Damien

[Archived] S20 Hearthstone Legendary Control Dragon Paladin

Sign in to follow this  

19 posts in this topic

This thread is for comments about our Legendary Control Paladin Dragon Deck for BrM.

Share this post


Link to post
Share on other sites

What do you think of running Onyxia as one of your big dragons and then squeezing in Bolvar somewhere, maybe for one of the belchers?  Seems like good synergy w/ Onyxia and Muster for Battle.

Share this post


Link to post
Share on other sites

I suggest removing 2 shredders and replacing them with 2 Azure Drakes. I found that they are a better fit for the deck as a whole.

1. they are dragons so they will help blackwings Corruptors effect.
2. they are also easy to summon with dragon consort at 3 mana cost - this main not be the main strategy but if you lack the late game cards at a 8 mana cost you get to summon 2 powerful dragons and draw a card.
3. Finally as this post mentioned the deck lacks drawing power which is crucial to insure that you get the right cards for late game.
 
 
 
 

Share this post


Link to post
Share on other sites

Shredders are just too good to cut. The problem that people have run into when trying to build Dragon decks is that other non-dragon cards are *just better*, so the successful Dragon decks tend to be the ones like this that keep the Dragon synergy to a minimum and use an otherwise successful core. If it's working for you though, then absolutely run with it.

Share this post


Link to post
Share on other sites

i really struggle with this deck against handlock can you explain the strategy against that specific encounter.

Share this post


Link to post
Share on other sites

I have found that I am facing a lot of argo decks and struggling to last against them. Is there any cards you would swap to help?

Share this post


Link to post
Share on other sites

You can cut some of the late-game for Zombie Chows or Argus, but this deck is always going to be pretty vulnerable to Aggro because it plays a very high curve.

Share this post


Link to post
Share on other sites

What about kel'thuzad instead of chromaggus? I know it's not a dragon, but with the amount of minions I keep getting on the board, it seems like it could be a good finisher, and chromaggus hasn't given me much value.

Share this post


Link to post
Share on other sites

This is just a garbage deck.  I've played ranked matches over and over and over, literally 48 hours straight and I went from rank 6 to rank 16, and I am still dropping.  This isn't deck isn't worth the time it took to read.

Share this post


Link to post
Share on other sites

This deck is incredibly fun to play, i dont have Yzera, and i recently got Alextraza so i tried to put her in instead. It turned out as a big succes, in severel scenarios my opponent have had 25-30 health getting to the 7-9 mana mark. Dropping Alextraza and putting them at 15 will then put you in a very favorable spot, it will also come as a total suprise for the opponent. In many of those scenarios you will also likely have a few minions on the board already, making you able to put your opponent from 30 to 10 in one swing. I highly recommend some of you try it! ( Sorry in case of bad english )

Share this post


Link to post
Share on other sites

Just bought BrM and having lot of fun with this deck! Only cards that I don't have are Ysera and Dr Boom, which I have replaced with Alexstrasza (good for surprise nukes and late game health tactics) and Defender of Argus for countering aggro decks. Currently at rank 8, could be even higher if I wasn't such an impatient player. Anyways, thanks for this!

Share this post


Link to post
Share on other sites

I don't have the paladin legendary, what would you suggest for a replacement?

I am not an expert player but I have been playing this deck for some time (except Ysera which I do not have, I replaced her with Loatheb, that works well overall), and Tirion is a huge addition to the deck, that's undeniable because it has immediate value and is super useful in later turns and it cannot be BGHed, and it can get you back into the game if you are late. The only strong card that does more or less the same in terms of comeback is Dr.Boom which is already in the deck. You could try another dragon (Alex or Onyxia) or maybe Ragnaros, but you really should craft tirion asap if you intend to play paladin, because it s core in nearly every paladin deck

Share this post


Link to post
Share on other sites

I've been testing out this deck with the new twilight guardians instead of shredders, and chillmaw instead of one equality, and it seems pretty decent. The only a issue seems to be getting a bad starting hand against faster decks, but I guess that's to be expected from a deck with such high a curve. Still the extra taunts help to offset that a bit

Share this post


Link to post
Share on other sites

Yeah honestly, I just don't think Pally is the right place for the Dragon deck anymore, I think they're just outclassed by Priest, Warlock and Warrior at least, perhaps Mage as well.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about our Mind Blast Priest deck list guide.
    • By Aleco
      If you're not a fan of playing huge Legendary minions every turn, then you may need to rethink your approach to Hearthstone.
       
      The Hearthstone team is on a roll with Tavern Brawls! After Top 2, one of the most well-received Tavern Brawls in recent memory, this week's Tavern Brawl is titled  "Cloneball!".
       

