3. ???? 4. Profit!
One other thing you can do to immediately boost your winrate by about 15% is craft Sunkeeper Tarim. This card is comically powerful and carries a lot of games single-handedly.
Aside from the "craft Tarim" advice (which is great because a) he's insanely good and b) you currently have no play for turn 6 if you're curving out), I'd honestly just recommend cutting Blessing of Might for a second Blessing of Kings. Blessing of Might is two-for-one'ing you so often that you can't afford the loss in card advantage. I'd also cut the Blessing of Wisdom for a Divine Favor; you shouldn't play two because you have late game cards that might get cut stuck in your hand, but one is always fine.
@TanookiJack , @Mackie264 Based on your feedback and what I could afford to construct, I came out with the below for now. Feel free to have at me for any bad calls.
Keep in mind that the harder you build towards handbuff, the worse call to arms is to have in your deck. Minions that work well in handbuff usually have a battlecry or effect that makes it critical that the minion not be cheated out onto the board via recruit or summon mechanics. I still think you have too many spells. Only spells which draw cards or buff the hand should be considered (with possible exception for Spikeridged Steed , as it is a good tool to combine with Acolyte of Pain for draw among other combos).
Even weapons are iffy. I know you're on a limited budget, but the legendary weapon is probably the only one I'd consider. Plaiyng Tirion Fordring or the Deathknight card might be better.
Lastly, I don't know if you have Auctionmaster Beardo and some Burgly Bully , but they are minions which can help you use your deathknight hero power as a backup win condition. (use bully coins with auctionmaster to reset Hero power and summon all 4 horsemen in 1 turn)
Rollback Post to RevisionRollBack
Look at this thing and let me know what you think!
Just wanted to say a big thanks to all y'all that took time to help me scrutinise my deck, seems I have a fair way to go until I am a master deck builder :) but the failure has led to some new avenues of thought. You guys rock.
You should probably remove all the non-hand buffs (board buffs?) from the deck. There's a big difference between buffing a minion on the board and AOE buffing the stuff in your hand. For example, doppelgangster and chain gang can pass on their hand buffed stats on to their copies, whereas buffing one on the board does very little. Buffs you apply to the board are generally only seen in very aggressive paladin decks and are used as extra reach when you have minions sticking. This is not something your deck aims to do. Furthermore, the board buff cards are not targets that can be buffed by hand buffs
Other than that, you should look at putting cards like Aldor peacekeeper and acolyte of pain in your deck as they are stellar cards in this archetype. If you take out the other call to arms, you can consider adding fireflies
If you don't mind netdecking or taking notes from an existing deck, I'd recommend you check out firebat's val'anyr episode of deck doctor on youtube. It features what I believe is the best form of this archetype with the current cards
Sony, I built a relatively cheap buff pally last night and had great fun piloting it. Just thought I'd share since your post put me in the mood to try it. Note that even though the deck includes Valnyr, I never drew it once in 10 games... so you probably don't need it, as I went 9/1 without it. Let me know what you think!
Hi guys.
So I am finally at a point where I am looking to building my own decks.
I picked a class I am not too familiar with (paladin) so I could put my thought process to the test. I went with a minion buff approach and incorporated some taunt and card draw spells to support.
Any tips on how to improve or how I should be thinking would go a long way for me.
The big hitters here are the grim st. enforces dishing out the +1's and the chain gangs and dopplegangsters rolling out all buffed up.
http://www.hearthpwn.com/decks/1029551-paladin-buffer
I have found that putting spells in handbuff is a lot like putting duplicates in a reno deck. You need every ounce of effect you can milk from your handbuff cards and that's not going to happen if you spend 1 or 2 turns drawing not-minions.
You can get around this by playing more minions which multiply the buff or minions which add a minion to your hand, but you have a lot of minions right now that come out quickly for low mana, and then leave your hand basically empty of buff targets.
I recommend playing things like Fire Fly , Stonehill Defender , Saronite Chain Gang (which you have) , and anything else where you get minions in-hand or otherwise multiply the effectiveness of your buffs.
Minions like Corpsetaker , which are a soft(ish) body with a lot of potent effects are also good, but you'd need to structure your deck to use those, obviously. Also, if you're going to use Vicious Fledgling , you may want to consider The Curator for card draw, as you can easily add effective murlocs / beasts /and dragons for a paladin deck.
Look at this thing and let me know what you think!
