Just looking at the quick token generation Paladin is going to have, especially with the upgraded hero power from Justicar Trueheart. I think a token-based deck like this might be pretty strong, since you can refill your board very easily and card-efficiently.
Normally I'd say a token-based Paladin deck is a terrible idea... but that'd be before we saw cards from TGT.
The reason token paladin rarely works well is that A) it dies too easily to AoE spells, and B) Paladin has no Bloodlust or Savage Roar equivalent, making use of all the little guys. However, with cards like what you're adding here from TGT, those tokens just might be plentiful enough to survive multiple board wipes and keep on hitting.
Thanks for the suggestions, guys. I definitely added some Knife Jugglers and cut Lay on Hands, since it was there mostly for draw but I think Solemn Vigil will cover that. I'm running Raid Leader over Dire Wolf in order to make a full board scary, yeah it's not normally a great card but it will force the opponent to worry about something other than Quartermaster when a lot of tokens are out. 2 can be played for 6 mana to get a pseudo Savage Roar.
Defender of Argus seems like a good idea, I'll have to think about what to cut for it. I'm trying to think whether or not 2 Consecration is necessary.
Normally I'd say a token-based Paladin deck is a terrible idea... but that'd be before we saw cards from TGT.
The reason token paladin rarely works well is that A) it dies too easily to AoE spells, and B) Paladin has no Bloodlust or Savage Roar equivalent, making use of all the little guys. However, with cards like what you're adding here from TGT, those tokens just might be plentiful enough to survive multiple board wipes and keep on hitting.
Stormwind Champion really is necessary here. In a spam deck like this, you may like the use of Mekgineer Thermaplugg especially if you're looking for a late-game heavy-hitter. Also, a Paladin Deck without Blessing of Kings just seems off. It always helps to have the ability to take down a high-health minion like Chillwind Yeti around Turn 4 or 5. All you need is to have one Recruit on the board...
When I saw some of the new cards, I also thought of a token paladin. I made a deck that is pretty similar to yours, so I didn't make it public, but I'll link it here:
My version is a little more aggressive than yours, cutting cards like Dr. Boom and Loatheb for faster minions that are also strong such as 2xFrostwolf Warlord and 2xVolcanic Drake. With so many ways to fill the board, I think the warlord will actually be pretty powerful. As for the drake, it will be able to be played for really cheap when used with Equality or simply by throwing a bunch of tokens at a mid-health minion. That's why I put two of each in the deck.
I also cut Frost Giant because I don't think it really fits in my version of the deck. It's too slow, in my opinion.
I really like Bolvar in this deck. I didn't think of it until I saw your deck, but if he fits in any deck, it will be this one.
Lastly, I replaced one Raid Leader for a Sword of Justice to allow the tokens to survive longer against classes that can easily deal one damage. Speaking of weapons, I also added 2xTruesilver Champion to protect the board or to deal more damage to the opponent's face.
Good suggestions. I was thinking maybe my deck was too slow. I did have Sword of Justice in there at the beginning, but I feel like it's a pretty big tempo loss and it doesn't protect tokens from AoE. I'll probably test it at least.
I should try to find a slot for Truesilver, that card is just too good to pass up.
I really like the idea for this deck. I didn't even think of token paladin just like everyone else till TGT cards started showing up.
The idea of this deck seems kind of aggro, correct me if im wrong. But i could see great use for blessing of kings or even maybe blessing of might here. Tossing that on a token can really turn board control around mid game. I like these choices better than raid leaders. 2 and 2 for 3 is too easy to clear, even if it buffs your other minions. Could fall easily to a consecration, blizzard, any soft aoe. If you don't like spell buffs however i definitely recommend dire wolfs instead of the raid leaders. same stats for 2 mana, and its worth the tempo to only buff 2 minions at a time.
In the end though great idea for a deck, i definitely support it!
I like the idea. There is definitely potential for token Paladin in TGT.
Having 8 copies of 2 drops makes deck's curve awkward. I would opt out Garrison Commander because it's too slow. Cult Master and Sea Giant seem to have synergies with all tokens but they're unplayable when you're behind. I don't think you can count on your board surviving and when it does, you're better of using Solemn Vigil instead of Cult Master to draw or just Quartermaster to win the game. Worst case, it's 5 mana draw 2 cards.
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
it's 5 mana plus requires inspire... so 7 mana for 1 boost. Seems like I could just play Stormwind Champion. Still, it is a TGT card so might be worth checking out.
If garrison commander was down, double boost could happen but it's too expensive to play all on the same turn so I'm not sure it's a consistent combo.
it's 5 mana plus requires inspire... so 7 mana for 1 boost. Seems like I could just play Stormwind Champion. Still, it is a TGT card so might be worth checking out.
If garrison commander was down, double boost could happen but it's too expensive to play all on the same turn so I'm not sure it's a consistent combo.
I'm planning a similar deck.
If Stormwind Champion gets removed or silenced next turn, you lose the buff. Mukla's Champion is a little bit expensive, but makes your board more solid. I think it is worthing. I will try, at least.
I commented on the Deck itself but here's my take.
