Mulligans
Old vs New
After much playtesting with periods of complete failure, this has lead me to the third iteration and most reliable. Some notable members that have left are:
—Deathlord
—Truesilver Champion
—Antique Healbot
—Ivory Knight
—Arcane Giant.
In their places we have brought in
—N'Zoth, The Corruptor
—Ragnaros, Lightlord
—Divine Favor #2
—Dragonkin Sorcerer
—Primalfin Champion #2
—Doomsayer #2
What is this?
Before I say anything else I would like to say that this deck has heavily assisted in my climb from rank 15-9, and it is perfectly viable for all ranks up to 9 so far. I got inspired to make this ‘control miracle esk Quest Paladin’ deck, after reading about the poison interaction with Wild Pyromancer. In order to play enough spells effectively, 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 portion (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 to prepare ourselves. You will also notice that we have have only 1 spell beyond the 1 cost range and that is because they become to hard to combo then, once they get more expensive. Continue reading to understand more about the deck.
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 Eydis Darkbane or Primalfin Champion, 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 and lose 5 minions as well (Toshley gives 2 spells so we shed what would be a spell from our deck), 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 (note: nearly always they get the same spare part as you, very uncommon that they don’t.), and the spare parts never really are to be a game changers until you have the power to play multiple. The Yeti works similarly with that concept 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 to draw both with a 2 card draw). 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 on pyromancer
Ragnaros, Lightlord and Tirion Fordring
The only two legendaries in the deck thrown in because of value. The thing is though, these legendaries still have very reliant synergies. Tirion combos off with the N’zoth play to gain tempo and board presence, the beneficial part is how we gain a taunt when played with N’zoth. Tirion is definitely more here for value than synergy or need.
Lightlord, the Antique Healbot is great and all, but that is only 8 health restored and a simple 3/3 to knock out. Lightlord can restore health until he is gone making him a far better, but far more expensive pick (view section relating to what to do if you don’t have something to understand replacements). Combining Lightlord with a spell can be hard, as he costs 8 mana taking up most of your turn. That doesn’t mean you can’t give him stealth, adapt him so he can’t be targeted, or a little less helpful but give him +3 health. All of the spells to get those bonuses or a chance at them cost 1-mana. Meaning in a perfect world you can go Tirion on turn 8, Lightlord turn 9+adaptation (that gives can’t be targeted). The scenario is very rare but if your hero is at full health you can just use Lightlord as the trading master by hit, heal, repeat.
N'Zoth, The Corruptor
Unlike some of the other N’zoth decks I’ve made, or some of the other N’zoth decks in general. There are a couple major notes to keep track of.
- Count which deathrattles and how many have died. This deck has 8 deathrattles and that means there is no point to hold onto N’Zoth forever. Personally N’zoth is perfectly capable of being dropped even if only Toshley and Tirion Fordring are dead, and you need a play to make.
- Keeping in mind the N’zoth counting, if you have another play to make but you think you will have a harder time dropping N’zoth down the road, but with less guarantee of what you will be getting. Just take the singular Tirion or Toshley when you draw him and spawn those yeti’s instead. (Those yeti’s aren’t to be messed with, the difference between 4 health and 5 health is surprisingly huge when trading minions.)
N’zoth isn’t a win condition in the deck, but rather a way to take back the board, take control of the board, or maximize value while it exists. For those of you wondering the dream N’zoth spawn is Tirion, Toshley, 2x Yeti, 2x Primalfin (really it just comes down to between primalfin vs gnome and which one is better.
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 hand your hand looks something like: Quest, Doomsayer, and Gnome.
- 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 classes like priest prioratize Divine Favor over Blessing of Wisdom, and let the priest do the heavy draw lifting.
- 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
Unlike a lot of the other quests the paladin quest has the most dynamics to getting to choose when you want to drop the quest. I have been able to easily wait until turn 3 when I have a Clockwork Gnome in my hand. I can play the gnome turn 1, hero power turn 2, play quest turn 3 with another hero power. That can be enough alone to ward off early first couple turns of aggro. To be continued.
Don't have what the list has?
TOSHLEY
- Primordial Drake – Toshley is a hard one to replace but thankfully we have this monster of a card Tarim doesn’t have powerful synergy though so Drake is better.
- Spikeridged Steed – Nothing wrong with a second one of these.
- Sylvanas Windrunner and Cairne Bloodhoof – A powerful deathrattle replacement for Toshley.
RAGNAROS, LIGHTLORD
- Primordial Drake – This slot is meant for heal or taunt. Drake is more satisfying when played, but that is my opinion. (putting a second Drake replacement here is possible if you replaced Toshley with one as well)
- Antique Healbot – Not the greatest but at least you have some heal
- Ivory Knight – Less heal value than Healbot, but the spell itself might do some more work for you.
Edits
6/8: Following card swap,
-2 Blessing of Wisdom +2 Sludge Belcher
More coming soon! This is just the release for today!
After playing with this deck (and many other variations of Quest Paladin), I think I’ve made a pretty solid control list that actually fares pretty well on the Wild ladder. Check it out; tell me what you think:
### Spare Kaleidosaur
# Class: Paladin
# Format: Wild
#
# 1x (0) Forbidden Healing
# 1x (1) The Last Kaleidosaur
# 2x (2) Doomsayer
# 2x (2) Equality
# 2x (2) Wild Pyromancer
# 2x (3) Stonehill Defender
# 2x (4) Consecration
# 2x (4) Mechanical Yeti
# 2x (4) Truesilver Champion
# 2x (5) Sludge Belcher
# 2x (5) Solemn Vigil
# 1x (6) Mukla, Tyrant of the Vale
# 2x (6) Spikeridged Steed
# 1x (6) Sunkeeper Tarim
# 1x (6) Toshley
# 1x (7) The Curator
# 1x (8) Primordial Drake
# 1x (8) Ragnaros, Lightlord
# 1x (8) Tirion Fordring
# 1x (10) N’Zoth, the Corruptor
#
AAEBAZ8FCvoGoxDErALgrAKKrgLmrgK5sgK5wQKMxwLJxwIKigHcA/QFzwb2B4EO/g/iEZvCAojHAgA=
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Feels like N’zoth Paladin, but I just don’t like how the max is 8 without N’zoth and 11 if you get perfect N’zoth. I like how the deck really tries to ignore the quest though.
Hey so, I would like to compliment you on your deck and after a few games of really understanding when to play spells, you really are never in any rush at all to complete the quest with N’zoth, Tirion and general value always on hand. Primalfin turns into Eydis turns are just insane and some of my favorite.
Turn 8 Primalfin + spiker is just broken.
Hey thanks, I had the same issue when playing the deck for the very first time. I had to learn which spells to play in what order and the main thing for spells I learned is adaptation should always be cast last.
any room for the Voraxx?
Voraxx’s plants actaully doesn’t count towards quest and since we aren’t playing powerful buff spells beyond Steed. We use our minions powerful effects to maxamize spells usage and reduce the cost of our spells. I don’t recommend Voraxx at all with this version.