Aggro Secrets Paladin Wild Un'Goro Deck
Table of Contents
- 1. About the Author
- +2. Aggro Secrets Paladin Wild Un'Goro Deck
- +3. Strategy
- 4. ChangeLog
This guide outlines how to play an Aggro build of the explosive Paladin Secret deck. Although Paladin Secrets are weak individually, the potential to play 4 of them for free with Mysterious Challenger is too powerful to overlook. This deck plays an aggressive curve of minions, and relies on tools like Secretkeeper and Divine Favor to gain an advantage. For a more midrange list, you can see our Midrange Secrets build instead.
1. About the Author
This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.
2. Aggro Secrets Paladin Wild Un'Goro Deck
Our deck costs 2,300 and it is made up of the following cards.
|Paladin Cards||Neutral Cards|
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2.1. Mana Curve
This deck is one of several builds that are designed to take advantage of the explosive power of Mysterious Challenger. Although this deck can be played in a more midrange style, this guide is for the more aggressive version that uses cards such as Secretkeeper and Divine Favor to gain an advantage.
In the early-game, your games will play out very similarly to standard Midrange Paladin, with you trying to seize the board with efficient cards like Shielded Minibot and Muster for Battle. These key cards have opened up so many options for Paladin since their introduction in the Goblins vs Gnomes set because they stabilise your early game so effectively, allowing you a platform to build any sort of strategy you prefer. The addition to this early-game package in this deck is Secretkeeper, which is added because of how easily it can spiral out of control with the amount of Secrets you play. Secretkeeper should not be played on turn 1 unless you have Secrets to play in order to buff it, instead you should wait until you draw into a Secret in order to begin to buff it immediately. Because of how powerful the card can become, it is a waste to play it on turn 1 with no prospect of buffing it, since it will just trade poorly with the first minion your opponent plays.
Part of the skill of this deck is learning how to use Secrets effectively when you draw them. Ideally, you would never draw a Secret until you play your Mysterious Challenger on turn 6, but this scenario is not reliable. You will have to learn how to get some value out of what are essentially bad cards that you have put into your deck because of the insane advantage that they represent when they are all summoned for free.
Noble Sacrifice is a reasonable card that can be used similarly to an early Taunt against aggressive decks like Face Hunter, or used to protect an early minion like Knife Juggler from removal. Avenge is perhaps the only Secret you can simply play on turn 1, as it will likely gain some value for you at some point in the game, especially if you can follow up quickly with Muster for Battle. Redemption is a very awkward card to use, as a lot of the time you will have small minions on the board which can be targetted to reduce the value of the card. Try to engineer situations where you only have 1 minion on board of high value, like a Piloted Shredder, and play Redemption in these scenarios only. Competitive Spirit is perhaps the worst card to draw, which is why it is only included as a single copy, since it will activate as soon as you start a turn with even just one minion on board, it can be extremely poor if your opponent is able to deal with most of your minions. Repentance is the last secret included in the deck, and should be reserved for a turn where your opponent usually plays a key minion in their deck, such as Emperor Thaurissan, Sludge Belcher, or Dr. Boom.
Outside of these concerns, the deck plays out very similarly to a standard aggressive Paladin deck, you will look to create pressure on your opponent, and only trade with your opponent when it is very favourable for you to do so. To help secure this strategy, the deck plays two copies of Divine Favor, which will help you to keep going throughout the mid-game. Without any card draw, or a higher curve of minions, this deck would quickly run out of steam due to the amount of 1 Mana Secrets it plays. Divine Favor allows you to turn this somewhat to your advantage, since you will be able to empty your hand easily, and maximise the amount of cards that Divine Favor will draw.
One specific card in the mid-game that deserves special attention is Keeper of Uldaman. Keeper of Uldaman is a nice inclusion that can allow you to create more pressure in the mid-game by buffing a small token minion into a larger threat. However, you should carefully consider whether you need to hold on to Keeper of Uldaman in order to deal with a huge threat that your opponent is likely to play on a following turn.
Mysterious Challenger is the focal point of the deck, and if you are able to drop it on turn 6, the power in brings onto the board is incredible. In puts your opponent in a position that is almost impossible to navigate favourably, by combining the effects of several lackluster cards, to create one immense effect. If you summon all 5 Secrets into play at once, the chain of events is as follows; their first attack will trigger Noble Sacrifice, which will then die, causing another minion to receive an Avenge buff. The 2/1 Defender will then be revived using Redemption, and any minions your opponent is unable to deal with will receive a buff from Competitive Spirit on your next turn. This amount of power in a single card is almost unmatched in Hearthstone, and can be single handedly game-winning.
3.1. Synergies & Combinations
The various secrets in the deck all combine to become much more powerful than they are individually, especially when all summoned at once through Mysterious Challenger.
Secretkeeper can quickly spiral out of control due to the amount of Secrets that are played in the deck.
3.2. Mulligans & Matchup Specific Strategies
Secrets should almost never be kept by choice in this deck, since the goal is to never draw them whenever possible. You should keep Muster for Battle in every situation, and look for other early-game plays like Shielded Minibot. Knife Juggler is a decent keep if you have Muster for Battle to combo with it, or if you do not have any other early game cards to keep.
The main exception to this rule is if you have Secretkeeper in your opening hand. If you have the Secretkeeper, you can then start to keep additional Secrets in order to buff it quickly. Redemption and Noble Sacrifice are excellent here, since they protect your Secretkeeper from removal.
Against decks that you are certain are extremely aggressive, you can keep Noble Sacrifice. There is also potential to keep Secrets in combination with a strong card that combines with them, such as Knife Juggler + Redemption, or Competitive Spirit, The Coin, + Muster for Battle.
Although Mysterious Challenger is the key card in the deck, you should not be keeping it in your opening had, as tempting as it might seem. This will generally cause you to fall too far behind for the explosive turn 6 to catch you up.
3.3. Card Swaps
The Secrets package in the deck is entirely flexible, and you can experiment with whichever combinations you prefer. However, 8-10 is the right number of Secrets, and you should stick to those numbers.
4. ChangeLog+ show all entries - show only 10 entries
- 02 Apr. 2017: Removed 1x Patches the Pirate, 2x Small-Time Buccaneer for 1x Haunted Creeper, 2x Lost in the Jungle.
- 22 Dec. 2016: Deck has been reviewed and updated for Means Streets of Gadgetzan meta.
- 27 Jun. 2016: This deck has been reviewed and deemed appropriate for the current Wild meta.
- 24 Apr. 2016: Update for Wild Meta and to reflect card nerfs.
- 15 Mar. 2016: Removed 1 x Redemption, 2 x Murloc Knight, 1 x Equality, 1 x Consecration for 2 x Keeper of Uldaman, 1 x Blessing of Kings, 2 x Leper Gnome
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