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    posted a message on Call to Adventure

    Running this in my Secret Paladin alongside with a Pirate Package. Sometimes it allows you to play a 4/3 Southsea Deckhand and instantly buff it with Blessing of Kings to an 8/7 with Charge for 5 Mana.

    Posted in: Call to Adventure
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    posted a message on [RoS] Spell paladin

    My version ran 2 copies of Arcane Dynamo. Paired with Prismatic Lens it sometimes gave a 1 Mana 3/4 that let me discover a spell that costs 5 or more.

    Maybe worth a consideration, but I took it out after some time. The problem is just that the expensive Paladin spells are currently a bit awkward to use, and just playing a 3/4 didn't seem worth it to me.

    Posted in: [RoS] Spell paladin
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    posted a message on Call the Pirates! (Secret Paladin)

    I really have to test Crystology before I can come to a conclusion. On paper, I like the idea of drawing a pre-buffed Secretkeeper or Sunreaver Spy via Call to Adventure a lot better.

    I mean, drawing 2 cards for 1 Mana is no joke, but 2x Secretkeeper are the only two 1-Attack minions in the deck, and usually you are trying to get them in your opening hand. Granted, that doesn't happen all the time, but I don't feel particularly good if I draw a 1/2 after a couple of turns, regardless of whether it's regular draw or through Crystology. In that regard I feel like Call to Adventure just takes the cake because it already pre-buffs the Secretkeeper, thus requiring you to play less secrets to make it a threat. It also offsets the downside of Masked Contender and Bellringer Sentry not buffing the keeper and unlike Crystology it can also pull the other minions in this deck (A Sunreaver Spy turning into a 4/5, or even a 5/6 with a secret in play is huge!). Overall it just feels like the tighter fit for me.

    Earlier I had a ridiculous scenario where I coined CtA on turn 2, played the other CtA on turn 3 and then on turn 4 played both 3/4 keepers alongside with 2 secrets -> 2x 5/6 on the board, protected by an Autodefense Matrix and a Never Surrender!. The game was pretty much over at this point. Obviously you're not trying to have everything circle around CtA, but it just shows that it actually helps a lot with recovering from a Tempo loss.

    But I agree: Targeted draw is a lot better.

    Edit: Crystology will be nuts in a mech-based deck with the cheaper Glowstone Technician, though. There are plenty of mechs with 1 Attack (That also cost 1 Mana). Buff them up, reduce their cost by 1 with a Galvanizer and just go to town.

    Posted in: Call the Pirates! (Secret Paladin)
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    posted a message on [RoS] Spell paladin

    Interesting approach. I toyed around with a similar deck recently that used Call to Adventure to reliably pull the Tigers, alongside Prismatic Lens to allow playing bigger minions for less Mana while still getting value off the then more expensive spells (e. g. playing Tirion for 1 Mana and Redemption for 8 Mana on turn 9, generating an 8/8).

    Does the Secret package perform well? I feel as if, in terms of value or impact, Paladin secrets don't really have that much to offer for Midrange and rather fit a Tempo playstyle. 

    Posted in: [RoS] Spell paladin
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    posted a message on Secret Paladin = Fun and Profit (63% WR)

    Curious as I am I switched out Greenskin for a Blessing of Wisdom.

    I stand corrected. It is really good in this deck.

    Edit: That was a reply fail. This was meant to be a reply to the ongoing discussion.

    Posted in: Secret Paladin = Fun and Profit (63% WR)
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    posted a message on Secret Paladin = Fun and Profit (63% WR)

    Again, I believe we have the same approach to the deck, we're basically just using different cards to achieve the same effect.

    Beefing up minions and drawing cards can be done either by using BoW and StB or by using 2x CtA - Both achieve the same goal. Same amount of cards used, pretty much same effect, with both having upsides and downsides.

    Subject 9 or Masked Contender + Bellringer Sentry: Again - Same goal, different cards. Both draw the low-cost stuff that you really don't want to draw at the beginning of Turn 5 or 6.

    Consecration or Bloodsail Raider: Once more - Different cards that serve the same purpose. The board presence coming from the Raiders in your version is being done by the Contenders in my version - Their lack of damage is being counteracted by Cons.

    So, overall I don't see much difference. We draw cards and beef up minions in different ways, we draw our secrets in different ways and we secure the board in different ways.

    Ultimately, we both still end up going face.

    Posted in: Secret Paladin = Fun and Profit (63% WR)
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    posted a message on Secret Paladin = Fun and Profit (63% WR)

    I'm currently toying with a similar approach; I feel that especially the Dread Corsair is a huge Tempo card in this deck and gives it a big push. I think Secret Paladin isn't even half as bad as people say; it's just that it's crucial to include the correct cards to actually make this deck work and that help with building pressure.