       
      Each player's deck is filled with four copies of random Legendary minions, including minions from the Wild format. Players will also receive a number of copies of "Offensive Play", a card which reduces the cost of your next Legendary minion by 3 Mana, as well as all other copies of that same Legendary in your hand:
       

       
      Though it's difficult to game plan for a specific strategy as the Legendary minions you receive appear to be random, I thought it was pretty sweet to play Loatheb into Onyxia into Onyxia into Onyxia. Slamming huge Legendary minions onto the battlefield is one of the most fun things to do in all of Hearthstone, and you'll get to do it again and again in this week's brawl!
      As is true with most brawls where the class cards aren't incredibly important, Warlock is strong by virtue of Life Tap. However, Paladin has some of the strongest Legendary minions in the history of the Hearthstone, so you could also try to high-roll a deck full of Tirion Fordrings and Wickerflame Burnbristles.
    • By Zadina
      The targeted cards are Spiteful Summoner, Possessed Lackey, Call to Arms, Dark Pact, Crystal Core and Naga Sea Witch.
      The community's prayers have been answered as nerfs for six problematic cards have been announced.
      UPDATE - The nerfs went live earlier today. You can disenchant the affected cards and get full dust value until June 5, 2018.
      Four of these cards are Spiteful Summoner, Possessed Lackey, Call to Arms and Naga Sea Witch. Even though there were a lot of interesting suggestions as to how these cards could be handled, Team 5 chose the simplest, yet elegant, way to weaken them: increase their mana cost. The first three cards will have their mana cost increased by 1, whereas Naga Sea Witch will jump to an extreme 8 mana!
      Dark Pact will now restore 4 health to your hero, instead of 8. Lastly, Crystal Core will undergo a second nerf in its history: it will now produce 4/4 minions. Do you think it will survive even its second nerf like Unleash the Hounds or Sylvanas Windrunner did?
      Some of the cards that we know the team was considering changing, but will remain unscathed for now are Sunkeeper Tarim, Doomguard, Bloodreaver Gul'dan and Baku Paladin Hero Power.
      These changes will take effect after the end of the HCT playoffs at the end of May.
      Daxxarri
      In an update that will arrive some time after the HCT Playoffs are complete, we will be making balance changes to the following cards:
      Naga Sea Witch – Will cost 8 mana. (Up from 5)
      In update 9.1, we introduced a rule change to increase the consistency of Hearthstone game mechanics. The change affected precisely when Naga Sea Witch’s cost change was applied to cards. This allowed it to be combined with the cost reduction effects on giants, and as a result, it became fairly easy to reduce their mana cost to 0.
       
      We think Hearthstone is better all around when interactions are consistent, and we like the fact that a Naga Sea Witch giants deck archetype exists. That said, we also understand that, with its current functionality, this deck can generate early board states that are unreasonable for most classes to deal with. By increasing the cost of Naga Sea Witch to 8 mana, the deck’s concept remains intact, but the combo is delayed until later in a match when more decks are likely to have the tools to handle the arrival of so many giants.

      Spiteful Summoner – Will cost 7 mana. (Up from 6)
      After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation.

      Dark Pact – Will restore 4 Health. (Down from 8)
      There are two aspects of Dark Pact that make it powerful. At a cost of 1 mana, it’s easily used alongside cards like Carnivorous Cube, Possessed Lackey, and Spiritsinger Umbra for big combo turns. It also gives Warlocks enough healing potential so that aggressively using Lifetap and playing cards like Kobold Librarian and Hellfire feel less consequential. We left Dark Pact’s cost intact so it can still be used as part of interesting combos, but lessened the healing it provides so Warlocks will need to more carefully consider how much damage they take over the course of a match.

      Possessed Lackey – Will cost 6 mana. (Up from 5)
      Some of the card combos involving Possessed Lackey present situations that are too difficult to deal with in the early-to-mid stages of the game. Increasing its mana cost to 6 delays some of those powerful card combos to turns that are easier for opposing decks to overcome.

      Call to Arms – Will cost 5 mana. (Up from 4)
      Currently, there are three popular Paladin decks: Even Paladin, Murloc Paladin, and Odd Paladin. Among the three decks, Even Paladin and Murloc Paladin have consistently been the most powerful two archetypes over the first few weeks since the release of The Witchwood. Call to Arms moving to 5 mana restricts it from being used in Even decks and reduces its power somewhat when used in Murloc and other Paladin decks.
      We expect that players will experiment with Call to Arms at 5 mana in Odd Paladin decks, but we don’t expect this card to have much of an impact. This is because Odd Paladin can’t access 2 mana minions (meaning Call to Arms could only ever summon three 1 mana minions if played in that deck).

      Note: As a result of this change, we are adjusting the “Greymane’s Alliance” deck recipe. It will now have two copies of Saronite Chain Gang in place of Call to Arms.
      The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)
      The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks.

      (source) Are you happy with these changes? Do you think some cards will still be playable or are all six cards useless now? What's your opinion on the unchanged cards?
    • By Damien
      This thread is for comments about our Even Rogue deck list guide.