Odd Paladin Deck List Guide – Boomsday – August 2018

Our Baku Odd Paladin deck list guide for The Boomsday Project expansion features one of the top lists for this archetype. This Paladin guide includes Mulligan Strategy, Gameplay Tips, Card Substitutions, and Combos/Synergies!


Paladin as a class has been dominating the meta for the majority of Year of the Mammoth, and things hasn’t changed much during the early Year of the Raven. While early in The Witchwood it looked like Odd Paladin might be the best build of the class, it turned out that Even Paladin is simply better, and it became the dominant, #1 meta deck for a while.

However, the recent nerf patch has shaken things up quite significantly. With Call to Arms, one of the best tools in Even Paladin’s arsenal, getting nerfed to 5 mana, the card is no longer playable in that deck, which is a massive hit to the build’s viability.

At the same time, Odd Paladin remains exactly the same as it was before the nerfs. Even though it might now play Call to Arms, the card is not necessary, as paying 5 mana to summon three 1-drops doesn’t sound as good as paying 4 to summon three 2-drops.

Odd Paladin’s main power is the upgraded Hero Power activated by Baku the Mooneater. The deck is built around flooding the board all the time – with 2x 1/1 Hero Power and a bunch of other ways to summon multiple small minions, the deck takes advantage of all kinds of AoE buffs, even cards that were only used in Basic decks before, such as Raid Leader or Stormwind Champion.

Boomsday Odd Paladin Deck List

This is a potential Boomsday version of the deck (credit to Zalae). It has yet to be refined, but if you are looking to try Odd Paladin in the new expansion this might be the way to go! We will be refining our lists and guides as soon as we can! The deck list after this one is the version that was used prior to the expansion.

Deck Import

Deck List

Deck Import

Odd Paladin Mulligan Guide and Strategy

Mulligan with the deck is very similar no matter what deck you face.

Higher Priority (Keep every time)

  • 1-drops – in the order of highest to lowest priority – Lost in the JungleRighteous ProtectorFire FlyArgent Squire – You absolutely want to open each game with a 1-drop, that’s why you keep so many of them. You will most likely play Hero Power on Turn 2, then either a 3-drop or a Hero Power + another 1-drop on Turn 3 (the second option is more likely) – that’s why keeping more than one is fine.
  • Unidentified Maul – Your deck is heavily based around the board flooding, so basically 3 out of 4 effects of Unidentified Maul are good, and given that you should have up to 3 bodies going into your Turn 3, +1 Attack or Divine Shield options are very juicy even so early in the game. Taunt is the only mediocre option, but it’s still useful vs some aggressive decks.
  • Corridor Creeper – Who would have thought that the card will still be good after the nerfs. It’s so easy to get it down to 0 mana with this deck, and a 0 mana 2/5 is still a great tempo play.

Lower Priority (Keep only if certain conditions are met)

  • Acherus Veteran – Keep only if you have another 1-drop to play on T1 – Acherus is not great to drop on T1, because you’re mussing a Battlecry. If that’s your only play, you still do it, but you prefer to play e.g. Righteous Protector on 1 and then Acherus + Hero Power on T3.
  • Level Up! – It might not seem like a great keep, but I like doing it in slower matchups. It’s so easy to stack 3-4 or more Recruits on the board, and then Level Up is a massive swing in your favor. Don’t keep it in faster matchups, because it tends to be too slow. It’s great if you can play it, but your opponent will most likely trade blows with you all the time, clearing your Recruits every turn.

General Playstyle and Strategy

Vs Aggro

When you face fast decks, the most important thing you need to do all the time is keeping the board control. Your deck relies heavily on being ahead on the board. If you aren’t – cards like Acherus VeteranUnidentified MaulRaid LeaderFungalmancer etc. are all much better if you’re ahead.

That’s why the #1 rule against Aggro is trading. I can’t stress enough how important it is to NOT hit your opponent’s Hero while you can do some on-board trading. When you’re the one doing trades, you can dictate how they go. With so many 1/1’s on your side, you can easily make the best trades possible as long as you’re ahead.

