"Go Wide and Tall"

Paladin Ladder / Wild Aggro

Jexis Score: 1


Description

Aggro Deck designed to make lots of small minions and use them to make other huge, undercosted minions like Frostwolf Warlord and Sea Giant.

Unfortunately hasn't gotten me further than rank 17, so can a vet tell me if my idea is too cute for ladder? Or is my build just not optimal enough?

Suggestions

Comments

Gentle says... #1

I think you have the right idea here, but it could use some tuning. For one, Knife Juggler needs to be in here in order to compete on ladder. The combos with him for this deck are insane (Muster for Battle!). Shielded Minibot is also a Paladin staple. Lengendaries always make a deck better; look for Dr. Boom (another Ladder competitive need), Loatheb, and Emperor Thaurissan. Some good defense will go a long way as well; I recommend Sludge Belcher and/or Annoy-o-Tron. One more Ladder staple that should be at least a 1-of: Big Game Hunter. He's essential for having an answer to Dr. Boom or any other big dude that your little tokens cannot kill on their own. The stuff I would take out first to make room: Razorfen Hunter and Dragonling Mechanic for starters, then you can kind of take out the weak links from there. Hope this helps! +1

January 26, 2016 4:22 p.m.

Jexis says... #2

Gentle Would Emperor Thaurissan, Sludge Belcher and Annoy-o-Tron not be too slow for an aggro deck? Or is that how aggro works higher in the ladder?

January 26, 2016 7:26 p.m.

Gentle says... #3

It really depends on what decks give you the most trouble. If Face Hunter is a problem, I'd go with the Taunts. If control is giving you trouble, I'd go with Emperor since he helps you with dumping your hand and he is a must-answer for your opponent. Really Belcher is just good in nearly every deck in my opinion; forcing the opponent to deal with 2 Taunts is just good value (even if they silence him, you still have a good body to beat with). If you go with Emperor, I also recommend going with Divine Favor for refueling. I use Favor as at least a one-of in every Paladin build I have, because it's nearly always going to net you some cards. Quite often it will draw you 5-6 cards or more, especially against Warlock, Priest, and Warrior since they tend to have excellent card advantage, where Paladin typically does not.

January 27, 2016 11:01 a.m.

JTetris11 says... #4

Ok forgive me in advance as I have a pretty lengthy post. Hopefully you take this as me putting in the time to actually look at, play, and think about your deck as it is, and only then thinking about ways to improve it.

Token Paladin is a deck that I personally tried as soon as "The Grand Tournament" was released due to my personal interest in 2 cards, Silver Hand Regent and Murloc Knight. The fact that both are in this deck made me want to see if there was anyway I could help. I want to make one point, and that is if you are playing this as an aggro deck, I think that you're playing it wrong, and that is because the "Inspire" mechanic is slow, and therefore some of the best cards in your deck are slow as well. For the remainder of my post try and consider how your deck would be different, if you played it more to control the board and never loose control of it, instead of playing it as an aggro deck.

There are a couple of key elements that go into having a great board control deck, value minions, effective "Deathrattle" effects, and efficient card draw. Thankfully this deck will not need to have amazing card draw like a pure control deck would, we only need it to be good enough so we don't run out of cards to play. Another key concept to understand is a mana curve and being able to consistently open the game with good creatures, is key to maintaining control over the board.

Before I get into specific suggestions, I want to tell you about how I tested your deck. I played 5 games with your deck exactly how it is listed above, making no changes to it and trying my absolute best to win the game every single time. My point is I really gave it my best shot and was not trying to shoot down your every idea as soon as I saw a card or two that I personally don't play. I understand that it is a small sample size, but it is enough for me to get an idea of what makes this deck strong and what it needs improving upon.

I went 3-2 and I'll just give you a list in order as well as the result of each game that I played and what my opponent was playing:

  1. Warrior (Aggro) Result: W
  2. Mage (Summoning Stone) Result: L
  3. Priest (Dragon) Result: W
  4. Rogue (Mill) Result: W
  5. Druid (Midrange) Result: L

I wrote down notes during and after each game just to keep track of some of my thoughts and after breifly condensing them here are a few things I kept pointing out.

  1. Lack of early game. There was a distinct struggle to actually have a 2 drop in my opening hand, even after my mulligans. Out of the 5 games that I played, I was only able to play a 2 drop minion (Go Haunted Creeper) on turn 2, once! (Against Mill Rogue)

  2. Too many buffs. I understand that buffs are cool! They make your little token huge and dangerous, but it takes away from the consistency of your deck. 3 of the 5 games that I played I had to take a turn to only hero power while holding either Blessing of Kings or Seal of Champions since I did not have another creature to play it onto. This is an indicator that your deck has too many buffs, and not enough creatures that can hold the board on their own.

  3. This deck is very good against board clears. My opponents had a hard time clearing the board after their first board clear. In my games against Priest and Rogue (Holy Nova and Blade Flurry respectively) once they cleared the board the first time, the "Inspire" mechanic on Murloc Knight or Silver Hand Regent brought me right back into the game almost immediately.

These were some of the main things that I kept coming back to. The last thing that I would say is that BIG minions can give you trouble if you do not have the board. Different decks address this differently. Some suggestions are Equality, Big Game Hunter or even the new Keeper of Uldaman. Quite frankly its up to you depending on what your options are.

Hopefully you can see I legitimately enjoy this and that I truly want to help instead of just coming in yelling and telling you to completely change your deck. I went ahead and built out a version of this deck that you might want to try if you have the cards available. It doesn't have any Legendaries and only has 2 Epics (Sea Giant and Enhance-o Mechano). I think this deck can help to solve some of the problems that your old deck was having while still feeling like you are being aggressive and contending for the board while going "Wide & Tall".

Deck Link: Go Wide & Tall V.2

I hope that this hasn't offended you in any way and I hope that some of these thoughts, even if you choose to go a different direction with the deck, can help out as you play the game we love!

My battletag is JTetris11#1628. Feel free to add me if you would like to!

Cheers!

January 27, 2016 11:40 a.m.

Jexis says... #5

Gentle I've tested 1x Divine Favor and it often ends up drawing only 1-3 cards, and that's when I want to be dropping minions instead. I'm usually not too far behind my opponent in hand size, which makes that a problem.

I usually lose to taunt creatures and Priest Dragons. I usually beat aggro (except Mech Mage) and go 50-50 with most generic control/midrange decks. Any suggestions there?

January 27, 2016 3:32 p.m.

Jexis says... #6

JTetris11 Holy cow that was a lot! I do really appreciate it though; that's exactly what I was looking for. My original build lacked Seal of Champions and Blessing of Kings but I found that they allowed me to win quicker. I was also getting wrecked in the mirror if my opponent had it and I didn't. I'll try removing one of each and see if that goes better.

I'm surprised you beat Priest Dragons. I have yet to do so.

My reservation on moving the deck to midrange is that I have a similar deck that grinds out long advantage. The only issue is that Paladin doesn't have good options against aggro except to aggro back (at least w/ my collection) and it gets crushed when control trades 1 for 1 with minions until landing something like a Ysera on a small board. I think I'll go the route of adding more 1's and 2's.

I really appreciate your effort! I'll be sure to check your version of my deck.

January 27, 2016 3:47 p.m.

JTetris11 says... #7

No worries! I love this! Good luck with whatever you end up doing to it. It gave me a fun project this morning :D

January 27, 2016 4:04 p.m.

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Date added 4 years
Last updated 4 years
Cost 2000
Cards 30
Top rank #3 on 2016-02-08
Views 425