A lot of the cards you have seem like "hey I don't have anything to put here lets just put whatever card then", Spawn of N'zoth, pompous tespian, shield bearer and a light in the darkness, the 2x argent protectors and even the grimestreet protector (this last one is ok but there are way better cards) are all really bad cards, you have 7 really really bad cards in, if you're going to go for handbuff you might as well run Grimestreet Outfitter if you don't have the Keleseth so you have an extra buff, you should also run 2x Call to arms, I know it might seem counter intuitive with handbuff being your deck idea but that card is the reason paladin is on a good spot this expansion, the tempo it provides is insane you should also play the second creeper for sure. Then with all those changes the deck still looks questionable, you could play stuff like Argent Squire and start running Rallying Blade as it hits a nice curve with either the divine shiel minions or the potions of heroism, I also think that the best way to do handbuff paladin is with the Corpsetaker but you would need other cards like Tirion or wickerflame and then some other strong taunts like Lich king and I also like the Storm Watcher but that's a personal choice.
That really isn't helpful. I for one encourage people to try and build new decks, and even if they are clearly weak you don't have to be so rude about it.
"That's a cool Arena deck, OP."
The title and post make it clear he is making a constructed deck
Dude! Some fantastic recommendations! Just what I was looking for. Grimestreet Outfitter is a nice piece as well
I see the value of the minion duplications! I have felt the drag of too many buff spells, I thought it counter intuitive to remove them, but I think you are spot on with this analysis.
Didn't take offence at all, I actually got to level 15 swapping between this and a Warlock demon deck. But I cant break into the 14 rank with it, so I am here to get some tips. So far the tips have been so on the money. I will post the new deck and the stats for you when I play it.
Hahaha! After going through the tips the wind was knocked out of my sails, but I recon the revised deck should own.
@TanookiJack , @Mackie264 Based on your feedback and what I could afford to construct, I came out with the below for now. Feel free to have at me for any bad calls.
I'm not a big handbuff fan, but I think the strongest thing this type of deck can do on budget is power cycle and run a low curve. Run a lot of cheap minions, preferably ones with high stats or that are difficult to kill (Argent Squire, Righteous Protector, Glacial Shard). These types of minions benefit the most from handbuffing because in some cases it as much as doubles their stats. Compensate for the loss of value with Divine Favor. If you vomit your hand early, this can draw an insane amount of cards, creating the perfect conditions for a handbuff activation. 1. Draw 8 cards, 2. Smuggler's Run, 3. ???? 4. Profit!
One other thing you can do to immediately boost your winrate by about 15% is craft Sunkeeper Tarim. This card is comically powerful and carries a lot of games single-handedly.
This isn't really the deck for Call to Arms, even as a singleton. Pulling out two Grimestreet Outfitters could be a disaster. I'd just run a second Chillblade Champion over it.
Aside from the "craft Tarim" advice (which is great because a) he's insanely good and b) you currently have no play for turn 6 if you're curving out), I'd honestly just recommend cutting Blessing of Might for a second Blessing of Kings. Blessing of Might is two-for-one'ing you so often that you can't afford the loss in card advantage. I'd also cut the Blessing of Wisdom for a Divine Favor; you shouldn't play two because you have late game cards that might get cut stuck in your hand, but one is always fine.
Look at this thing and let me know what you think!
Just wanted to say a big thanks to all y'all that took time to help me scrutinise my deck, seems I have a fair way to go until I am a master deck builder :) but the failure has led to some new avenues of thought. You guys rock.
You should probably remove all the non-hand buffs (board buffs?) from the deck. There's a big difference between buffing a minion on the board and AOE buffing the stuff in your hand. For example, doppelgangster and chain gang can pass on their hand buffed stats on to their copies, whereas buffing one on the board does very little. Buffs you apply to the board are generally only seen in very aggressive paladin decks and are used as extra reach when you have minions sticking. This is not something your deck aims to do. Furthermore, the board buff cards are not targets that can be buffed by hand buffs
Other than that, you should look at putting cards like Aldor peacekeeper and acolyte of pain in your deck as they are stellar cards in this archetype. If you take out the other call to arms, you can consider adding fireflies
If you don't mind netdecking or taking notes from an existing deck, I'd recommend you check out firebat's val'anyr episode of deck doctor on youtube. It features what I believe is the best form of this archetype with the current cards
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
Sony, I built a relatively cheap buff pally last night and had great fun piloting it. Just thought I'd share since your post put me in the mood to try it. Note that even though the deck includes Valnyr, I never drew it once in 10 games... so you probably don't need it, as I went 9/1 without it. Let me know what you think!
Look at this thing and let me know what you think!