First off thanks for sharing because the deck is a lot of fun! It fills the board crazy quickly and puts a lot of pressure on the enemy in a hurry. That said at least in my experience it was a little too slow to deal with super aggro (Face Hunter, Mech Mage etc) and not quite aggressive enough to win before combo decks get their combo in (Freeze Mage, Ramp Druid etc). At least for me I felt the deck either needed to go faster or even slower and I opted for the latter. Here's the modified deck that I've been running:
I've had great success with this deck. It's very durable and able to outlast aggression while also still able to build a fierce board position. I wasn't sure what to think of the Tuskarr Jouster but it works really well actually. Against aggro he's very likely to win the joust and a 5/5 for 5 with a +7 heal is awesome. Against control you're very unlikely to win the joust but who cares? You don't need the heal against control.
I'm a little iffy on the addition of a Guardian of Kings and Harrison Jones still. I haven't seen enough weapons to justify jones and with the two tuskarr and Lay on Hands the healing from kings isn't hugely helpful. I'm considering putting Loatheb and Emperor Thaurissan instead.
Love to hear your thoughts and again thanks for sharing!
I'm running mukla's champion in mine. I'm not sure why inspire mechanics are getting undervalued. Most games when I play. Turn 7 mc I'm passing out at least 3 +1/+1's and spawning a 2/2. The token gets spawned before the inspire mechanic. If any of those stick, the next turn you can escalate again. The power of inspire effects should not be judged like regular cards, ie I get 4 mana of stats for three mana, or I get four mana of stats plus an ability for six mana, is the ability worth 2 mana. Inspire effects should be graded on a curve. If the minions are played from behind, opponents must dedicate resources to destroying them to keep them from continuing to impact the game. The inspire effects themselves especially Murloc knight, silver hand recruiter, and mukla's champion all synergize phenomenally together, but even separately, they take a hero power that produces 1 mana of value for two man, and they significantly increase its value. Playtest openmindedly!
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Just looking at the quick token generation Paladin is going to have, especially with the upgraded hero power from Justicar Trueheart. I think a token-based deck like this might be pretty strong, since you can refill your board very easily and card-efficiently.
What do you guys think? Very open to suggestions.
Note there are a lot of 1-ofs and not much tech (healing, etc) since I haven't had a chance to actually play the deck and see how it works.
I'd say the core of the deck is Equality, Muster for Battle, Quartermaster, Garrison Commander, Silver Hand Regent, Justicar Trueheart, and Stormwind Champion.
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Since the point is to spam dudes, wouldn't Knife Juggler be good?
Smart! I have a lot of cards I'm trying to fit in but that seems great to lower the curve a bit, which is something I've been worrying about,
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Dire Wolf Alpha is better than raid leader most of the time.
2x Lay on Hands seems overkill. Too slow for a token deck. I think cult muster will be better for card draw and you don't need much healing.
I hate RNG
Normally I'd say a token-based Paladin deck is a terrible idea... but that'd be before we saw cards from TGT.
The reason token paladin rarely works well is that A) it dies too easily to AoE spells, and B) Paladin has no Bloodlust or Savage Roar equivalent, making use of all the little guys. However, with cards like what you're adding here from TGT, those tokens just might be plentiful enough to survive multiple board wipes and keep on hitting.
I'd consider adding Defender of Argus, one Violet Teacher, Sludge Belcher, a second Sea Giant, and Imp Master. Cards to consider cutting to make room would be one of the Frostwolf Warlords, Raid Leader, one Consecration, Sword of Justice, and one Stormwind Champion.
Building Quirky Decks Every Week, Loving Life at Rank 15!
Thanks for the suggestions, guys. I definitely added some Knife Jugglers and cut Lay on Hands, since it was there mostly for draw but I think Solemn Vigil will cover that. I'm running Raid Leader over Dire Wolf in order to make a full board scary, yeah it's not normally a great card but it will force the opponent to worry about something other than Quartermaster when a lot of tokens are out. 2 can be played for 6 mana to get a pseudo Savage Roar.
Defender of Argus seems like a good idea, I'll have to think about what to cut for it. I'm trying to think whether or not 2 Consecration is necessary.
Have a great deck that's really, really cheap? Help the new players out
Well, I made a paladin token deck. It hasn't been through much refining, but I used kodorider and sword of justice for some reason.
Stormwind Champion really is necessary here. In a spam deck like this, you may like the use of Mekgineer Thermaplugg especially if you're looking for a late-game heavy-hitter. Also, a Paladin Deck without Blessing of Kings just seems off. It always helps to have the ability to take down a high-health minion like Chillwind Yeti around Turn 4 or 5. All you need is to have one Recruit on the board...
When I saw some of the new cards, I also thought of a token paladin. I made a deck that is pretty similar to yours, so I didn't make it public, but I'll link it here:
My version is a little more aggressive than yours, cutting cards like Dr. Boom and Loatheb for faster minions that are also strong such as 2xFrostwolf Warlord and 2xVolcanic Drake. With so many ways to fill the board, I think the warlord will actually be pretty powerful. As for the drake, it will be able to be played for really cheap when used with Equality or simply by throwing a bunch of tokens at a mid-health minion. That's why I put two of each in the deck.
