Patron Warrior would be probably your best bet as it has really good winrate against secret pally without compromising your matchup with other decks. But if you really hate them, Double flare midrange hunter or control priest with lots of anti aggro tools
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evilsiopao posted a message on Which deck counters secret Paladin at best?Posted in: General Discussion -
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user-15963272 posted a message on Level of skill distribution across the ladderPosted in: General DiscussionRank is a lot more about how much you play than how good you are. You play for several hours a day alright, you'll be rank 5. You play excellently, but only for a couple of games each day, you'll be rank 15 forever.
Hmm I only play 2-3 games a day. But I still reach rank 5 in a week, it is more of the win streak
Lol.
You reach rank 5 in 21 games max. You gotta be kidding me, you need more than 100% win rate for that...
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top meta decks have cards that run over 1 mana above average or roughly 1 mana above standard stats (mana att/mana + 1hp) so on average renounce drakness pretty much just loses u 2 mana.
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this deck is rediculously expensive. 2 bad I'm not chakki. 15,000+ dust and that's without any goldens.
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wow this card breaks the rng scale. You could instantly win or instantly lose with it.
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This card looks really good, health isn't nearly as valuable as mana. It is a class specific lock card though. You can clearly see how you can play this and then say like dark bomb or shadowbolt or hell fire or shadowflame (you dont' have to shadowflame him you could shadowflame a less valuable minion if you have one). This card will probably belong in a reno or hand lock deck. ...and yet another better version of war golem, time to buff war golem to 7/8 maybe?
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Some decks are just plain easy, secret paladin probably tops that list. Play on curve and hope you draw on curve. No card draws no big hands to deal with, what you see is what you play. In fact I've noticed the vast majority of secret paladin players aren't the brightest, I've started mastering a watered down patron warrior deck. They keep playing mysterious challenger and dr. boom into half full board of patrons. I just keep generating more patrons and use a simple ww + maybe an execute to trade for their mysterious challenger + 5 secrets or their dr. boom and sometimes even gaining but never losing patrons depending on bomb bot rng attack with 3/2 not 3/3 into bomb bots for more chance for "everybody to get in there". They should tech at least 1 equality but they never do cause it's not on the meta deck sites.
Ok enough rating about how secret pally is stupid (not necessarily op). To a lesser extent face hunter, at least they have to do some evaluation on trades plan a turn or tow ahead and know how to count.
Now as for the hardest decks I'd say Freeze Mage, Patron warrior, oil rogues, mill rogues are so freakishly hard to play and inconsistent I wouldn't even count them as top meta, you always fell like your short a mana or short a turn. Maybe I'm just a bad player. These decks are all difficult to play and impossible to master but for different reasons, so you can't say one is harder than the other.
First off my current favorite, patron warrior. What makes patron warrior hard is that first off as a versatile mid range deck you need to know all your match up's as your stratergy could be completely different depending on the match up. If you face a control priest your strategy is to combo a bunch of patrons asap and pray they haven't drawn their aoe, vs agro deck appart from the most key patron combos (patron, inner rage, deathbite) you look for more defensive cards during your mulligan. Since there's only 2 patrons in a deck of 30, and they're key to winning any game. When both patron's sit in the bottom 5 of your deck you just simply can't win. Trust me it happens, happened to me dozens of times. Since the combo pieces are so key you need to cycle though the deck but you need to figure out how/when to establish board control, when to draw, and when to go for lethal and when to keep your self alive at all costs. As a bonus you need to be constantly aware of the 1 damage aoe from all sources and the order best to play them. On top of that you want to keep not only a good number of patron's but healthy patrons 3/1's are just 3/1's not patrons. Then you have to be sure not to fully flood the board and always leave at least 2-3 spaces for new patrons to generate if your opponent choses to AOE.
Then there's freez mage. If you haven't played freez mage but have played some of the tavern brawls such as the co-op vs mechazoid you'd know what it fells like to have 10 cards in your hand, draw potential and the rope running down on you. Well that's freez mage. Freez mage often times have a full or near full hand making the right decision on what to throw what to keep and what to play will make your head spin. Vs agro decks you have to calculate the odds of them having lethal too as you execute your alextraza kill plan, but you need iceblock to live, and you need board control and ice barrier to not have the block get poped 2 early. Oh did I mention fatigue is often a factor?
Finally my 3rd pick is rogue. Rogue is a bit like patron warrior with their combos, only perhaps to a more extreme degree. Their also like mages cause half they time they have full hands, rogues don't generally play 1 card at a time like oh turn 5 coin mysterious challenger, turn 6 mysterious challenger, turn 7 Dr. Boom, turn 8 Tyrion - a monkey could do that. Rogues not only have a semi full hand that they need to play but they need to really play them in the optimal order. You have to sometimes decide to sac a combo bonus to set up better combo's for other cards. Then there's always the moment you think you have lethal with tinker's oil, sure plus +6 damage till it goes on a new sleepy ass lazy student the violet teacher was kind enough to teach.
