Quest Paladin Deck
With the introduction of The Witchwood expansion, this deck gained a new lease of life thanks to the introduction of Sound the Bells!. This card allowed for the deck to take a new direction. Instead of having to waste many slots on mediocre buff spells, the deck can now take its time in a control shell, and complete the Quest at its leisure later in the game.
Although it is now a respectable deck, it is still presented as a theme deck that most people will find difficult after about Rank 10. However, it can be played to Rank 5, and even beyond, after you have mastered the many intricacies which are contained in the deck.
This version of the deck is based around a concept by pro player xBlaine who is one of the prominent deckbuilders on the competitive scene.
Kaleidosaur Quest Control Paladin Card List
This deck costs 14,140 and it is made up of the following cards.
|Paladin Cards||Neutral Cards|
Kaleidosaur Quest Control Paladin Mana Curve
Kaleidosaur Quest Control Paladin Strategy
Although completing The Last Kaleidosaur Quest is an important aspect of the deck, you are often not in a hurry to do this. The deck contains many control elements which can win matches without the Quest at all. Against slower decks, Galvadon is extremely powerful as it can often not be dealt with before it gets in a large amount of damage. The inclusion of Zola the Gorgon means that you will often get to play Galvadon twice, which can be devastating to your opponent.
Kaleidosaur Quest Control Paladin Mulligan
The mulligan decisions for this deck are extremely tough, and mastering them will result in a large jump in win rate. You will first need to make an assessment of what you think your opponent is playing. If they are likely to play an aggressive deck, you should mulligan The Last Kaleidosaur and look for more early defence. If they are playing control, you will usually keep the Quest. If they are playing midrange, you will need to factor in your hand. The main card that you will keep under most circumstances is Call to Arms.
When You Keep The Last Kaleidosaur
When you keep the Quest in your opening hand, you will be looking to apply pressure to your opponent as quickly as possible. Sound the Bells! works extremely well with The Last Kaleidosaur and can be kept in this spot. For the rest of the mulligan, you will want your cards to work well together. This involves having a good feel for the many interactions in your deck. Primalfin Champion works extremely well with Potion of Heroism for example. If you have The Coin, then two 3-drops is often a good keep. If you do not have The Coin, then a 2-drop and a 3-drop should be your aim. There are, however, a multitude of ways to mulligan with the deck and the more you play it, the better you will become at planning your opening turns.
Throwing The Last Kaleidosaur
When you do not keep the Quest in your hand, it means you are expecting to face an aggressive opponent. In these situations, you are looking to challenge the board early with minions on curve, and also with Taunt minions. Sound the Bells! is significantly less strong in these situations, as it is not gaining any synergy with The Last Kaleidosaur and may not have any minions to target until you have gained control of the board. If the rest of your hand is reasonable, you can keep Equality so that you can clear the board more readily if it gets out of control.
Gameplay for Kaleidosaur Quest Control Paladin
As described in the mulligan section, the early turns can be played differently depending on what you are up against. In either instance though, you will be looking to keep ahead on the board and to use your Potion of Heroism when possible. The potion is particularly good when played on Primalfin Champion but is valuable on most of your early minions, especially if your hand is poor.
The constant in this phase of the game is that you will usually want to play Call to Arms as early as possible so as to occupy the board, and also to thin your deck of mediocre minions. There are occasions though when you are better off saving it. If you have Equality in your hand, you might not want to waste your Wild Pyromancers until you want to play the Equality and clear the board. As Call to Arms will often fetch these, it is sometimes better to save it for a Turn 6 board clear. This is particularly relevant when playing against decks which include Spiteful Summoner.
After the fourth turn, you will need to have a coherent gameplan. There are way too many different interactions to discuss regarding individual turns, and so you should familiarise yourself with the Individual Card Strategies section at the bottom of this guide.
Creating a gameplan will require you to know if you are the more aggressive deck, or if you are the one trying to stabilise. If your opponent is very aggressive, then preventing damage, putting Taunt into play, and gaining Health should be a priority over completing the Quest. Eventually you will find ways to deal damage with your later game cards, and you should not panic as to how this will happen. When the opposing threats have been dealt with, you have plenty of ways to deal a lot of damage yourself.
If you feel that your opponent is trying to outlast you, then your gameplan changes to one of aggression. Getting a big Lynessa Sunsorrow or an early Galvadon can help you to kill your opponent before they manage to get their defences set up.
As Galvadon is sometimes a big part of your win condition, it is very important that you create it correctly. As always, it will depend on the game situation as to exactly how you go about this, but some of the themes will come up a lot of the time. Shrouding Mist will almost always be a priority pick. If your opponent cannot interact with your minion, then it is very difficult for them to avoid the inevitable attack. If you cannot pick up the Stealth, then you will have to settle for Liquid Membrane, or Crackling Shield. You will often be looking to kill your opponent in one turn, and for that job you will want to strongly consider Lightning Speed. You can be offered the same choice more than once too, and so it is worth remembering that with all of the damage doubled due to Windfury, Flaming Claws will count for 6 extra damage each time you pick it. Finally, if you feel that your opponent is likely to kill Galvadon with an AoE spell, you can pick Living Spores if you are offered three poor options.