    Edit: After reading again, I actually feel like we kind of have the same approach to the deck (Weapons, Secrets and beefing up minions), we just use different cards and playstyles.

    I was originally thinking about Sound the Bells!, Bloodsail Raider and Blessing of Wisdom, too. I just found that those cards are really awkward to play, especially if you don't have too much board presence. Same goes for other cards that people might suggest (Like Knife Juggler, like... This card is so bad since Call to Arms rotated) - What this deck needs is cards that have an effect that instantly does something and doesn't rely too much on standalone effects that require something else to give Tempo. Or at least these prerequisites have to be achievable easily to not sacrifice Tempo.

    I'm not a big fan of Subject 9 in Secret Paladin, thanks to the inherent Bellringer Sentry (Subject kind of feels like Overkill sometimes). Masked Contender is another card that can be played earlier in a match and does multiple things at once. Desperate Measures also kind of feels weird to me because it offers so little synergy with the "Pull a secret" effects and Secretkeeper.

    Here are the changes I'd made including explanations. I'm not saying "You have to build your deck like this!". I just want to give some context about why I play different cards. Try it out if you want (If you actually do have the cards), but if you feel like your list works better for you, then take the following with a grain of salt :)

    -1 Autodefense Matrix, +1 Noble Sacrifice: Noble Sac can trigger twice via Commander Rhyssa, Matrix can't. One copy of Matrix should still be in the deck, though. I like it. It makes it annoying to deal with the Dread Corsairs or beefed up minions.

    -1 Desperate Measures, -1 Blessing of Wisdom, +2 Call to Adventure: As stupid as this sounds, but CtA actually means card draw, secret synergy and value all in one, because it oftentimes draws you a Secretkeeper or Sunreaver Spy and already buffs it. The loss in Tempo you suffer from this is made up by the fact that you end up with a Secretkeeper that turns into a Yeti with just one Secret, or a 5/6 Sunreaver Spy. For Paladin, getting card draw and value at the same time is really difficult right now and I feel like CtA actually fills this gap. Plus, it pulls the cheap stuff out of your deck that you don't want to draw later on and actually rewards you for doing so.
    As for Desperate Measures and Blessing of Wisdom, as I mentioned earlier, they feel kind of awkward to play, and usually BoW makes a minion a high priority target, which means it will often just draw one card, or no card at all if you've lost the board. DM is just unpredictable and when drawn always feels like a 1 Mana Do-Nothing card, as it doesn't synergise at all with Secretkeeper, a possible Masked Contender (Not in your decklist) or Bellringer Sentry.

    -1 Never Surrender!, -1 Subject 9, +2 Consecration: Don't get me wrong, I absolutely LOVE Never Surrender!, especially with Rhyssa on the board. I just feel like oftentimes it ends up turning a 1/1 dude into a 1/3. I guess it's up to personal preference whether to run 2x Sac or 2x Surrender; for me it's 2x Sac because once you have Dread Corsair out there's just too many shenanigans with Rhyssa that your opponent has to deal with, and one minion less attacking your things is always nice. But - again - Never Surrender! is probably my favourite Paladin Secret right now (Ever trolled a Hunter on Turn 5 who thought he could Baited Arrow a Silver Hand Recruit? 5 Mana, kill a 1/1 lol).
    Regarding Subject 9, you already have immense Secret Draw if you choose 2x Masked Contender (See below) and 2x Bellringer Sentry, and the benefit of having actually playable secrets is only given if you have a Secretkeeper. However, with Call to Adventure you can draw even more and already pre-buff your Keepers.
    On top of that, Consecration is yet another tool that gives you the edge over other Aggro decks (Corsair being the other "I am better at Aggro" card). Yes, I know, oftentimes Cons doesn't fully clear, but there are many situations where it's really good to have it in the deck nonetheless. You don't really want to trade with your minions, but you kind of need a way to get rid of wider, smaller boards.

    -2 Bloodsail Raider, +2 Masked Contender: I feel like the Contenders just help immensely with drawing your deck. The biggest issue with Secret Paladin is actually drawing secrets. It feels unbelievably weak to draw a 1-Mana spell that has no impact at all, unless there's a Secretkeeper on the Board. Bloodsail Raiders, while strong with a jacked-up Mysterious Blade and Truesilver Champion, oftentimes just end up being a River Crocolisk. I mean, yeah, the Sunreaver Spy can also just be a croc, but you have far more secrets than weapons in your deck. Contenders, much like Bellringer Sentry, just provides more Tempo, because you get a body, you get a secret and you empty your deck faster.

    -1 Sound the Bells!, +1 Captain Greenskin: Sometimes Greenskin is just a 5 Mana 5/4, but then again, it can turn your Truesilver Champion into an Ashbringer or your Mysterious Blade into a better Truesilver Champion. The big deal is actually not the +1 damage, but rather the +1 Durability. StB just feels really weird. You don't want it in the early game because it's somehow meh, and you only want it in the late game when you're already winning.

