Jan 092014
 

In my last post, I went through the decklist of my 12-win paladin; today, I’m doing a  game-by-game review, to see if there was anywhere my play could’ve improved. We’ll be doing this using Hearthlog, the excellent tool created by Chip Bradford (check it out if you haven’t already). Unfortunately, I forgot to log the first game, so we’ll start at 1-0 with Game 2.

Game 2: Paladin vs. Mage. I go 2nd, my initial draw is the perfect curve you love to see when 2nd, the 2-2-3-4. On top of that, I have an Argent Protector and a Truesilver Champion. Argent Protector is one of those cards that’s great early or late; if it’s your only 2-drop, it’s okay to drop alone, or if you have another 2-drop, you can usually get a free 2-for-1. Using AP and the Silver, I quickly get board control, and when his only drop on Turn 6 is an Ironbeak Owl, it’s game over. For some reason, I didn’t play my Ogre on Turn 6; perhaps I was afraid of a Polymorph? Not sure, but that let the game drag on a little longer then it had to. 2-0.

Game 3: Paladin vs. Mage. Made a terrible play this game. He coins out an Amani Berserker Turn 1, and I decide to drop an Argent Squire for some reason. He obviously takes the free enrage, and smacks me for 10 before he bounces it back to his hand. Luckily, the bounce costs him board control, and he never gets it back. I win on Turn 8. 3-0.

Game 4: Paladin vs. Shaman. Not a great draw this time around; I go first, and after mulligan, I end up with a Worgen/Dingo/Silver. No luck on the draw, so my Turn 2 is a heropower 1/1, which he promptly counters with a Stormforged Axe.. I get a Sword of Justice, though, and pump out a scary 4/4 Raging Worgen and 3/2 Infiltrator Turn 4 to face his 3/3 Worgen. He burns his Hex on the Worgen, and then has no Turn 5 play, which pretty much ends the game. 4-0.

Game 5: Paladin vs. Paladin. First mirror match. 2/3/4 draw, always good. He chooses to trade his Wolfrider for my 3/2 to protect his Pint-Sized Summoner; not sure I’d have made that trade, especially after his Turn 3 is a 3-drop. We both Silver up and do some minion killing. Turn 6, he drops a Boulderfist Ogre, which puts me in a bad spot. I can Blessing of Kings my 1/1, but that’s not enough to kill the Ogre. Oh well, I take the bad trade (4 damage + Kings + 1/1) for his Ogre and keep going.  Turn 7, same situation, except this time it’s a Core Hound and I don’t have a Kings. I do the same thing (Silver + Recruit) to take out the Ogre, but that puts me down to 13 life. Luckily, he dumps his hand on Turn 9 to try to finish me; all low cards, and I have a Consecrate + Kodo. I wipe his board, but am down to 8 life. I have board control, but on Turn 11,  he pulls his 2nd Truesilver Champion. Incredibly, he doesn’t go for me, instead killing a minion; if he had swung at me on 11 and 12, he wins as he’s still at 30 life. He doesn’t, and I finish him off on Turn 14. 5-0.

Game 6: Paladin vs. Paladin. Not an exceptionally interesting game; he didn’t have a Turn 2 play, I had lots of small cards, and was able to ooze half his Truesilver. He conceded Turn 7. 6-0.

Game 7:  Paladin vs. Mage. Mirror Images – good if you have something behind it to do damage, not so good by itself. Also, this and this  (and especially this) is a textbook example of how not to get good value from your AoE spells. Sure, Flamestrike my Novice Engineer and Recruit! :) He got a little more value out of Flamestrike #3, but not much. 7-0.

Game 8: Paladin vs. Mage. Probably should not have dropped the Engineer on Turn 2 with a 3/2 out there (debatable). Example 4 of not getting value from Flamestrike, but may have had no choice since I was about to get an enraged Raging Worgen. His second Flamestrike was better, though, and he got enough out of a Warlord + Tiger + Argus to finish me with a Fireball + Pyroblast. 7-1.

Game 9: Paladin vs. Paladin. No good options on this turn. That said, I wiped out 4 with a Consecration next turn, and he just couldn’t keep up with Sword of Justice-buffed minions. This was also the game where I had 4 Truesilvers in hand. :) He did get his Molten Giant out near the end; had enough low minions to finish him off, however. 8-1.

Game 10: Paladin vs. Mage. Standard play through Turn 5. I misplay a bit here and think that my hero ability will trigger a Mirror Entity secret; it doesn’t, so I drop a Wolfrider which does. Oops. Not the end of the world (I could’ve dropped my Smith instead). Turn 6 is an interesting choice, as he has a 2/1, 3/1, and 1/1 on board. Fearing Polymorph and not having a Consecrate, I drop a Sen’jin + Recruit. He trades his whole board for it (after he drops his 7/7), so likely a good play. Rest of the game is fairly uninteresting; standard board play, which I win when I bait out a Fireball on a Kings’d 1/1 and drop my 6/7 Ogre next turn. She  gets me to 9 life but never draws a finisher, and I win when she runs out of cards. 9-1.