Then, in order to stay ahead, you want to play for the tempo. Once you get ahead, you can start dropping some slower cards (like e.g. Stonehill Defender), but during the early turns, you want to go all-in on the tempo. A good example would be – it’s Turn 2 and you play in the mirror matchup. Do you press Hero Power of play Fire Fly + the token? It might seem that Hero Power is a better idea, after all, you’re only gaining +1 health on both minions and losing a card you can use later. But it would most likely be wrong – your opponent is very likely to play either Hero Power or drop some 1/1’s like Protector or Argent Squire. In that context, +1 health on your minions matters A LOT – you can get trades without your minions being killed, which means that you get ahead on the board. If you get ahead enough, you will get back your value – you will be able to buff your stuff efficiently while your opponent will struggle to get onto the board.

That’s why in Aggro matchups, don’t Hero Power that much – try to play faster and drop the actual minions instead. Hero Power only once you get ahead or when it’s the best (or your only) play anyway.

Another thing is that against Aggro there is a much higher chance that you can go all-in on the board, as they rarely run board clears. If you face a deck that MIGHT run a board clear – e.g. Face Hunter with Unleash the Hounds – then you might consider playing around it to a certain extent (e.g. Stonehill Defender plays around it quite nicely, as it stops four 1/1’s). Meta knowledge plays an important role here – you need to know common builds of your opponent’s deck and whether they play AoEs or not. If not – go all in.

Most of the Aggro matchups are decided by a single big swing turn. Let’s say that you both have some kind of board – 4x 1/1 to make it simple. Now, if one of you drops a Stormwind Champion or Level Up! and clears the other player’s 1/1’s while still having his own, the other player will have almost no way to come back into that game. That’s another reason why staying ahead is important – if you’re on play, because you’ve been playing proactively for the entire game, making the good tempo plays, then a swing like that should be game over.

Generally, weapons are one of the best ways to gain the tempo advantage over your opponent, but not necessarily in this case. Unidentified Maul is best when you’re already ahead (only summoning 2x 1/1 is still good when you’re behind), and Vinecleaver, while great, might come too late. The best tempo swing in faster matchup is provided by the Corridor Creeper. Given that your opponent tends to have lots of small minions on the board, the fact that it only has 2 Attack doesn’t matter that much, and getting it out for 0 (or close to 0) mana is big. That’s why keep Corridor Creeper in your mulligan, even two if you can.

One more thing is that when playing vs Aggro, you shouldn’t worry about killing them as quickly as possible. Once you get the board control, you will win the game anyway. It’s often better to stay safe and kill everything they play, while slowly chipping them away. If you’re REALLY ahead, Aggro decks have no way to comeback anyway – ignoring their board might give them a way out (like Odd Paladin might get a random Sunkeeper Tarim out of the Stonehill Defender) and you don’t want to do that.

Vs Control

Even though Odd Paladin might seem like a very aggressive, it’s actually not THAT fast – you tend to Hero Power often, and even though 2x 1/1 for 2 mana is good for a Hero Power, it’s still a low tempo play (compared to Lost in the Jungle it costs +1 mana every time you do it). That’s why you can often afford to go for a longer game. Unlike the games vs Aggro decks, you don’t need to drop everything and play for the tempo. In this case, a slower deck can really punish you if you overcommit onto the board.

When playing vs slow decks, your Hero Power is very important. Try to take advantage of the fact that you can flood the board time and time again without using any cards. Most of the slow decks have a limited number of AoE board clears, so forcing them to waste it on just a few 1/1’s is a great way to win the game. On the other hand, if they don’t do it, you can easily punish them with e.g. Level Up!Raid Leader and such for lots of burst damage.

Another difference between fast and slow matchups is that in the slow matchups, you’re the beatdown deck – you want to kill your opponent before it’s too late. Which means that in this case, face damage is much more important. Against Aggro, you want to clear everything – against Control, you want to clear only the highest priority targets (OR make trades in order to protect an important minion on your side). Let’s say that you have an average board with Corridor Creeper and some small guys – nothing worth protecting. Your opponent drops some 5/5 minion. Yes, you could trade your entire board into it… or you could just ignore it and go face. In the first example, you’d probably need to sacrifice most of your minions. In the second example – your opponent needs to trade off your minions one by one, meaning that you get lots of free damage in the meantime. The only exception is that when you think that he might be setting up a board clear (that’s not mirrored) – e.g. if you play against a Mage who might Flamestrike your board, because you’re approaching Turn 7, then it might be worth to do some trades in order to not fall behind completely.

