He’s mainly to create an early board that’s a pain in the butt to remove. If you’ve got multiple 1-drops, you can keep him in faster matchups as well. Carnival Barker- This guy is only a keep against slower classes such as Priest and Druid (yeah, I know Aggro Druid exists) where you already have Tour Guide or Lost In the Jungle in hand.You need to get value out of it, or the whole point of it- pushing your early board- is lost. Righteous Cause- You only, and I mean only keep this if you already have at least some mix of 2 Tour Guide/Lost In the Jungle/Righteous Protector in hand.The sole exception to this is against Control decks, where you should usually keep Oh My Yogg! So, Odd Paladin is really interesting in that a lot of the time, no matter what your opponent, you’re going to care more about what mini-synergies you have in hand than mulliganing against a particular deck. You get a 4-5 mana value package for 3 mana, and you get incredible value if you can buff the SHRs. Muster For Battle- Yup, again, multiple bodies on the board.Multiple bodies on the board for one mana, they benefit from SHR synergies. Lost In the Jungle- Same case as Tour Guide.If you have, say, Carnival Barker or Righteous Cause in hand as well, you can even hold onto the 0-cost Hero Power or the Tour Guide for a huge payoff down the line. Tour Guide- No matter what deck you’re against, Odd Paladin’s game plan doesn’t change that much, and Tour Guide puts 3/3 worth of stats, including your two SHRs for synergy’s sake down Turn One.So, right to the bit that matters: playing the deck. You’re here for a guide, if you want detailed analysis you can go check out my Deck Dissections. Why? Well, first off, you readers probably don’t want that. If you’ve checked out my Secret Mage Guide, it has this enormous block of text that explains why it does or doesn’t run a bunch of synergy cards, but most guides aren’t going to have that. If you want card replacement options, they’re towards the bottom of the guide.ĭeck Code: AAEBAZ8FBKcF+g6e+AKH3gMN7A/tD7jHAtn+Ao6aA4ytA5XNA5vNA4PeA4TeA4r0A8egBMmgBAA= Some lists go for Lord Barov or more Secrets, but I’m forgoing those for a little refueling against Control in Divine Favor and overall consistency. My list below is essentially all-in consistency. Now, Odd Paladin is probably a Tier 2/Tier 3 deck. Momentum going into Stormwind stayed strong, but then Conviction got nerfed. Some highly held tier lists went so far as to put it in the top 3, and it wasn’t entirely a hot take at that moment. A coinciding buff to Warhorse Trainer and a relatively friendly meta left Odd Paladin sitting pretty, in the top 5 on my Wild Meta Tier List. In Forged In the Barrens, Conviction and Knight of Anointment, a powerful finisher and a tutor for it, were released. Until Secret Mage solidified the use of 2 copies of Rigged Faire Game and Sayge over Aluneth a week or so later, Odd Paladin ruled the meta. Getting Carnival Barker, Lothraxion, and Oh My Yogg! in the same set quickly propelled it into Tier One. Odd Paladin was always a solid deck from its first breaths, but in Wild it didn’t go completely nuts until the release of Madness At the Darkmoon Faire.
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