Game 11: Paladin vs. Shaman. Shaman have great board-clears; luckily, I get my Sword of Justice and coin it out Turn 2. Like most games where a Sword doesn’t get oozed, it’s pretty 1-sided. He has pretty good minions so it takes a little longer, but he dies turn 10. 10-1.

Game 12: Paladin vs Shaman. Good draw, won early board control, cleared his mid-board with a Geomancer + Consecrate, and won easy on Turn 8. 11-1.

Game 13:  Paladin vs. Rogue. It’s the championship match! Of course, I freeze up and misplay. I get an Ooze/Argent Protector, decide to save the Ooze so trade the Protector and drop nothing on Turn 3. He curves out well and I never regain enough board control. 11-2.

Game 14: Paladin vs. Paladin. I’m ready for a tough final match…so this one turns out to be completely anticlimactic.  I get a Sword of Justice out early, then use the board control + Argent Commander to rush him down and win Turn 8. 12-2!

Some nice rewards, and the pack was money too. :)

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 Posted by at 6:15 pm
Jan 062014
 

Lock_War_Pala ArenaGood evening, everyone! If you’ve followed my Twitter feed, you saw that I pulled off a 12-win arena with Paladin over the weekend. In the first installment of what will hopefully be a weekly feature, I’m going to take you through my thinking during the draft, and in my next post, give you some play-by-play from the games themselves. We’re working from an embarrasment of riches here; this deck is the most powerful I’ve seen in recent memory. Note that the star rankings I use here are from a custom ranking system I’ve built, which I will be publishing Soon(TM).

The Draft

Hero: Paladin beats Warrior and Warlock. Paladin is a solid choice, second only to Mage. Warlock and Warrior aren’t the worst, but I consider them both below-average.

  1. Stampeding Kodo / Gadgetzan Auctioneer / Arcane Golem. Two 5-star choices right off the bat. I prefer the Kodo, though; you very frequently get a free kill with him, and Auctioneer’s card draw isn’t so hot for Paladin. Golem is situationally useful, but not recommended at all against these picks.
  2. Novice Engineer /  Stormwind Knight / Bloodfen Raptor. Engineer and Knight are close; in a more aggro deck, I prefer the Knight here, but this early in the draft you pick for value. I rate Engineer a 4-star and Knight a 3.5-star, so Engineer is the pick. Raptor is a serviceable 2-drop but inferior to the other choices.
  3. Reckless Rocketeer / Redemption / Blessing of Might. Ugh…none of these cards are great. Blessing of Might is just straight-up bad; if you don’t have cards on board, it doesn’t help you much. Redemption is similar, though it plays pretty well when used offensively, especially with Charge/Divine Shield minions. I’ll take the straight-up damage of the Rocketeer.
  4. Hammer of Wrath / River Crocolisk / Ironfur Grizzly. Easy choice. Hammer kills something AND cycles a new card in, making it a 4.5-star card. The others are much worse.
  5. Truesilver Champion / Hand of Protection / Priestess of Elune. Truesilver Champion, like Consecration, is one of Paladin’s top cards and an autopick. Not only do you typically get to kill 2 creatures with it, the healing it does means the main disadvantage of weapon attacks is mostly negated.
  6. Stormwind Champion / Argent Squire / Priestess of Elune. Stormwind Champion is a solid 4.5 star choice by itself and gets even better with Paladin/Shaman due to the hero power.
  7. Acidic Swamp Ooze / Blessing of Wisdom / Frostwolf Warlord. Ooze is my #2 ranked overall neutral minion; it’s a solid 2-drop that can absolutely swing a game if you catch a premium weapon from Rogue/Warrior/Shaman (occasionally Paladin/Hunter). Frostwolf Warlord is a good 4-star choice that plays above it’s ranking in Paladin, but it can’t touch the Ooze for utility. Wisdom is decent, not great.
  8. Silvermoon Guardian / Silverback Patriarch / Light’s Justice. The stats for mana cost on the Guardian aren’t great, but the Divine Shield usually means it can 2-for-1. I rate it 3.5 stars. Light’s Justice is -okay-, but not great, and I’ve already got a Truesilver. Patriarch’s 1 attack is pretty bad.
  9. Truesilver Champion / Youthful Brewmaster / Mogu’shan Warden. Again, truesilver autopick.
  10. Argent Commander / Azure Drake / Gadgetzan Auctioneer. Tough choice here! Both the Argent Commander and the Drake are 5-star rares. I ended up going with Commander since I already had a couple 5′s, but it’s a tough call.

    Mana curve after 10 cards. Slightly concerned about the lack of 3-drops, but nothing to panic about yet.