I also cut Frost Giant because I don't think it really fits in my version of the deck. It's too slow, in my opinion.
I really like Bolvar in this deck. I didn't think of it until I saw your deck, but if he fits in any deck, it will be this one.
Lastly, I replaced one Raid Leader for a Sword of Justice to allow the tokens to survive longer against classes that can easily deal one damage. Speaking of weapons, I also added 2xTruesilver Champion to protect the board or to deal more damage to the opponent's face.
Good suggestions. I was thinking maybe my deck was too slow. I did have Sword of Justice in there at the beginning, but I feel like it's a pretty big tempo loss and it doesn't protect tokens from AoE. I'll probably test it at least.
I should try to find a slot for Truesilver, that card is just too good to pass up.
Have a great deck that's really, really cheap? Help the new players out
I really like the idea for this deck. I didn't even think of token paladin just like everyone else till TGT cards started showing up.
The idea of this deck seems kind of aggro, correct me if im wrong. But i could see great use for blessing of kings or even maybe blessing of might here. Tossing that on a token can really turn board control around mid game. I like these choices better than raid leaders. 2 and 2 for 3 is too easy to clear, even if it buffs your other minions. Could fall easily to a consecration, blizzard, any soft aoe. If you don't like spell buffs however i definitely recommend dire wolfs instead of the raid leaders. same stats for 2 mana, and its worth the tempo to only buff 2 minions at a time.
In the end though great idea for a deck, i definitely support it!
I like the idea. There is definitely potential for token Paladin in TGT.
Having 8 copies of 2 drops makes deck's curve awkward. I would opt out Garrison Commander because it's too slow. Cult Master and Sea Giant seem to have synergies with all tokens but they're unplayable when you're behind. I don't think you can count on your board surviving and when it does, you're better of using Solemn Vigil instead of Cult Master to draw or just Quartermaster to win the game. Worst case, it's 5 mana draw 2 cards.
My version would be something like this.
Abusive Sergeant allow you to make a favorable trade (a token for a Piloted Shredder, for example). Blessing of Kings on your token for mid-game tempo swing. I'm not sure about Sword of Justice...maybe should replace it with another Blessing of Kings.
Meta changes the moment you switch your deck.
I had a similar idea and came up with...
[OG]
All yall need more Mukla's Champion.
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
hmmmmmmmmmmmmmmmmmmmmmmmmm
it's 5 mana plus requires inspire... so 7 mana for 1 boost. Seems like I could just play Stormwind Champion. Still, it is a TGT card so might be worth checking out.
If garrison commander was down, double boost could happen but it's too expensive to play all on the same turn so I'm not sure it's a consistent combo.
Have a great deck that's really, really cheap? Help the new players out
I'm planning a similar deck.
If Stormwind Champion gets removed or silenced next turn, you lose the buff. Mukla's Champion is a little bit expensive, but makes your board more solid. I think it is worthing. I will try, at least.
Time to pop in some Warhorse Trainers!!
Building Quirky Decks Every Week, Loving Life at Rank 15!
I commented on the Deck itself but here's my take.
First off thanks for sharing because the deck is a lot of fun! It fills the board crazy quickly and puts a lot of pressure on the enemy in a hurry. That said at least in my experience it was a little too slow to deal with super aggro (Face Hunter, Mech Mage etc) and not quite aggressive enough to win before combo decks get their combo in (Freeze Mage, Ramp Druid etc). At least for me I felt the deck either needed to go faster or even slower and I opted for the latter. Here's the modified deck that I've been running:
I've had great success with this deck. It's very durable and able to outlast aggression while also still able to build a fierce board position. I wasn't sure what to think of the Tuskarr Jouster but it works really well actually. Against aggro he's very likely to win the joust and a 5/5 for 5 with a +7 heal is awesome. Against control you're very unlikely to win the joust but who cares? You don't need the heal against control.
I'm a little iffy on the addition of a Guardian of Kings and Harrison Jones still. I haven't seen enough weapons to justify jones and with the two tuskarr and Lay on Hands the healing from kings isn't hugely helpful. I'm considering putting Loatheb and Emperor Thaurissan instead.
Love to hear your thoughts and again thanks for sharing!
I'm running mukla's champion in mine. I'm not sure why inspire mechanics are getting undervalued. Most games when I play. Turn 7 mc I'm passing out at least 3 +1/+1's and spawning a 2/2. The token gets spawned before the inspire mechanic. If any of those stick, the next turn you can escalate again. The power of inspire effects should not be judged like regular cards, ie I get 4 mana of stats for three mana, or I get four mana of stats plus an ability for six mana, is the ability worth 2 mana. Inspire effects should be graded on a curve. If the minions are played from behind, opponents must dedicate resources to destroying them to keep them from continuing to impact the game. The inspire effects themselves especially Murloc knight, silver hand recruiter, and mukla's champion all synergize phenomenally together, but even separately, they take a hero power that produces 1 mana of value for two man, and they significantly increase its value. Playtest openmindedly!