     

    Posted in: Secret Paladin = Fun and Profit (63% WR)
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    posted a message on Secret Baristadin - Maybe not Tier 1, but definitely fun.

    This used to be a Barista Lynchen Paladin deck, but...

    ...the deck was actually really bad compared to what I whipped up afterwards.

    Call the Pirates! (Secret Paladin)
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    Posted in: Paladin
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    posted a message on Turns out Alexstrasza vs an 80 Health boss is pretty OP

    Check the bottom of the deck.

    Bob was so kind to offer me an Alex, so I took it. All minions 6 Mana and above cost 5 thanks to treasure and Togwaggle's dice + Reduce cost hero power did the rest.

    Zuramat didn't take Alex + 2x Rag to the face very well.

    Man, this adventure is actually fun.

    Posted in: Adventures
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    posted a message on [STANDARD] Headed for Legend! - S59 February 2019

    Edit: Damn this is February, not May lol

    Posted in: Standard Format
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    posted a message on The Pepper Thread - Share your good vibes!

    I've gone 19 in 4 with Trumps Secret Hunter list (Swapping out 2x Sunreaver Spy for 2x Lifedrinker, though) and I can't believe how ridiculously strong this deck is against almost anything. I've almost made it to Rank 1 and I'm sure this deck can take me to legend!

    Posted in: General Discussion
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    posted a message on The Pepper Thread - Share your good vibes!

    Just won an ultra-long game against a control warrior at rank 4 - As a face hunter.

    Went super-greedy with high-mana keeps in the Mulligan and a Hunting Party off a Marked Shot which I kept until I could copy both my Lifedrinkers and Subject 9, which turned out to be the game-winning move as it healed me back up when entering fatigue. Throughout the game he gained armour like crazy, even getting a second and third Dr. Boom off Elysiana (Of which he played one) but in the end I managed to win by just a notch, with an axe to the face.

    The most satisfying game in a looooong time. Replay is here: https://hsreplay.net/replay/M8q2wqiMwscRZQpfEHgkPT

    Posted in: General Discussion
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    posted a message on Seriously, What's the best anti control warrior deck?

    OTK Spell Hunter (aka Jepetto Hunter) - To be found here: https://hsreplay.net/decks/79lVYdKaY4bFhqmnXh1GLf/

    It loses quite easily to anything that is aggressive (Tempo Rogue, Token Druid, Carpetlock), but it beats any Control Deck. Once I even managed to completely mess up the combo and still won, but just by barely an inch. The good thing is, if you hit the combo the right way (A bit of RNG involved), no amount of healing will save your opponent, and healing is what all those control decks are about rn.

    Also, this deck being weak to Aggro does not inherently mean it will lose against it 100% the time. The deck does have a fair amount of Control elements to it, but the high tempo from aggressive decks oftentimes is just too much. Without Explosive Trap, Hounds and other removal spells you get overrun fairly fast.

    Edit: Don't worry too much about Armor from a Warrior. Usually you should be able to nuke through that. The current control decks are so slow, they allow you plenty of time to accumulate your burn spells, so that in an ideal scenario you could burn through as much as 25 armor after using Alex. Being a hunter, you will most likely chunk down their armor along the way anyway.

    Posted in: Standard Format
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    posted a message on Regarding Warrior

    I don't think Warrior should be nerfed. The class is fine.

    What bugs me is that most other control decks just fall short atm. They come close, and with decent and smart play can even win against Warrior, but I understand the frustration because not having access to the same range of value-generating cards Warrior has means that you're on a tight clock in those match-ups. Not to say that other classes can't generate value. They can, especially Shaman. They just can't do so on the same flexible and quantitative level.

    If other classes had access to cards that act in a similar way to Omega Assembly or Dragon Roar, I think it would spice up things considerably while not taking the signature effects off Warriors. I figured that, in Control vs Control matchups, you never really feel like you want to go all in because removal lurks around every corner, and once your big boys are being dealt with your sitting there with no value anymore. And even if you play as slowly as you possible can it never feels quite right, because singular threats can be dealt with just as easily, which means that Brawl surely sits in the Warrior's hand by the time you run out of cards.

    Again: The removal / control ability Warrior has is not the problem. It's the lack of viable value-generation other classes have.

    Would better value-generating tools for multiple classes kill Aggro?

    Possibly. The problem Aggro has is a lack of refill after board clears, which is why Token Druid still performs reasonably well against Control. Other Aggro decks however do not have this advantage, and a Zoolock tapping doesn't even come close.

    Just my 2 cents. Don't forget that people come up with new stuff even weeks or months into an expansion. Wall Priest wasn't discovered in RR until way past its half-time iirc.

    Posted in: Standard Format
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