Mulligans
General Mulligans
The quest card should be kept in order to start on the first win condition. Hemet should be kept in drawn because he is the key component of the second win condition and can possibly be played as early as turn 6. Draw power should be kept in order to retrieve combo pieces. Lastly champion can be kept in order to have a minion to play buff cards on that can give you back the buff cards upon death.
Hi everyone! This is my first deck creation ever but the idea that I came up
with is what inspired me to make the deck.
Basically there are 2 win conditions to order to win the game:
1) The first of which, and the most reliable of the two, is the quest completion
aspect. This version of the deck, which I will be tweaking throughout the
expansion runs 7 different buff cards that can be played on your minions, along
with forbidden healing if you feel the need to do so. Additionally, the idea is
that you can complete the quest by buffing up your primalfin champion’s so that
you get the cards back upon the champion’s death. Because there are not a ton
of defensive cards, you are going to have to play an aggressive style with your
buffed minions and go for face damage, while making value trades when
necessary. The paladin quest reward is a win condition by itself, as the goal
is that you have done enough face damage throughout the game that by the time
you play Galvadon, who can then be adapted 5 times to windfury/stealth/attack
buff, you have enough damage to win the game! This win condition is
pretty standard for all quest paladin decks.
2) But the second win condition (and the most fun for that matter!) is the
reason why this deck shines, as you can instantly win at any point in the game
if you can pull it off. Hemet Jungle Hunter, the new neutral legendary,
will burn all cards that cost 3 or less in your deck upon being played. This
will allow you to burn every single card that remains in the deck except for
the 2 holy wraths and the 2 molten giants, giving you ample opportunities to
holy wrath your way to victory! Here are the following combinations that you
could have after playing Hemet:
A) During the game you drew both holy wraths (one
remaining in your hand at the very least), zero molten giants, and then play
Hemet. Congrats! You just guaranteed yourself 25 damage to your
opponents face! The only 2 cards that will remain in the deck are both giants.
You will draw one giant on your next turn, play the final holy wrath, and
instantly blast your opponent with a 25 damage holy wrath when you draw the
final giant.
B) During the game you drew one holy wrath (which
hopefully you have kept in hand) and zero giants. That’s ok too! When
you play Hemet, 2 giants will remain in your deck, along with the final holy
wrath. The best case scenario is that you draw the holy wrath on your next turn
so that only 2 giants remain in the deck, then blast your opponent with the 25
damage holy wrath! In the event that you draw a giant instead so that a giant
and a copy of wrath remain in the deck, you still have a 50% chance to win the
game. Nice!
C) During the game you did not draw either holy
wraths or any giants when you played Hemet (playing with fire…I like it!).
That means that you have 4 cards left in your deck (2 giants and 2 wraths). The
goal then is to draw one of your wraths as early as possible and take a shot at
your opponents face. In this scenario, there is still a likely chance that you
can pull off the 25 damage to face combo.
D) During the game, you drew a giant (:(). A likely
outcome no doubt. In this scenario, in order for the combo to remain intact,
you need to have not drawn 1 or both of your holy wraths. When you Hemet, at
least 2 cards need to remain in your deck so that you do not draw the final
card upon your next turn and have nothing to holy wrath into. However, if you,
say, only drew 1 holy wrath and it is in hand, along with one giant, when you
Hemet a giant and wrath will remain in the deck. If you then draw the second
copy of holy wrath, the final card in your deck is the giant and you win!
E) During the game you drew both giants. Tough luck,
but you are not SOL just yet! See option one with how you can still win the
game!
Overall, the deck seems like it is going to be incredibly fun to play and
actually somewhat consistent. There is quite a bit of draw power in the deck (
2 Loot Hoarders, 2 Blessing of Wisdoms, 1 Acolyte of Pain and 2 Holy Wraths if
you are desperate), along with enough CC and board clears to keep you
alive (2 Aldor Peacekeepers, Pyromancer/Equality Combo). Let me know what you
think guys!