Mulligans
General Mulligans
NOTE
- Quest is not shown for to show more cards that are nice to start with.
- Always expect some sort of fast plays coming out of your opponent (based off the nature of other paladins) except Priest.
More details will be coming in Mulligan section
Aggro Mulligans
NOTE
- Quest is not shown for to show more cards that are nice to start with.
- Always expect some sort of fast plays coming out of your opponent (based off the nature of other paladins) except Priest.
More details will be coming in Mulligan section
Midrange Mulligans
NOTE
- Quest is not shown for to show more cards that are nice to start with.
- Always expect some sort of fast plays coming out of your opponent (based off the nature of other paladins) except Priest.
More details will be coming in Mulligan section
Control Mulligans
NOTE
- Quest is not shown for to show more cards that are nice to start with.
- Always expect some sort of fast plays coming out of your opponent (based off the nature of other paladins) except Priest.
More details will be coming in Mulligan section
Old vs New
After much playtesting with periods of complete failure, this has lead me to what I believe is the most stable version so far. Some notable members that have left are: but check out this imgur link for a full comparison. (http://imgur.com/a/nVmf5 in case you are sensitive about hidden links.)
—Echoing Ooze
—Fjola Lightbane
—Sergeant Sally
—Wickerflame Burnbristle
—Gadgetzan Auctioneer.
In their places we have brought in
—Arcane Giant
—Tirion Fordring
—Divine Favor
—Ivory Knight
What is this?
I got inspired to make this ‘control esk miracle Quest Paladin’ deck, after reading about the poison interaction with Wild Pyromancer. In order to play enough spells I decided to throw in the spare part mechanic from my TTK Mech Mage deck. This time I wanted to take a different route, skip the aggro deck (The Paladin quest doesn’t support aggro anyway), and make a control heavy deck with some great miracle rogue like burst potential. We can stall and clear board using Doomsayer, Wild Pyromancer + Equality, Equality + Consecration, and lastly if desperate Wild Pyromancer + Adaptation (and pray RNG is on your side). We also can stall using Spikeridged Steed in the mid-game, if we need to take a turn or two to prepare ourselves. You will also notice that our non 1 cost spells aren’t duplicated, that is because having two of each of the spells makes our deck more structured in how it can buff our minions. For example we could run 2x Blessing of Kings; but instead, we are running 1x Seal of Champions and 1x Blessing of Kings as it gives us different possibilities with counters. Come back soon to see Reasonings, Mulligans, Playstyle, and Substitutions.
Reasonings
All of the following cards are ordered in mana cost order for why I chose them for their purposes. This section also goes over how you would play those specific cards.
Spare Part Package
Clockwork Gnome, our only Turn 1 minion, a great way to start preparing for Gadgetzan Auctioneer, and lastly can trade against some of the common turn 2 minions. Clockworker is part of our 5 card spare part package (I prefer to call it the ‘Toshley Package’). The spare parts are the instrumental piece to being able to complete our quest effectively, as the minions tend are fine on value and even better on curve. Instead of us having to pick up 5 more spells (Toshley gives 2 spells so we lose a card) and lose 5 minions, we can have more consistency in our minion draws by having the spare part minions. The greatest part is the 2 spell value out of Toshley, he is like an Aya Blackpaw summoning two Jade Golems. With Mechanical Yeti we don’t actually care when we give them that spare part as we are the one getting that needed value, and the spare parts never really are to be a game changers until you have the power to play many of them. The Yeti works similarly to how common OTK decks use Coldlight Oracle to draw out those needed cards.
Wild Pyromancer and Doomsayer
The dynamic early and late game control duo. As long as Doomsayer and Wild Pyromancer are cards that are possible to be played, their will be control or slower midrange decks. Paladin has the benefit of being given Equality buffing any AOE they want to play, this includes the infamous Pyromancer into Equality. There is nothing “equal” about it, but when their signature AOE only does 2 damage then they need such powerful plays. The trick to the pyromancer is being sparing in when you use the combo. Being a two card combo you have to draw out both cards to execute it (a very small chance for back to back draws). Don’t be afraid to play a Doomsayer if you have a Gnome on the field. For if your opponent played a minion or two that can synergize well, I would play it and shut down the early game curve-out snowballs.
Divine Favor
It may seem odd to run it in a deck that adds so many random things to your hand, but after you play your burst of spells you need a way to recharge you hand to go again. In this revamped version it helped take the place of the expensive Auctioneer so we could add TIrion/Giants. Probably one of the better uses are if you can burst out with a 4-5 card Eydis combo, and then reload next turn and possibly do it all over again. Bursting with 4 spells on eydis only costs 7 mana and deals 12 damage split 4 times at your enemy which is pretty insane. (See her section that’s coming soon for more details.)
