Damien

Hearthstone Legendary Paladin Aggro Deck

Sign in to follow this  

21 posts in this topic

This thread is for comments about our Legendary Paladin Aggro Deck.

Share this post


Link to post
Share on other sites

This Deck honestly is very bad IMO or maybe I am using it wrong but anytime you are against rogues, mages, hunters you get wiped I was using my own deck got to rank 18 this Deck I am stuck on 17.  The problems I see is ether you have not enough taunts and not enough minion it seemed to me and the legend cards help but some not really. Sooo any suggestion? 

Hey, Daniel,

This deck should work all the way up to legend, however there are some decks that will always cause you problems when playing against them. The deck is extremely aggressive - you should always try to put as much pressure on your opponent in early game and make up the card advantage with your Divine Favor. It always comes down to making the best possible choice with the minions you have on the board. Next time you play against a hunter, have this at the back of your mind: "What will happen next turn if my opponent plays Unleash the Hounds". 

As soon as you start including taunters in this deck it will become stronger against any hunter deck, but the whole theme of the deck and its aggression will be diminished which will make it substantially worse against control decks and other non-hunter decks.

I suggest that you analyze your lost games and see if any play that you have made would influence the outcome if you played it differently.

Best of luck

 

  • Like 1

Share this post


Link to post
Share on other sites

Are you guys upgrading this? for the month of April?

Yes, the decks are updated based on the metagame changes. The deck works, however you really need to keep an eye out on Hunter decks as they are your nightmare matchup. Make sure you don't overextend on the board and you should have no problems dealing with hunters.

Share this post


Link to post
Share on other sites

Thanks, this deck works really well so far, winning most games at ranks 12-8.

Very happy to hear that!

Share this post


Link to post
Share on other sites

Card swap mentions an including "an additional Elven Archer".  Deck list doesn't include the first one.

Let me know if my nitpicking gets annoying.

Share this post


Link to post
Share on other sites

Is there a good swap if you can't afford to make the final Avenging Wrath card?  A good replacement while winning enough to get the last bit of dust needed, lol

Share this post


Link to post
Share on other sites

Hi, I don't understand some things, I suppose there is no Knife Juggler cause it depends on other creatures and we don't want to play some creature card we need to protect or something like that, but... Why Wolf Rider and not Arcane Golem? AG seems better as a removal and as a finisher specially late game when that mana crystal is nothing.

Share this post


Link to post
Share on other sites

Card swap mentions an including "an additional Elven Archer".  Deck list doesn't include the first one.

Let me know if my nitpicking gets annoying.

Fixing this now. Thanks :)

Share this post


Link to post
Share on other sites

Hi, I don't understand some things, I suppose there is no Knife Juggler cause it depends on other creatures and we don't want to play some creature card we need to protect or something like that, but... Why Wolf Rider and not Arcane Golem? AG seems better as a removal and as a finisher specially late game when that mana crystal is nothing.

Yes, but up until the endgame, it will be the worst card ever in your hand, whilst Wolfrider can always clear pretty serious threaths.

Share this post


Link to post
Share on other sites

I've been playing this deck for a week now and absolutely rip-roaring through ranked. Thanks for the post!

Share this post


Link to post
Share on other sites

I've been playing this deck for a week now and absolutely rip-roaring through ranked. Thanks for the post!

Thank you for the comment!

Share this post


Link to post
Share on other sites

I read the description of this deck and thought wow, sounds pretty cool and strong. Especially the Equality combos sounded great. So I built this deck and dreamed about dominating the opponent with my agressive playstyle. So far so good.

 

I first tried the deck against the expert mage AI in practice mode. It took me 4 games to win my first match. That was pretty disillusioning. But I thought it was all about bad luck on my draws.

Yesterday I tried some ranking matches and won just 2 out of 6 (Lepra gnome level). Now it got damn disillusioning and I wonder if I'm playing it not agressive enough, if I lack the experience to play it properly or if i just had bad luck on the draws.

 

• I swaped the expensive cards at start to hopefully get cheaper ones to start rushing from the beginning

• I built up early pressure with my 1–3 mana Minions

• Most of the time I lost my board until turn 3 or 4 because of the low health of the cheaper rush minions (but I thought that's okay, if I get more minions or spells on my hand the next turns to keep up the pressure)

Abusive Sergeant

• At turn 4 most of my opponents started to play minions with 4 or more health and I got problems to counter it (not enough minions on the board, no damage spells in my hand, no Equality in my hand, in the worst case not enough or no cards in my hand and also no Divine Favor to change that)

• There was a time where I had to Divine Favor on my hand but ended up with way more cards as my opponent, with little to no possability to get rid of them (most of my cards were to expensive at that level of the match or wouldn't have made an effect on the battlefield)

• Most of the time it got worse with more enemy minions on the board every turn. Eventualy I got Consecration on my hand but hey, the enemy minions all have 3 or more live. Still no Equality in my hand. Or i got Equality in my hand but no minions or Consecration to use the advantage. When I waited another turn, the pressure on me often was that high, that it got critical. And surprise, still no Equality in the next turns draw.

