Giantism (Naga Sea witch/Giants)

Class: Paladin - Format: wild - Type: combo - Season: season-41

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Deck Import

Mulligans

General Mulligans

If you didn't listen to my TLDR, Naga sea witch is how the deck WORKKS, and clockwork giant you can occasionally keep while fighting mages, warlocks, and sometimes even rogues.  I've actually played it turn 4 on a few occassions, and the same can go for mountain giant in some match ups.  Usually though you need to mulligan SO hard for naga sea witch you'll wanna toss EVERYTHING back to get her.  Argent Lance is good in the early game, so it's not bad to hold onto... but then again you still probably want to toss it back for the chance at a sea witch.

Aggro Mulligans

You're probably doomed against most agro decks.  For example, this deck has never beaten a pirate deck when I've played it... so please bear that in mind.  With that said, consecration and argent lance are probably your only chance of surviving the early onslought of pirates.  You can usually still win against hunters and even murlocs with a bit of stabilizing, but pirates are just a little too aggressive.

Midrange Mulligans

You still want your naga sea witch above all else, but midrange is usually the perfect matchup for this deck, and also one of the main reasons to play the argent lance.

Combo Mulligans

Against a combo deck I cannot STRESS how important it is to get your sea witch asap.  You want to get YOUR combo off before they have a chance to get THEIR combo off!  Possibly in the future I might swap up this deck for a draw card version that only draw cards and plays naga sea witch and giants (with possibly alex and eater of secrets) as its win condition.

Control Mulligans

Against most control decks (Mage/Warlock/Rogue) clockwork giant is a pretty decent to hold onto. Not quite as much against priest because they usually play most of the cards in their hand from my personal experience.  Point is... GET YOUR NAGA SEA WITCH!

So everyone thought that Molten giant was pretty unusable after they made its mana cost 5 more, right?  Well… they were right!  BUT!  In wild play, molten giant can now see a return with a little mechanic that I discovered.  I thought I should make the deck official on here before somebody else came along stealing my idea just because they fought my deck, and so that others can have fun playing with giants.

Now the idea behind this deck is that Naga sea witch and bright eyed scout make a card’s cost 5.  The FUN thing is that giants have their cost reduced REGARDLESS of their base cost, so you get to play molten giant for FREE at having taken a mere 5 damage.  Clockwork giant and mountain giant are free so long as players have 5 cards in hand, and sea giant is free so long as there are 5 minions on the board, a task made much easier by playing naga sea witch and a few other giants.  You keep yourself alive in the early game with argent lance, equality and consecration, and you stabilize by plopping a spikeridged steed on one of your giants, and winning jousts with Tuskarr Jouster.  You deal with combo mages and secret paladins in wild by popping giants down early with your sea witch, and eating their secrets!  (Save your eater of secrets until you are going to kill a mage with your giants, or if there’s more than one secret.)

Now obviously this deck isn’t the most POWERFUL deck in the world, there are lots of things that are going to be better, and the list here is simply the version I play with because I won these cards.  Ideally you’d want another bright eyed scout, and another mountain giant, and you’d probably just drop the argent lances, or the skeleton knight and master jouster.  I simply have a soft spot for Skelly knight cause he was the first legend I ever pulled in this game.

Now I used to run this deck with frost giant, but he’s a little slow thanks to needing to use your hero power so much, and realistically you’re usually only going to use it two or three times 4 at most before your Naga sea witch, and even if you did use it 4 times the frost giant will still cost you 1 while the others will ideally cost you nothing.  This deck could work with other classes, but they don’t have the stabilization the Paladin has, and they don’t have holy wrath.  And let me tell you, nothing is quite as satisfying as killing a reno-lock at 24 health because they lifetapped one too many times and you happen to pull captain molten with your holy wrath.

So here’s how this deck works!
Aggressively Mulligan for Naga Sea witch.  Occasionally hold onto clockwork giant if you’re facing a mage or warlock in wild, because there’s a decent chance of playing it turn 4.
Turn 1: Nothing
Turn 2: Hero power if your opponent plays nothing, lance (if you have it) if they’ve played a minion, and kill said minion if possible
Turn 3: Same as turn 2, but if you have coin watch to see if you need to board clear with consecration.  Bright eyed scout should probably not be played turn 3 because the odds of playing what you draw is minimal.
Turn 4: Time for that handy bright eyed scout if you have it, OR if you have the coin it’s time to have the sea witch unleash the giants!
Turn 5: UNLEASH THE GIANTS! (If you lack a naga sea witch, don’t give up!  You likely can stabilize with Tuskarr.  Be careful if you’re fighting a mage not to invest more than 3 giants just in case of doomsayer/frost nova)
Turn 6: If your naga sea witch happened to survive you can sometimes get away with playing an Alex lethal, or bonemare/spikeridged steed for protection.
Turn 7: By this point if you haven’t killed them or died yourself, it’s probably going to be one heck of a seesaw battle… unless it’s a freeze mage, at which point they’re probably cursing their lack of doomsayer
Turn 8+: You’re on your own.