Talking about the board clears, meta knowledge is very important when playing a deck like that. Your whole game plan revolves around your board, so you absolutely need to know what kinds of board clears your opponent might or might not have, what do you need to play around. For example, against slow Warlock builds you absolutely need to play around Defile and Hellfire, but you also need to keep in mind that some of the builds might have Lord Godfrey and Twisting Nether. Cube or Control Warlock are kind of the worst case scenario, but let’s say that you face an Even Shaman. The only board clears they might have are Hagatha the Witch and Kalimos, Primal Lord. You know that they will be able to deal 3 AoE damage at one point, so you can plan ahead around it. While it will obviously clear all of your small guys, you can, for example, try to keep your higher health minions like Corridor Creeper and Stormwind Champion out of the range, as well as utilize Fungalmancer buff to get other stuff out of range – e.g. you could buff that Fire Fly to 4 health so he would survive the 3 damage AoE, instead of buffing your Recruit to 3 health, which would be in the range.

This build runs only a single copy of Divine Favor. The reason is that it doesn’t run out of steam as quickly as some of the Kobolds & Catacombs Paladin builds (it’s actually leaning towards Midrange more than Aggro), and that the card is not great in faster matchups. Vs Control, however, you can really and I mean really take advantage of it. You don’t have to play it as soon as you get an opportunity – developing board is often more important than drawing cards. The best timing to play Divine Favor is when you’re running out of cards and you don’t have many plays, when you’re looking for something specific (e.g. if you draw Ironbeak Owl, you get through the Taunt and win the game) or when you don’t want to develop the board. The last part is quite common. E.g. if you already have a pretty big board and you’re almost sure that your opponent is holding an AoE to clear it, instead of playing even more into it, you can just Divine Favor (of course, first you might drop your small minions that you’d prefer to cycle anyway). Another good turn to use Divine Favor is Doomsayer turn from your opponent – if you can’t deal with it, you can potentially drop some small minions you don’t need or just draw cards right away – you’re losing tempo anyway so you can as well use your dead turn to draw a few cards.

And finally, Stonehill Defender is an important card in slow matchups. The best thing about it is that you CAN discover Even cards – which means that Stonehill is a way for you to get Sunkeeper Tarim or at least Tirion Fordring. The chance to get one is actually quite high, since the number of Taunts went down after the rotation.

Card Replacements

Odd Paladin is a relatively inexpensive deck. However, I’ll still go through a whole list of Epics & Legendaries, trying to list potential replacements.

  • Level Up! – While the card is not necessary, it’s one of the best ways to capitalize on your upgraded Hero Power. Your 5 mana slot will be empty once you get rid of it, so you want to run another 5 mana card instead. I’d probably run Cobalt Scalebane, or maybe even a Frostwolf Warlord if you want to make the deck look completely like a Classic F2P list.
  • Corridor Creeper – Another very important card. I know that lots of you have disenchanted it when it was nerfed, but I’d say that it’s a key card in this deck. If you absolutely don’t want to craft it again, I’d say that you can try some other high tempo cards – maybe more 1-drops (e.g. Dire Mole or Glacial Shard, maybe a Marsh Drake, maybe a weapon like Light's Justice – it’s going to help you against Aggro decks.
  • Baku the Mooneater – Yep, there are generic Aggro Paladins that don’t play with only Odd or Even cards, but this is not one of them. This whole list is built around Baku, so you need it or build a completely different deck.


A Hearthstone player and writer from Poland, Stonekeep has been in a love-hate relationship with Hearthstone since Closed Beta. Over that time, he has achieved many high Legend climbs and infinite Arena runs. He's the current admin of Hearthstone Top Decks.

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Discuss This Deck
  1. Mikek12003
    August 4, 2018 at 4:53 am

    To anyone seeing this as top 1st tier deck…its not…for a long time. If someone can post me a vid of a positive win ratio after rank 15-10 will be VERY surprised. For those wanting to climb the ladder, Odd paladin gives u early board control, so add x3 of the 3 mana evolve-with-each-attack birdie, x1 witch cauldron and also x1 void ripper. Also for late game -burst dmg 1 leeroy if u have have (or rocketeer, or the 3 mana 1 health charge minion) +blessed champion. Blessed champ will go very well also with the 1 mana +3 attack spell.
    AS to what to get rid off…-2x arch veteran, -2x raid leaders and -1 divine. Except divine all others are too situational