Eydis Darkbane
Eydis has had her purpose changed a lot since I first made this deck. Originally she served as a win condition, but now she serves as early/mid game tempo. Her ability of dealing 3 damage has great potential even after just spending 5 mana total on the turn you play her. You deal 6 damage put a 3/4 body (that has additional buff on her). I’ve also decided, but don’t hold me totally to it but from my experience her shots never go face twice in a row making for excellent board control. A few interactions you may like to learn or have forgotten about since aggro paladin. Personally I saw only play her if there are minions on board you want to kill, but if you do have something like a Spikeridged Steed to play at same time, I say go ahead and play it and get ready to shut down your opponent’s next minion.
- Playing the spare part Time Rewinder causes her ability to activate before she returns to our hand.
- Like Ragnaros, The firelord even if she is frozen her ability activates (can be used in desperate situations with Emergency Coolant)
- If she has stealth and you cast another spell on her she loses stealth because she deals damage.
- You probably will know this, but be careful when you use Adaptation not to pick “can’t be targeted by spells or hero powers.” I’ve done it a couple times because I’m so focused on keeping her alive, and if you go into auto-pilot with your adaptations because of your other minions that you don’t want dying you might make that mistake. (Trust me you feel like you want to concede when you do, lol)
- Don’t get overly greedy trying to play 4 spells on her in one turn when you could instead cleared a board of murlocs with a two spell combo with pyromancer
Ivory Knight
A rather dynamic card in the deck mainly because it can possibly heal for upwards of 10 (Anyfin Can Happen) to 16 (Lay on Hands into using it), but is it really worth it? Well I’ve decided in a deck that lacks board presence from time to time, I say go for what ever will make your board stick around the longest. Enter the Coliseum is definitely a solid draw, due the next turn board clear and won me a game or two. I’ve never had a bad experience off the draw because if its cheap you can combo it out easily next turn, if its expensive you heal for nice chunk and get the spell.
Mulligans
Pre-notes
- Keep Eydis if you get her unless its warrior (unfortunately)
- Always drop Quest against Warrior, you need that 4th or 3rd card against them. The ONLY time I say don’t drop quest is if you are going second hand your hand looks something like: Quest, Doomsayer, Pyro, and Equality/Adaptation.
- Don’t throw away either of your 1 cost spells if you pick them up, but don’t keep more than one against “fast classes” or keep more than 1 of a specific one. This deck thrives when your spells in hand have variety.
- Against Priest you are safe enough keeping both Yeti, and Divine Favor (feed off that turn 1 northshire or their hand that’s played nothing all game).
Playstyle
Substitutions
Toshley
- Sunkeeper Tarim or Ragnaros, Lightlord – Toshley is a hard one to replace but thankfully Paladin has these two monsters of a card.
EDITS
5/7: Replaced some cards as I continued to test the deck throughout the day. Some of these go back to the original deck but are worth it.
-1 Azure Drake +1 Antique Healbot
-1 Blessing of Kings +1 Ivory Knight
-1 Doomsayer +1 Deathlord
-1 Dragonkin Sorcerer +1 Primalfin Champion /
5/7 Notes: The addition of Arcane Giant and Divine Favor, with the 2.0 version, are probably the two most meaningful optimizations the deck has gotten so far.
5/10: No card substitutions but rather added more to deck description. Lost progress at one point so I lost some heart to work on it until late in the day.
I’ve been trying to make this quest work in standard. It doesn’t, but my list looks similar except without the novelty of spare parts so you HAVE to fill the deck with spells. But control is definitely the right direction, this quest does not work in an aggro shell at all. The Voraxx has actually won me some drawn out games, he’s especially good if your opponent lacks hard removal. I thought that the new 1 drop minion from gadgetzan (1/2 deathrattle: draw if power 2 or more) would fit but he doesn’t perform that well at all. Primalfin is just an amazing card here, as long as your opponent isn’t Shaman, since no Mage is running sheep anymore in standard. You should try do a standard version brother, I’d play the shit out of it.
Thanks Cruxx! I used the Vorraxx in the prestages, but after the tavern brawl I learned the spells on the mini minions don’t count towards the quest making him a dead card in the early game, because even if you manage to adapt-poison, and threaten two minions they are weak and easy to remove. (It’s like the concept of mulch or hex you aren’t going to be playing it turn 3)
I’ll see what I can do to for a standard version (but first I’m going to finish this one)
Best of luck with your own ladder grinding with this deck!
I have never made so many miss plays in my life… Adaptation is so broken but also has lost me games because I played it in the wrong order.
Keep up the good work Sparkz! I don’t have any suggestions right now mainly because I can’t play this deck, but I believe this deck has the possibility to become a powerful and playable deck.
Savjs and Vlps already ripped off your Reincarnated Shaman XD (not really)
Thanks Kadaver, When I first crafted the quest I couldn’t play this deck right at all, and thought I threw 1600 dust down the drain (now I don’t regret it). The original version had to much emphasis on the power of Gadgetzan + Thaurrisian + Eydis. That combo though is nearly impossible to get off, and you get more potential from just playing your spells on a half budget as you go, and just playing 2-3 spells on Eydis for the same reward. As for the Vlps and Savjs comment there are only but so many cards and I guess I’m glad it took until top tier players to come along for it to get popularized, but I’m not upset about it.