    Cards 0 2 0 4 2 2
    Mana 1 2 3 4 5 6+

  11. Truesilver Champion / Bloodsail Raider / Repentance. A third Truesilver! Awesome!
  12. Spiteful Smith / Lord of the Arena / Light’s Justice. Spiteful Smith is a solid 3.5-star card and will combo well with the 3 Truesilvers I have. Lord of the Arena is okay but needs more health.
  13. Sen’jin Shieldmasta / Bloodfen Raptor / War Golem. Sen’jin is a 5-star pick, the others are just average.
  14. Worgen Infiltrator / Repentance / Frostwolf Grunt. Infiltrator is the only decent 1-drop, since it can hide until it can trade up (or get buffed). Grunt’s taunt is far too flimsy.
  15. Consecration / Novice Engineer / Blessing of Wisdom. Another paladin autopick card.
  16. Argent Squire / Holy Light / Leper Gnome. All of these cards are terrible in arena. I picked the Squire here, but the Leper is just as good (bad). Holy Light looks nice, but usually just prolongs the inevitable.
  17. Wolfrider / Silver Hand Knight / Lord of the Arena. This was a mana-curve choice; at the time, I felt like I had too many big cards. In retrospect, Wolfrider is bad enough is comparison to SHK that this is probably a bad choice.
  18. Truesilver Champion / Chillwind Yeti / Humility. Okay, this draft has now entered ridiculous territory. What the hell, Truesilver #4.
  19. Consecration / Eye for an Eye / Silverback Patriarch. I would have been open to not picking Consecration here for curve reasons, but the other choices are awful.
  20. Wild Pyromancer / Ancient Watcher / Divine Favor. Ancient Watcher is just bad unless you have a ton of silences/Defender of Argus/Sunfury Protector. Divine Favor can be good if you ended up with a hand full of low-cost minions for some reason, but that’s pretty rare in Paladin and especially not in this draft. I’ll take the Pyromancer, which is a average card that can be awesome if I manage to pull an Equality.

    Mana curve after 20 cards. I have a TON of 4-drops; need to shore up the 2′s and 3′s. Can take at most one more big card.

    Cards 2 3 1 9 3 2
    Mana 1 2 3 4 5 6+

  21. Abusive Sergeant / Young Dragonhawk / Stormwind Champion. Mana curve pick, and it hurt to make it. Already got 1 Champion, though. Dragonhawk isn’t worth a card.
  22. Raging Worgen / Silvermoon Guardian / Stonetusk Boar. Yay! We needed 3-drops, and we got one of the best. You don’t get to enrage him much, but when you can, it can swing a game, especially if you can tag him with a buff. Something like…
  23. Blessing of Kings / Lord of the Arena / Nightblade. Well, there you go. Kings is the best spell you can get for Paladin, even if it pushes me to 10 4-drops; the alternatives are bad enough that I’ll take the mana curve hit.
  24. Kobold Geomancer / Blessing of Kings / Holy Light. Can’t justify 11 4-drops and need 2-drops, so sadly taking the Geomancer. Decent card for this deck, since I can power up a Consecrate or Hammer.
  25. Razorfen Hunter / Blessing of Wisdom / Humility. Also need 3-drops, would pick Wisdom in a vacuum.
  26. Earthen Ring Farseer / Truesilver Champion / Blessing of Wisdom. 5 Truesilvers!? I agonized over this pick, but I can’t.  Farseer’s a solid 4-star minion and I need 3-drops.
  27. Argent Protector / Bluegill Warrior / Eye for an Eye. Woot, a 5-star 2-drop card that fits a hole in the mana curve. Argent Protector almost always 2-for-1′s if you can get it out with another minion onboard.
  28. Hammer of Wrath / Leper Gnome / Stormwind Champion. I don’t want to take this Hammer, but the Leper is terrible. I’d have taken a decent 2/3-drop over the Hammer, but not a 7.
  29. Boulderfist Ogre / Mogu’shan Warden / Grimscale Oracle Don’t want the 7-drop, but neither of the other cards even reaches decent status.
  30. Sword of Justice / Sea Giant / Lay on Hands And with this, the deck reaches Epic status. Sword of Justice is a huge game winner for Paladin, but with already having 4 weapons, I mulled one of the other choices for a long time before deciding to grab Sword anyway.

Final mana curve and comments:


Great curve. A few less 4′s and more 2′s/3′s would be good, but not a dealbreaker since all the 2/3 drops are minions (excepting the SoJ).

Cards 3 5 5 11 3 3
Mana 1 2 3 4 5 6+

12-Win Paladin Decklist

This should be an amazing deck. My curve is good (I’d prefer 1-2 more 2′s and 3′s and less 4′s, but this is okay), my creatures are premium, and the extra Truesilvers mean I can just use them to hit the opponent directly if I need to. I don’t have any big late-game creatures, though, so I’m hoping to snowball out wins around Turns 9-10 before any big legendaries come out to play. I’ve already spoiled the outcome, but check back in a few days to see some of the brutal replays. :)

EDIT: Part 2 is here.

 

 Posted by at 10:47 pm