The Primordial drakes are pretty decent turn 10s for equality/drake, and they’re also good clean up if you survive to turn 8 and still haven’t pulled into your naga sea witch.  I’ve thought about trying to run some card draw in this deck, but trying to fit it in and make it still work with the jousts is tricky… especially if you still want your holy wraths to be effective.  Rule of thumb, ALWAYS hit face with holy wrath.  It’s basically your pyroblast, so SOMETIMES you can hit their really scary minions, but most of the time when I aim it at minions it ends up not working out great. :\

If you feel you can improve upon my deck, PLEASE DO!  Nothing would thrill me more than getting to see people make this deck better, and more fun!  Just be sure to leave a comment and tell me about it!  Also remember you heard here first from MooseChangerPat!  … Well okay, I’m not egotistical enough to think I’m the VERY first person to have ever come up with this idea, but maybe I am!  I’ve yet to see anyone else do it.

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  1. Fanderay
    August 29, 2017 at 12:50 PM

    You, dear sir, are great!!
    This list represents the main reason why I love this game. All the players that only netdeck miss the real fun of HS which is experimenting new ideas. I will try this deck and I will comment again if I find something that could be relevant.
    Thank you for sharing your list πŸ˜‰

    PS: regarding some “experiments” I’m trying to figure out how the 0-mana Void Form hero power works with Garrison Commander and all the other Inspire cards. I think there can be some potential XD

    • MooseChangerPat - Author
      August 29, 2017 at 4:26 PM

      Thank you for the kind comment! I agree that people who solely netdeck miss out on a lot of fun, especially the joy of sick discoveries like the synergy between naga sea witch and the giants. To be fair, I’m sure they learn some of these discoveries second hand, but there’s a certain satisfaction in creating your *own* combos. What also is surprising is how good the win-rate is for this deck, because it’s not exactly that well equipped to fight agro, but getting out 3 or 4 giants turn 5 is usually a game ending play.

      PS: I was always curious about that myself, possibly seeing if frost giant could see better play that way, or some of the other “inspiring” ideas that go with it πŸ˜› Let me know if you do manage anything with that, since I never felt like crafting the cards just to experiment with it. (only have one garrison commander)

      • Fanderay
        August 30, 2017 at 12:22 AM

        Ok then, in the first place I thought the deck was more a “for-fun” list than a solid one but I was wrong. I played 5 games on rank 10 and I’ve lost 1 game. It is incredibly easy to play 3 or 4 giants on turn 5 with the naga sea witch and, usually, that means you’ve already won the game.

        Also, I made some changes:
        -2 eater of secrets -> I see only a few of pallys and mages
        -1 skeleton knight -> I think it is not a good card
        -1 alexstrasza -> I don’t see the necessity to play her

        +1 bonemare -> great card to combo with any of the other minion
        +1 master jouster -> great defensive card
        +1 bright-eyed scout -> synergizes too well with the deck
        +1 mountain giant because… well… giant XD

        • MooseChangerPat - Author
          August 30, 2017 at 10:55 AM

          Those are more or less the changes I would anticipate! XD

          TBF Skeleton knight is legitimately a pretty bad card unless you’re running something like… N-zoth. Even then, if you play N-Zoth and they board clear, you might get 6 skelly knights filling your hand with almost no way of playing them all. So yes, he’s probably just a bad card. Like I said, I just have a soft spot for him because he’s my first legend.

          I still stand by my eaters of secrets, but I can understand why you’d swap it out in favor of other cards that synergize with the deck.

          Alexstrasxz… well she was my second legendary I ever pulled and my very first golden legend. She’s good for killing off players who think they’re safe because you’ve only got two giants out, but if you’ve got more ways to pull giants like say a second bright-eyed scout and a mountain giant? DEFINITELY can see the swap-out.

          The defensive options are also great because, as you can probably tell the deck does suffer against agro, so sometimes you just need a giant beef wall. I’m glad you actually did discover this deck is surprisingly strong, because I *too* didn’t think it would work nearly as well as it did when I first play tested it. I only submitted it here once I discovered, no… this legitimately works. Very few decks are equipped to deal with 3-4 giants. I’m glad you gave this deck a try, improved upon it, and find it to work well for you! :3 NOW SPREAD THE FLAMES! THE WORLD MUST SUFFER UNDER THE FEET OF MOLTEN GIANTS!