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I've played patron to rank 6. Fairly new (4 month old) Free to play player with mostly just solo adventure cards and crafted a few commons such as inner rage, dread corsair, acolyte of pain. I've just recently opened a Dr. 7 from an arena pack (after finishing adventures). Added it to the deck, worth it but bearly see an improvement. Anyways here's why patron does so well vs secret pally
First off you can't just build a deck that crushes secret pally and loses to everything else. Secret pally is one of if not the most common ladder deck but there's still a lot of variety and only a relatively small % of match ups will be specifically secret pally. Patron warrior is a fairly well rounded deck that's favored against most of the top meta decks. With the exception of control priest, aoe teched dragon priest, reno lock you're pretty much favored or at least even against everything else. It's slightly favored vs agro decks between your armor up, 4 cheap tuant minions (unstable goul, dread corsair), and plethora of low damage aoe's. Ultimate if you can have a clear board and establish 4 patrons on turn 5 agro deck's generally have no answer). I'd say roughly (assuming you know how to play against each deck and play it well, like not playing sr. finly on turn 1 vs freez mage):
55-45 vs control warrior
55-45 vs face warrior
80-20 vs freez mage
60-40 vs mech mage
60-40 vs tempo mage
60-40 vs mid range druid
55-45 vs egg druid
50-50 vs silence druid
60-40 vs mid range paladin
70-30 vs secret paladin
50-50 vs murlock paladin
60-40 vs agro shaman
60-40 vs malygose shaman
50-50 vs murlock shaman
55-45 vs face hunter
55-45 vs mid range hunter
20-80 vs control priest
25-75 vs dragon priest
60-40 vs zoo lock
40-60 vs hand/reno lock
These numbers may be biased towards the patron warr cause I like it some much by up to 5 pts. Any class without 3 damage aoe's tend to lead to patron warrior being favored. Most agro decks favor the patron warrior slightly. But patron warrior is specifically good vs Freeze mage (need I say why) and secret pally, two of the most popular ladder decks. Apart from control warrior patron warrior is the 2nd most dreaded match up for freeze mage. As for secret pally patron's do great vs secret pally (assuming you can draw your death/bite patron/inner rage combo be4 they play mysterious challenger or dr.boom). Note how patron warrior needs combos so card draw is very important. If you can draw 2 with acolyte or battle rage usually a good idea to do it. Secret pallies tend to half flood the board with the juggler/mustard combo or develop a nice sized secret keeper. Guess what you got death's bite, WW (maybe even revenge), fiery war ax, unstable goul to deal with those. Their shielded mini bot is admitidly a little annoying to deal with but not a huge threat. Best to wait for a good WW to take care of the shield then give him the ax. So early game secret pallies tend to have a tough time getting the board advantage they're use to having vs most control and mid range decks to set up for the mysterious challenger turn 6. In fact often times the patron warrior will have the board advantage. That alone may make them frustrated enough to misplay left and right and lose the game. Now after the early game patron's come in 1 turn faster than the mysterious challenger, assuming both players mulligan/draw well and on curve. You should have a 3/1, 3/3, 3/2, 3/3 patrons from left to right. Lets say they aren't world class paladins and put down their mysterious challenger (a horrible play). You attack with a 3/3 into face, you get another patron, the 2/1 gets revived you attack into it with your other 3/3 and get another patron. Now just trade in your 2 damaged 3/1 and 3/2 patrons into the mysterious challenger and do 2 extra damage with slam or just take damage to the face with weapon or trade one and execute. Not hard to do 2 damage preferably without face damage with 6 mana on turn 6/7. Your now left with 4/5 patrons (which is good cause you want to leave at least 2 spaces always unless your going for lethal when you have patrons so there's room for new fresh patrons if they aoe such as consecrate). Now on turn 7 since they're frustrated the typical curve play is to slam that dr boom. But guess what DR. Boom is usually a great play on turn 7, hence the name dr.7 but against a board full of healthy and active patron's it's just AWFUL. Attack 3/2's into the boom bots to generate 2 new patrons and at worst lose 1 hp on 2 patrons but potentially generating up to 4 patrons. Then trade in your injured patron's into boom and your opponent just wasted dr. boom and turn 7. When they play tyrion it's pretty much game over, just trade in injured patrons/execute or WW to generate patron's first and get rid of the shield, and preferably put down a unstable ghoul to absorb the weapon or Harrison if you have him teched. During all the turns with patron's great time for battle rage to draw 3 or so cards.
Ladder is a bit like rock paper scissors, if secret pallies and freez mages are paper then patron warrior is the scissor, and priests are the rock. Obiously it's more complicated with all the different decks but you get the idea.
Now here's a little secret (pun intended). If secret pallies ran two equality/consecrate they will have no problem what so ever vs patron warrior. But for now most of the most popular sites haven't recommended a single copy of equality in their secret pally decks. So of course most of the nooby ladder players just copy them and don't adjust their decks according to the match up's their getting. I think all paladins should run at least 1 copy of equality and certainly both consecrates.
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the play is horible and still wins easily. Shows how broken this deck is.
To be fair the opponent had terrible taste in cards.