In this system even big casuals can get legend easily. Imo it is too easy now.
Not true at all.
Seems like an interesting list. I do think 2x Flame Imp tho should be considered. Being able to combo with Kanthread is huge, and that extra bit of damage is insanely strong with Carpet.
https://www.hearthpwn.com/decks/1346663-legend-libram-paladin These are the changes that I made that I found to be really succesfull.
For the Mulligan phase you generally keep what you'd expect (low cost cards, always keep crystology, Hand of Adal). If you're queuing up against a hunter or a shaman, I'd keep Pyro in the opener. If you're playing a slower matchup and you have a Meanstreet Marshal in hand and a libram of Wisdom, it's ok to keep Aldor Truthseeker in hand (this doesn't apply against mage). Eydis is fine to keep if you have a 1,2 play in hand.
Typically against aggro decks you'll want to use your Libram of Hopes defensively (on your face). However, against slower control/combo decks, you'll want to cast it on your minions. This is important because you get the spells back through Lady Liadrin and they replay on Lynessa Sunsorrow, summoning an 8/8 with taunt divine shield.
Hand management is really important and in slower/value oriented games you can start to cast librams on your opponents minions. I can't really give general advice on when to do this but, you have to be adaptive and react situationally. If you know you have 6 cards in hand and you already have 3 Libram of Wisdoms in play, you don't want to cast more Libram of Wisdoms on your own minions. Look to Mill when possible, and always count the amount of Librams in play.
Use Yogg as a last resort/a calculated coin toss. Some games you may have to just pray to Yogg and hope that he can help you survive a little longer in order to win the game.
Eydis Darkbane can do some really insane shit, but don't hoard her for combo potential. Playing for Tempo, or even just triggering her effect once or twice is fine. In slower matchups, you can save a number of Librams, or do a Liadrin - Darkbane play on 10 mana and deal a ton of damage.
I actually made 1 error in the deck list there, so make sure to use the updated list. There is supposed to Be 1x Lightforged Blessing in place for an Aldor Attendant. Remember that the card combos with both of your Pyros and it also combos well with Eydis Darkbane.
A better version of this decklist: https://www.hearthpwn.com/decks/1346663-legend-libram-paladin
Best solution would be making the reward cost 7 or 8 mana. I've said this many time and I will continue to say that there are just way too many spell generators for the nerf to have affected anything. It's more of a minor inconvenience than a nerf
Awful idea which would just kill the card. The quest reward would basically be 7-8 mana "do nothing this turn. Gain an extra turn instead."
I agree that the number of spells shoild have been AT LEAST 10, max 12. I play quest mage and 2 extra spells is a joke in a world where mana cyclone and evocation exist lol.
Dude what are you talking about. They drop 4 giants in a turn for 0 when they play Time Warp. The card needs to be 7 mana so they can't combo with Vargoth without discounting.
After extensive playtesting, I've come up with the most optimal build for Reno Druid. The deck wins every time in the late game. Pulling hadronox from N'Zoth allows for such sticky boards, and the deck allows you to do this a multitude of times. The deck runs a fair number of combo disrupters and offers lots of mill potential.
I've been playing Highlander Druid for well over a year now, and I've constantly iterated on the deck. Previous iteration: https://www.hearthpwn.com/decks/1308974-legend-ga-highlander-wall-druid. The deck has always been competitive but thanks to a variety of new AOO cards, the deck is very usable to climb. Right now I'd easily call this deck at least a Tier 2 deck. It's extremely flexible and insane in the late game. Has a positive WR against Secret Mage, any Control Deck, Kingsbane Rogue, and fair matchups against aggro/midrange. The only archetypes that this deck suffers against is OTK (Which just got nerfed (Mechathun/quest), so even those matchups aren't terrible).
The deck does have a high skill cap, and requires a fair amount of hand managment and knowledge of how/when to use your cards. Knowing when to play Hadronox, when to use Elise, when to be greedy, when you can/can't afford to test for secrets, whether you should save removal for haddy/to combo or with Elise. There are a lot of decisions with the deck and each game plays very differently. It's honestly my favorite deck I've ever played.
In terms of card choices, I'm pretty happy with the list. If You're facing a lot of aggro, you might want to tech in a Golakka Crawler. I might reconsider putting Emperor back in place of Rocket Augmerchant, and I'll continue to update the decklist accordingly.
If you need help playing the deck, and/or want some advice or pointers, feel free to send a friend request and I'll try to play with you when I can.
As a prolific wild and standard player I can assure you that Mech Pally has 0 viable control variation in wild. I can also telly ou that all of those Paladin builds you listed, either aren't control decks or haven't ever been viable (the exception being N'Zoth pally which like I said in my original comment, hasn't been a thing in forever).
I'd like to see bloodbloom to 4 and The portal from Open the Waygate to 7 mana and make the user have to cast 8 spells from other classes for to recieve the portal.
Nah keep Altrius a 2/2 but change its text to read: gain +1 attack this turn if your hero attacked this turn.
How the fuck did Priestess of Fury not miss another balance patch?
You just have to keep grinding and adjust to the meta. I used Tiger TTK to hit Legend this month on April 3rd after getting to Rank 1 with bomb hunter. You have to make smart tech choices against the rank 3-1 meta, and you just have to keep on pushing. I've had seasons where I hit rank 1 5 stars, 3 times in a row and couldn't break through. Hitting Legend this month I was stuck at Rank 1, 3 stars for 6 games. Just keep grinding and if you feel yourself slipping and making misplays take a break for the day.