King Mukla seldom gets in my hand in the turns 1–3 so I can use his advantage of low cost and high attack and durability for that early stage of play. If I play him later, the opponent most of the time has some minions, wich he can buff with the bananas to easily take him out right away.

• I often have to play Avenging Wrath without Equality to get rid of the threatening enemy minions. And often enough Avenging Wrath doesnt kill his entire board or with some bad luck there remain most of his minions on the board.

 

Is this just bad draw luck?

Don't I play agressive enough?

Should I ignore his minions if I cant wipe them out directly and just focus on him to try to wipe him out before his minions do the same to me?

Don't I read the opponents play good enough?

 

I really need help with this deck or I have to abandon it. sad.png

Share this post


Link to post
Share on other sites

Sorry, i forgot to finish my statement about the Abusive Sergeant.

I seldom have a minion on the beoard wich he can buff to attack and the sergenant dies most of the time before he can attack in the next turn.

Share this post


Link to post
Share on other sites

• Most of the time I lost my board until turn 3 or 4 because of the low health of the cheaper rush minions (but I thought that's okay, if I get more minions or spells on my hand the next turns to keep up the pressure)

Have you been mulliganing (is that a word?) your equality every game? I've been doing better by keeping it. even if you don't get consecration, with your hero power built up and cheap minions you could clear the board or take off some pressure.

 

I've been having trouble with king mukla. His bannanas usually give me more trouble than he benefits me. I hardly ever get to attack with him because he gets taken out on the next turn. I think I may be playing him too early. Is he like arcane golems in the sense that he should be played late game? I also took out 1 murloc and traded him for Ragnaros the fire lord, any thoughts (good or bad trade?)

Edited by Cornbread

Share this post


Link to post
Share on other sites

Have you been mulliganing (is that a word?) your equality every game? I've been doing better by keeping it. even if you don't get consecration, with your hero power built up and cheap minions you could clear the board or take off some pressure.

 

No, I kept Equality always in my Hand when I got it. I just had the Problem that there weren't any minion of me left to clear the board and my heropower normaly was eliminated the turn after I used it. Or I got the minions but no Equality. I usualy waited until the opponent had 2–3 minions on board to get a greater advantage. But then I often was without any damage spell wich hits multiple targets or any minions wich could have used the advantage.

 

Maybe my expectation of the deck was just to high and I expected to win all but a few games with it instantly. Then the reality hit me even harder.

 

If you have any advice to play this deck more effective, feel free to let me know your opinion. I just started playing Hearthstone a few weeks ago and I'm pretty sure that there is still much to learn.

Share this post


Link to post
Share on other sites

My advice, which may seem obvious but may not, is to focus on attacking the enemy hero as often as possible. Since this is an aggro deck, you want to win quickly or else you will trail off. Let the other player deal with your minions, but try to get as much damage sent the enemy hero's way as possible.

Share this post


Link to post
Share on other sites

This deck works fine for me. I removed one wolf raider with a tinkmaster. The tinkmaster is so useful, such as +4/4 buffer or keep you minions with the same... taunt remover if there is only one taunt.. lower  a strong minions to 5/5 or 1/1.

 

if you didnt get your mukla in 1-3 round, then keep it with combo with divine favor, you can have two more draws and a 5/5 minions

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 L0rinda

      Blizzard's Lead Mission Designer, Dave Kosak, has released a video discussing how Missions will work in Knights of the Frozen Throne.
      Missions are the replacement for Adventures, which everyone will be able to attempt when the new set is released. The idea behind them is to be able to explain the lore behind the cards, without forcing people to do the content who are not interested in it.
      There is a lot of interesting information in the video, but the key takeaway is that there will be an alternate Paladin Hero, Arthas, awarded to anyone who can defeat the Lich King with all nine classes.
      At the end of the video, three more cards are revealed from the upcoming expansion:

      Bolvar is an interesting card in that it will be a 3/7 after it loses its own Divine Shield. This means that it will need to get very little value from its ability in order to be very large indeed. It does feel like a build-around card however, and it might be that Divine Shield Paladin is just not as powerful as current archetypes. There are already plenty of ways to build that style of deck, and none are seeing regular play. I am not sure that Bolvar, Fireblood improves the Divine Shield archetype enough to force it to the forefront.

