I'm Pretty sure you're trolling, but secret paladins have an insane amount of early game due to secretkeeper, shielded minibot, and muster for battle. That followed by shredder, challenger and boom into fordring provides paladin with very sticky minions. All of these are very cost efficient and allow for a good amount of trading and/or resources to get rid of. The biggest culprit of value is challenger because of the trio of avenge, noble sac and redemption. Sometimes you will get a competitive spirit as well. As far as guaranteed damage tirion is ridiculous. assuming no hard removal 6 damage from popping divine, at least 6 from dealing with him, and 15 from weapon he provides assuming no tech against it like ooze or Harrison. It is very consistent as a deck and that is why it is good. Hope i helped.
I think the point of tech cards is to be a one-of in your deck. They help your matchup being there. So instead of remaking a deck to counter, just swap out some cards and put in a tech card or two, so you still have a solid all around deck, rather than one that gets hard countered by everything other than secret paladin.
Hey, just wondering, I've been doing some experimenting with token paladin. It feels as if it's at the cusp of viability, but there's something missing. Here's my list.
The problem with its stats being nerfed is that then you can't bgh without triggering the secret avenge redemption and noble sac, and if you don't have a board to contest the challenger then when competitive spirit triggers, it's a 6/6. the only way would be to make it higher cost and then secret paladins would be angry because their curve would be off.
Hey guys, I'm currently building a mill rogue and really am wondering how to play it. I've seen people play two different ways: the first is gang up/ maximize healing from the healbots and the second being gang up/ maximize coldlight oracles. Any thoughts on this? Feel free to post advice, ask me questions, or tell me what rogue deck you play.
No they don't unfortunately, but in my experience unless you get super unlucky you get 2 of them to pop out before they are milled and usually 1 gets burned so its essentially adding 1 card to their deck but you get 2 4/4s thats why i dont recommend 2 copies but 1 often helps more than it hurts because when they find out you are milling them they play everything they can every turn. Usually you will burn 6 cards from their deck but beneath the grounds draws them a card when triggered so if everything works as you hope you get 12/12 worth of stats for 3 mana and dont add cards to their deck since they draw an extra card when this card is drawn and not burned. if you find it isn't working for you add another taunt or even Refreshment Vendor. The other guy is right though you may want to consider cutting the raptors for other tech cards
Well the raptors would be for copying the dancing swords and with brann it would be draw 2 right?
I promise reno just wont work in that deck. I think Beneath the Grounds is the best options since it also have amazing synergy with milling your opponent but other cards you could consider are Fan of Knives to deal with aggressive decks or cycle as need be, Burgle can be fun, Preparation is a staple card for rogue, even an Assassin's Blade is ok. If you find you are dying too quickly Abomination or Sunwalker could be additional taunts. Really any of these are better than Reno Jackson, most reno decks don't even run 2 copies of one card and you have almost all duplicates and want to add 3 copies of a minion to your deck twice through gang up so unless he is your very last card a 6 mana 4/6 is all you would ever get out of him.
Thanks for the advice. Would the ambushes trigger if they are milled though? because if they did, that would be sick. If not, then you just beefed up your opponents deck by three cards: aka 6 fatigue damage
This deck will never give you reno value way too many duplicates. Add anything else like perhaps beneath the grounds which A: Prevents your opponent from using reno and B: Gives you additional value from milling them. Reno + Gang up just does not work, other than that it looks like a standard mill deck
I was thinking since you cycle through your deck so fast reno might get value. Do you have any other suggestions for that space then?
Hey guys! i'm looking to make a new deck and there are cards that i need in both BRM and LOE. Which should i get first? It's nothing special, just a homebrew mill rogue.
Cards needed from brm: emperor (maybe), gang up(for sure)
Cards from LOE: Raptor, Brann, Reno
This is the deck im thinking about. Feel free to critique card choice and give advice!
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Why are we giving paladin a card to make their OTK deck even more viable? Why Blizzard,why?
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I'm Pretty sure you're trolling, but secret paladins have an insane amount of early game due to secretkeeper, shielded minibot, and muster for battle. That followed by shredder, challenger and boom into fordring provides paladin with very sticky minions. All of these are very cost efficient and allow for a good amount of trading and/or resources to get rid of. The biggest culprit of value is challenger because of the trio of avenge, noble sac and redemption. Sometimes you will get a competitive spirit as well. As far as guaranteed damage tirion is ridiculous. assuming no hard removal 6 damage from popping divine, at least 6 from dealing with him, and 15 from weapon he provides assuming no tech against it like ooze or Harrison. It is very consistent as a deck and that is why it is good. Hope i helped.
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I think the point of tech cards is to be a one-of in your deck. They help your matchup being there. So instead of remaking a deck to counter, just swap out some cards and put in a tech card or two, so you still have a solid all around deck, rather than one that gets hard countered by everything other than secret paladin.
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Hey, just wondering, I've been doing some experimenting with token paladin. It feels as if it's at the cusp of viability, but there's something missing. Here's my list.
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Bolvar is the greatest when your opponent clears your board of 1/1s and you drop like a 10/7. #FeelsGoodMan
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Token Paladin! Haven't seen anything like it.
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Hey guys, I'm currently building a mill rogue and really am wondering how to play it. I've seen people play two different ways: the first is gang up/ maximize healing from the healbots and the second being gang up/ maximize coldlight oracles. Any thoughts on this? Feel free to post advice, ask me questions, or tell me what rogue deck you play.
I currently have an oil rogue that's homemade.
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Also, Just a question. Would anybody want to see the deck I'm thinking of crafting? I have it all mapped out.
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I know that i need both that's why i asked. Thanks for the help!
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Hey guys! i'm looking to make a new deck and there are cards that i need in both BRM and LOE. Which should i get first? It's nothing special, just a homebrew mill rogue.
Cards needed from brm: emperor (maybe), gang up(for sure)
Cards from LOE: Raptor, Brann, Reno
This is the deck im thinking about. Feel free to critique card choice and give advice!
2x Backstab
2x Shadowstep
2x Deadly Poison
2x Eviscerate
2x Gang Up
2x Sap
1x Brann
2x Coldlight Oracle
2x Dancing Swords
2x Deathlord
2x Unearthed Raptor
2x Piloted Shredder
2x Antique Healbot
2x Sludge Belcher
2x Vanish
1x Reno
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I'm playing oil rogue on ladder, and facing freeze mage.
Mage gets T1 Finley into armor up
Me T1: pass
his T2: go face and armor
mine:can only hero power, not worth wasting face against freeze
his T3: secret
Me: i need card draw and proc the ice barrier, hes at 12 armor
Him: continues stalling and plays both frost nova into doomsayer.
Me: topdeck sap for both of the frost novas: you can't beat me!
Him: puts down ice block+armor
Me: time to start the burst deadly into tinkers into cold blood hit face for 16 hes at 24
Him:fireball, into frostbolt on my earthen ring
Me:Welp topdeck violet and get 4 tokens
Him: still not worried he has iceblock
I end up on turn 19 and think he hasnt draw alex
I immediately go to face with all proc second iceblock and then finish him with topdecked tinkers for lethal next turn