    • Mikek12003
      August 4, 2018 at 5:00 am

      Slight corrections: – meant x2 of vicious fledgling ofc :p – said to remove 5 and add 6 so yeah that might be an issue (atm i am trying 1 fledg 1 cauld but i am really into getting 2nd vicious fledg and gettign rid of say an argent squire)

  2. Skoopy
    August 2, 2018 at 1:36 am

    I still cant figure out how this decks works.
    I replaced the 2 Creepers for 2 Frostwolf Warlords. Sometimes a 6/6 or a 7/7 won me the game. I also put Leeroy instad of Stormwind Champion. Cause i feel if iam not able to stabilize till turn 6 or 7 i cant win anymore. Especially with clear like Defile, Meteor, Blizzard, Volcano and so on. This Meta is really control heavy and i feel more comfortable with something like Zoolock or Oddrogue. I play for about 6-7 weeks HS, went from 19 to rank 3, with decks like TokenDruid (to rank 10), than performing really well with ZooLock and Oddrogue to rank 5 last season, than i tried to climb even further with oddpally, winrate most likely under 50% with Pally. Hard times. Now iam back from rank 8 to rank 5 in one day again with OddRogue. And still OddPally getting me no where.
    I played it a lot now and still cant get over 50-52% Winrate. Whats the matter? i cant figure it out…
    Any Ideas?

    August 1, 2018 at 11:08 pm

    What would u guys swap for 2x owl and Leroy?

    • Skoopy
      August 2, 2018 at 1:41 am

      I feel like the Creeper is not good at all, you still have 5 Hitpoints to trade well, but with only 2 attack its not a big threat. I also think if you reach turn 7 and your board is always cleared (what most people have to do) you dont need the Stormwind Champion, although he can make you win a game. I know this deck is about buffing, but if you dont have minions, you cant buff them. I also took out one Vinecleaver and also put in 2x Frostwolf Warlord.

  4. Stewbacca
    July 25, 2018 at 5:12 pm

    Corridor Creeper is so bad.

  5. Galaxy Playgroundz
    July 22, 2018 at 4:19 am

    I’m currently using this deck. So far, so good. I’m just having hard time with Taunt Druid and Recruit Hunter. I also added Witch’s Cauldron just in case I need removals.

    Here’s a video in case you want to see it in action:

    • macaroon
      August 3, 2018 at 7:28 am

      Taunt druid and recruit hunter you just need to run down before they get their threats out, try and play as fast as possible and hero power less. Recruit/deathrattle hunter is favored for you if they don’t run any secrets. taunt druid also because there is no spreading plague and their stuff comes down so late that you can get out a lot of threats.

  6. Hypnos
    July 20, 2018 at 9:16 pm

    really dont understand how this is one of the strongest decks out there? with a very high win rate. it just seems you are constantly sitting there hoping they dont have board clear every turn. which in most cases they certainly do have. If anyone can explain why this deck is the strongest in the meta right now id gladly appreciate it.

    • brad
      July 22, 2018 at 12:18 am

      Basically you runs out control decks’ board clears/resourses to clear your board because they are afraid of your level up while you even only have a board of 11. The consistency of this deck is insane.

    • Sodia
      July 22, 2018 at 4:40 am

      It is the best deck because you can´t clear the board forever,will the Paladin can fill it every turn

  7. hero
    July 15, 2018 at 1:02 am

    it’s hard for me to take any deck that runs Raid Leader seriously.

    • Jcondog
      July 15, 2018 at 9:24 pm

      Have fun getting wrecked all the time then

    • Xylem
      July 22, 2018 at 4:39 pm

      Played a variation of this deck (yes it has raid leader) and I went from rank 9 to rank 3 with a 76% winrate (26-8). I had a 90% win rate before I hit level 5. It’s a great deck.

  8. glitterplaatjesophyves
    July 10, 2018 at 9:05 am

    am i the first to be countered by mindbreaker ?

  9. Surrender
    July 4, 2018 at 1:09 am

    I replaced Corridor Creeper with Frostwolf Warlord. I think it’s better

  10. Cas
    July 2, 2018 at 2:08 am

    Hit legend for the first time with this deck. I think it absolutely needs leeroy (instead of stormwind). In the beginning I didn’t understand the leeroy, but the higher you get in ranks, the tighter the games get. There have been a lot of games where leeroy was the exact card I needed to finish off my opponent. If you want to ladder with this deck, I would say leeroy is a requirement.