      Light's Sorrow has some of the same issues that Bolvar has, although it needs to get very few activations over the course of its lifetime to be a playable weapon. I expect this to be tested heavily in the first few days of the new meta.

      Corpsetaker seems like a fun card. It should be easy enough to gain most of the keywords, which will make it a very difficult card to deal with. It should be noted that the keywords are only gained if those words are on the cards remaining in the deck. Depending on how easy it turns out to be to get every keyword onto the card, this could be a reasonable card in slower decks where the Taunt and Lifesteal are relevant.
      For a full list of previously revealed cards, as well as all of the information about the new expansion, check out our Knights of the Frozen Throne expansion hub.
    • By L0rinda

      The twenty-third and twenty-fourth cards have been revealed. Both are Epic minions, one for Hunter and one for Druid.
      At seven Mana, Stitches Archer, or Abominable Bowman Archer has to compete with Volcanosaur for the slot. It also seems that Savannah Highmane does the same thing more reliably.

      (Source: Hearthpwn)
      That being said, there are plenty of Deathrattle options available for N'Zoth, the Corruptor to bring back in Hunter now, and if a slow enough deck can be made to work, this would be a great fit in such a deck.
      Fatespinner
      Fatespinner introduces a new mechanic, which should add an element of intrigue to the game. The lack of disguised information has been a complaint of many players since the dawn of Hearthstone. Fatespinner takes a first step into that world, and if successful as a mechanic, it should add a new layer of complexity and bluff to the game.

      As for the card itself, it has poor stats for its Mana cost, and seems to not have the greatest of effects. However, this is Druid we are talking about, and Druid having the ability to deal 3 damage to all minions, albeit slowly, should not be treated lightly. Sherazin, Corpse Flower was underrated by reviewers in the previous set, and is somewhat similar in that it was hard to assess how much value would be gained from its ability. I feel that this card might see play for the first Deathrattle ability, but more importantly, the very existence of a new secret mechanic should be good for the game as the design team explore it further.
      For a full list of previously revealed cards, as well as all of the information about the new expansion, check out our expansion hub.
    • By Oxygen

      Professor Putricide has been revealed by DDaHyoNi.
      If you've missed any of the previously revealed cards, feel free to check them out on our Knights of the Frozen Throne expansion hub.
      Bring it On!

      This card is quite the surprise, and the second in the set seemingly designed to punish spell-heavy/combo decks. Whether this is viable depends entirely on the meta at hand, of course, but there is intricate synergy at play here between Dirty Rat and Shield Slam; pull a minion out, thus avoiding the downside of reducing its cost, then slam it right in for a mighty 10 damage. Could it also be used to bait board swarms for an impending Brawl? I like it.
      Coldwraith

      Considering mages are very lacking in the 3-drop department, we may be looking at a new mage staple here, especially considering how popular Frostbolt and Primordial Glyph currently are. The revealed mage death knight card also seems to promote the use of Water Elemental, furthering your ability to get value out of the Freeze-related effect. Might Freeze mages even consider running this? Probably, since their game plan is all about... well, Freezing and drawing. Pretty cool card, if I may.
    • By Oxygen

      Naiman_hs just revealed Voodoo Hexxer.
      If you've missed any of the previously revealed cards, feel free to check them out on our Knights of the Frozen Throne expansion hub.
      Voodoo Hexxer

      Water Elemental's big sister, Voodoo Hexxer is very likely to find a place in any control-oriented shaman deck. Along the new weapon, it seems like the shaman class is being pushed towards Freezing. Stat-wise, Voodoo Hexxer is not all that great for cost, but it fulfills its purpose: it's hard to remove, it'll stall decks that rely on swarming, and even works against weapons. In control matchups, Voodoo Hexxer becomes a form of pseudo removal, especially when coupled with the aforementioned weapon.
    • By Oxygen

      Bearshark and Hadronox were just revealed!
      If you've missed any of the previously revealed cards, feel free to check them out on our Knights of the Frozen Throne expansion hub.
      Bearshark

      Houndmaster should probably be renamed to Bearsharkmaster because it curves out just perfectly into an Elusive minion that's going to be difficult to remove. Since hunters don't use spells to buff their own minions, Elusive isn't actually going to be a downside. This seems like it'll make for a solid addition to any hunter deck.
      Hadronox

      The current rendition of Ramp druid runs 5 to 6 Taunt minions, but plays very greedy with cutting long-time staples of the class such as Druid of the Claw. Could this fit the deck? I don't know; Hadronox requires you to have drawn your few Taunters and played them, something Ramp doesn't always get to do by nature. Ramping this minion is actually pretty bad because its Deathrattle simply won't trigger then. Let's see if another Taunt minion ends up being printed for druid; otherwise, I can't say this card will be popular.