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    posted a message on Once again with "help me with my deck"

    I'd replace the ogre magi with a kobold, sure a 4/4 body is nice to have. But from your description, it seems you wanted that for the spell damage, and HOPE that it won't die. Instead, Kobold allows you to do those tricks more early on at a 6 mana which could be a lot more helpful for those board clears.

    Take away crocolisk and ironfur grizzly for 2 harvest golems, they're one of the best class independent 3 drops if not the best. If you don't have them, faerie dragon is a pretty good choice too. they can only be removed by hitting it with another minion or with the hero itself.

    Posted in: Paladin
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    posted a message on A little help, please?

    If you can't afford bloodmage, just sub it with Kobolds, same cost, +1 spell power, better stats but no card draw.

    Blood Knight might be a good idea, since there are a lot of divine shields in the meta right now.

    Posted in: Paladin
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    posted a message on Feedback needed please

    I'd suggest replacing 1 Holy Light for SoJ

    And instead of Scarlet Crusader, I'd suggest Harvest Golem. Scarlet Crusader usually dies the turn you summon it.

     

    Posted in: Paladin
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    posted a message on Paladin late game deck

    This deck has a lot of legendaries, so it's costly.

    Paladin value deck
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    The concept of this deck is mainly focused on cards that can trade for more cards. Mechanics such as Divine Shield which at least forces a silence or hero power, slowing down your opponent or gain you a bit of card advantage. Deathrattle effects including Harvest Golem and Cairne Bloodhoof that forces yet another silence or having to deal with another creature again, hence card advantages. 

    Reason behind some of the card choice:

    • Redemption: This card has great synergy in the deck. Although it's only 1 mana cost, it's actually a mid-late game card. When it's up, I'll avoid using my hero power because I usually don't want a 1/1 to revive. Imagine stuff like Sunwalker or Cairne Bloodhoof comes back to life. It's also OK to revive a Harvest Golem
    • Argent Protector: divine shields are annoying, and having the ability to give your stuff divine shield is awesome, combined with Harvest Golem and Cairne Bloodhoof, makes them even more difficult to deal with.
    • Harvest Golem: Probably the best common class independent 3 drop in game.
    • Defender of Argus: Sunwalker is awesome taunter, but you can only have 2 of them. So this combined with Silvermoon Guardian or any divine shield = home made sunwalkers
    • Aldor Peacekeeper: Nice late game card, but can be used early-mid game too. Drop this on one of those 3/2 or Yetis your opponent dropped last turn and watch them having a creature that does almost nothing.
    • Guardian of Kings: You're gonna need some form of heal against mages, and this one leaves a pretty big body for your opponent to deal with. Great against mages and warlocks aggros.
    • Sunwalker: This is the most important card in the deck. Great combined with Redemption, giving you a chance to regain board control in the mid-late game. Also serve as a "bait" for spot removal, letting those valuable legendaries to stay for another turn to cause more trouble.
    • Legendaries: each of those legendaries converts into card advantage, and are required to deal with immediately (except Cairne Bloodhoof), forcing your opponent to spend multiple removals/creatures or spot removals on them.

    Pros:

    • This deck consist of some of the toughest minions in game, which are very difficult to be removed.
    • Very strong after turn 6-7

    Cons:

    • Slow, only answers to early game aggression are Truesilver Champion and Consecration, which aren't even available until turn 4
    • Passive, no charge minions and direct removal meaning we can't really choose which minions to remove, only forcing your opponent to send them to death
    • Expensive to craft
    Posted in: Paladin
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    posted a message on The Aristocrats

    since you're playing a swarm deck, why not 2xSoul of the forest? That's like the best card against AOE board wipe.

    Posted in: Druid
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    posted a message on Turn1 Yeti

    IMO 1 Naturalize could be pretty useful against priest's Mind Control or paladin's Blessing of Kings pumped creature.

    Generally some crazy gigantic creatures which you don't have cards to answer. 

    Posted in: Druid
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    posted a message on Druid Ramp Control

    @MSW112 I've followed your suggestions and replaced 2 engineers with 2 faerie dragons, works pretty well! Switched 1 Spell breaker for 1 Keeper and seems to work well.

    I currently dropped to 1 Nourish and I get to draw into answers more often. 

    I don't really agree to dropping ironbarks for legendaries, because those taunts can usually buy me a turn of taking 0 damage while killing off some of the opponent's stuff. (and obviously I don't own any of those legendaries :P)

    @Aishi_ I don't have any Ancient of Lore :( But I did got myself 1 Ancient of War and you're right, he is ridiculous, just 1 more mana than lord of the arena and double the health is insane. 

    Posted in: Druid
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    posted a message on Druid Ramp Control

    Thanks a lot for your comments!

    I actually have enough card draw power, I usually end up running out of cards, and having to deal with fatigue damage. I'm thinking about replacing 1 Nourish with another spell breaker to deal with opponent's crazy pumped up creatures though, having 2 Nourish in this deck seems to do more harm than good. 

    Posted in: Druid
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    posted a message on Druid Ramp Control

    Druid Ramp Control
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    The deck's idea is to open with a hand of either wild growth or innervate, with a lot of card drawing, board wipes and lots of creatures that your opponent must answer right away.

    I know some of the cards aren't the best (I wish I have Alexstrasza instead of deathwing... ), but those are all the cards that I have, let me know what do you guys think. Suggestions are welcomed! I'll try to get the cards that might be good for the deck in future.

    Updates:

    - Finally got an Alexstrasza, replacing Deathwing with her. Reducing 1 Gelbin for 1 Spellbreaker.

    - Replaced Novice Engineer with Faerie Dragons, works pretty well. Dropped 1 Nourish for 1 Keeper of the Grove for that silence/spot removal. Dropped a Lord of the Arena for an Ancient of War I recently drew into, 1 less damage, DOUBLE the HP for just 1 more mana, love it. Finally, dropped 1 Argent Commander for 1 Naturalize against Priest who stole our stuff, or Paladins/Druids who buff their stuff to crazy stats.

    Posted in: Druid
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