Be aware that if you do take Liquid Membrane that neither player can target Galvadon. This means that if you are planning to buff it on the following turn, you will not be able to do so if you make it untargetable.
A list of all the Adapt options can be found here.
Individual Card Strategies for Kaleidosaur Quest Control Paladin
Call to Arms
Call to Arms often serves as a way to get Wild Pyromancer into play. In that instance, if you have Equality in hand, you can consider holding it until you can play Equality in the same turn. In general though, you will want the board presence and deck thinning that Call to Arms provides as quickly as possible.
Equality is an incredibly powerful board clear in this deck, but you should try to be as greedy as possible with it. Many decks are able to produce several threats in a turn, and you should be able to answer those with Equality. There is a reasonable amount of Health gain in this deck, and so you should try not to panic and waste your Equality early on whenever possible.
Lynessa is often extremely large and not particularly complicated to play. It should be noted that the spells cast on Lynessa do not count towards the Quest. In extremely long games you should also be careful not to draw too many cards with Lynessa when the copies of Potion of Heroism are played.
Paragon of Light
Paragon of Light is one of the trickiest cards to play in the deck. It has good enough stats to be a strong defender on Turn 3, but it is also very good at gaining back Health later in the game. If you think you can delay playing it until a turn where you can buff it, then you will get the most out of the Lifesteal ability.
Try to play Primalfin Champion on the same turn that you play a spell on it. The minion is a prime target for your opponent to kill, and so you want to get as much as possible out of your cards by making your opponent not only kill a bigger minion, but also have to then deal again with the spells cast on it. Against extremely aggressive decks, you should still be willing to put this on the board if it threatens to kill an opposing minion.
Stonehill Defender will often be played on Turn 3, which means that you will need to plan ahead for the card you take from the Discover options. If you are playing against an aggressive deck, you will often want this to be a 4-drop such as Sen'jin Shieldmasta so you can continue to keep your opponent under control.
Against slower decks you can start to consider more powerful cards. Sunkeeper Tarim works well with your Hero Power and Call to Arms to exert a lot of pressure, while Tirion Fordring can provide a large amount of value if the game is expected to go extremely long.
Sound the Bells
Sound the Bells! is a tricky card to play at the right time. The best use for it early on is to play it on a Primalfin Champion, as when the Champion dies, you will get back a copy of Sound the Bells for each time you cast it. This is not always as easy as it sounds to set up though, and so you will again need to weigh up whether early survival is important, or whether you want to save the card to add many activations to your Quest count.
Sunkeeper Tarim is extremely good at turning your small minions into an aggressive army. It is often best held back until your opponent plays a huge threat that you would otherwise be unable to deal with. At this point you can trade the threat equally with one of your Silver Hand Recruits. This is another reason to always try and have more minions on the board than your opponent, even if they are weak ones.
Plan the timing of your Tarim carefully. After you have played Lynessa Sunsorrow, you will probably not want to play Tarim, as Lynessa will often be an extremely large minion.
Uther of the Ebon Blade
Uther of the Ebon Blade is good both for winning through damage, and also healing out of range of burst once you have gained control of the board. It is also worth being aware that due to the high number of Taunt minions you have available that some opponents will struggle to deal with the alternative win condition through making the four horsemen. If you are against a slow deck, you will often get them to use up a lot of resources simply by making a 2/2 horesman every turn and threatening to beat them with this win condition.
There are many good cards to use with Val'anyr. Saronite Chain Gang probably being the best of these. Val'anyr is good both as an attacking option and as a defensive one. Due to the relatively low number of minions in the deck, you can often manipulate your hand to get the buff on the one that you want.
Zola the Gorgon
Zola the Gorgon is usually saved for producing value by copying Lynessa Sunsorrow or Galvadon on the turn on which they are played. It is worth remembering that in a tricky situation it can be used to copy other minions. This is especially important against aggressive decks.
Card swaps for Kaleidosaur Quest Control Paladin
If you are facing a lot of small minion decks, such as Odd Paladin then you can take out a Blessing of Kings for a second copy of Consecration. You can also add Righteous Protectors in place of Plated Beetles if you feel you will be facing a lot of minions with 1 Health.
- 16 Apr. 2018: Deck updated for The Year of the Raven. It is significantly stronger than it used to be and can be played to Rank 5 with practice.
- 08 Aug. 2017: Deck re-vamped with Knights of the Frozen Throne cards. Archetype Format updated.
- 04 Apr. 2017: Deck added. A deck which revolves around the Paladin Quest, The Last Kaleidosaur.
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