    • Pikajew1234
      July 3, 2018 at 8:03 am

      I use an Odd Pally that contains a Leeroy and a Blessed Champ. Lots of Hail Mary victories

  11. Lyssius
    June 30, 2018 at 4:44 pm

    I’ve read many guides to this deck. I just got done playing 10 matches at rank 19, and lost 9 of them. I don’t see what is so good about it.

    • Tiltedindividual
      July 1, 2018 at 1:59 pm

      The deck thrives on creating small minions and buffing them with cards like stormwind, fungalmancer, and raid leader.
      so decks with mane board control spells such as Warlock’s defile and mage’s spells like blizzard meteor and flame strike shut down the deck very well
      (also decks with many taunts such as cube taunt druid and quest warrior)

      its possible you got unlucky with matchups or perhaps your not playing efficiently

    • Elzein
      July 5, 2018 at 2:07 pm

      Don’t forget to always fight for board control. I see a lot of people making this mistake. Clear all enemy minions before going face, or you will most likely fall behind. Also, make sure to look for the right cards on your mulligan. Having Level Up! in you hand from the start can win you many games.

      Turn 1 – Righteous Protector
      Turn 2 – HP
      Turn 3 – Raid Leader (assuming no board clear)
      Turn 4 – HP + other minions
      Turn 5 – Level Up!

      If you manage to pull this out without loosing most of your minions on turns 1-4 the game is most likely won.

    • TrungNguyen
      July 7, 2018 at 7:52 am

      It’s ok! When i first played this deck, i keep losing too even though my opponents always beat me using this deck! But the more i play this deck, i become better and better at it! So you just need to play more matches to get better!

  12. Riggy
    June 20, 2018 at 1:43 pm

    Dude this deck is honestly sick, but i keep on losing against these taunt warriors, all those whirlwinds…

    • Pikajew1234
      June 27, 2018 at 8:33 am

      Try adding 1 or 2 Iron Break Owls to be able to pierce the defense of control decks and Aggro cards to speed the game up.

      Cards like , acherus veteran, fire fly and even corridor creeper can go to fit them into the deck.

      I play a variant of this deck that consist of

      +2blessing of might
      +1blessed champ
      +1 wolf rider

  13. jason
    June 20, 2018 at 2:47 am

    when a deck like this exists i wonder why i still play this game

    • Killer Lord
      July 2, 2018 at 4:09 am

      There are quite a lot of counters to this deck. The one I found most efficient is even Warlock, because you have big threats ealry on, quite some healthgain, taunt options and most important of all, you have a lot of ways to clear the 1/1’s (even 3/3’s when level up! is played)

  14. gonzalo
    June 19, 2018 at 7:01 pm

    I’ve build this deck and get stuck in rank 15, watch some guide how to use it, but i just keep losing against tier 3/2 decks, only miss one Corridor Creeper and one Unidentified Maul, I have dust, but I’m tired to draft cards that I don’t feel they work, any advice?

    • Artem
      June 20, 2018 at 8:15 am

      Two copies of corridor creeper are really good for this deck! It’s brilliant chance put on the board creature 2/5 for 0 mana.

  15. Taylor Olson
    June 15, 2018 at 5:07 pm

    How should I play when I am expecting a spreading plague? If I develop a board he gets a massive wall but if I don’t I can’t win… do you just have to hope they don’t have it?

    • Bourbaki
      June 15, 2018 at 11:06 pm

      Fungalmancer, stonehill and Level up. If you don’t have it you just pray.

    • Silber.Fuchsin
      June 28, 2018 at 3:59 pm

      Run Void Ripper to tech against Spreading Plague. Drop the Stonehill Defenders for it.

  16. taylor
    June 14, 2018 at 8:17 pm

    what do you think about dollmaster dorian? seems like he would be a good combo with divine favor. that could be a great way to flood the board once more in the late game

    • taylor
      June 16, 2018 at 1:11 am

      also what card would you replace? maybe a stonehill?

  17. Lucan
    June 13, 2018 at 9:59 pm

    Does anyone play with Leeroy?

    • taylor
      June 14, 2018 at 8:19 pm

      leeroy would provide some good burst vs control. he would be bad vs aggro tho cuz aggro is all about controlling the board and leeroy obviously doesnt do well in that department. so if u find urself facing all control he might be a good choice. try it out and tell me what u think?

  18. Marshall
    June 8, 2018 at 12:35 am

    One biggest advantage of this deck: It’s super CHEAP!!!

  19. GlaD
    June 6, 2018 at 4:52 am

    Is this deck good at ranks +5 ?

    • Benji
      June 9, 2018 at 8:09 pm

      Any board centered deck that aims to make their dudes very big and punch the opponent in the face is very good at high ranks where people are usually either trolling or playing slow decks.

      • Cratercool
        June 17, 2018 at 11:30 pm

        i am struggling against those slow decks like big mage,evenlock and taunt druid.What shld i do?

    • taylor
      June 14, 2018 at 8:20 pm


    • Sevitrey
      June 23, 2018 at 11:05 am

      Yes, it was very cheap for me to build. Cheapest Tier 1 deck I beleive

  20. sheikh
    June 5, 2018 at 9:55 am

    but seriously thanks for the guide it helps

  21. sheikh
    June 5, 2018 at 9:54 am

    the only nerf make this deck weak will be increasing cost of baku by 1 then it wont be odd anymore ?

  22. Sonriks6
    June 3, 2018 at 11:53 pm

    I’ve replaced one copy of Divine Favor to Leeroy to push a bit more in rank

  23. muldek
    June 2, 2018 at 1:43 pm

    if someone reading this, dont craft this deck, this boosted winrate must comes from rank 25-5

    • taylor olson
      June 15, 2018 at 9:54 am

      then how do you explain the fact that this deck is common in high legend? lol

  24. emildo
    June 1, 2018 at 3:31 pm

    i tried azalina soulthief and cauldron against taunt druid. they are wonderful cards to play with. trying them and tell us your results.

  25. Vulnox
    May 30, 2018 at 11:26 pm

    I was having trouble with this deck but made some adjustments based on what I’m playing against at level 5-3 (a lot of spell hunters and rogues). Here’s what’s working for me:

    2x Acherus Veteran
    2x Argent Squire
    2x Blessing of might
    1x Dire Mole
    1x Firefly
    2x Lost in the Jungle
    2x Righteous Protector
    2x Divine Favor
    1x Raid Leader
    2x Stone Hill Defender
    2x Unidentified Maul
    2x Vicious Fledgling
    1x Fungalmancer
    1x Leeroy Jenkins
    2x Level Up!
    2x Corridor Creeper
    1x Stormwind Champion
    1x Vinecleaver
    1x Baku

    I feel like a slightly lower curve with dire mole and vicious fledglings + mulliganing for Divine Favor in most matchups is helping the deck play more consistent. Let me know what you guys think, still tinkering with this

    • taylor
      June 14, 2018 at 8:22 pm

      why would you want divine favor to start? its a dead card in ur hand till u use all your other cards

      • Vulnox
        June 26, 2018 at 3:08 pm

        Because I made the curve a little faster I found myself running out of cards. But yea Im not really keeping Divine favor much anymore

  26. Bibby
    May 30, 2018 at 7:39 am

    I do have a discussion point tho i would like to hear from peeps far better than me. Marsh Drake vs. Corridor Creeper? Seems to me if your doing your job youll have the minions to dispatch the poisonous hunter n its stats are better for the cost? What if you don’t have CC in hand at start of game to reduce cost to 3 or 4? And 1 more how come nooobody is issuing a deck list with CTA in it now its odd?

    • Goku
      May 31, 2018 at 6:19 am

      CTA isn’t very good in an odd deck. 4 mana recruit 3 2 drops was fantastic, 5 mana recruit 3 2 drops is decent, but 5 mana summon 3 1 drops is just not very good.

    • parallacks
      May 31, 2018 at 8:12 am

      1. Marsh drake is a “win more” card. It only helps if you are ahead otherwise if you’re behind on board or if they have taunts up you can’t play it. Meanwhile Corridor Creeper is good on an empty board even if you have to top deck it and play it at full cost.
      2. No one is running CTA in odd because its totally garbage. It’s very low value, paying 5 to pull three 1 cost minions isn’t good especially since you lose battlecry value on a few of the minions you pull out.

    • Vulnox
      May 31, 2018 at 10:09 am

      Right now I’m at rank 4, I’ve seen a couple of odd rogues play Marsh Drake but that’s it. Having to clear that 2/1 poisonous basically increases the cost of the card. Whereas corridor Creeper is always a great tempo play in this deck, it’s so easy to get the cost down to 0-2

      CTA just doesn’t work well because you’re getting 3 1 drops.