Ramp Paladin ( Season 26 ) “Eternal Dragons” V1.2

Class: Paladin - Format: kraken - Type: ramp - Season: season-26 - Style: ladder

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Deck Import

Mulligans

General Mulligans

This deck is similar to a card game called "Phase 10". It feels like it, at least. These 8 are the most important for your early game, especially Doomsayer. My favored start is to tease with minions with Doomie on standby. The moment I see a minion, he comes out. That's 2 cards for 3@ and a 6/4 for 4@ ladies and gentleman. If you're savvy like me, those silver-hand recruits make good gravy for that butter.   

Out of absolute pride over this deck, I’ve decided to make my first public deck on this site. If you’d like to learn more about my experience and the story behind this deck, I’ve left a bit of a intro on the bottom. Otherwise, here’s what you gotta know about nuking the battlefield.

************************DISCLAIMER!!!!!*********************************

I’m you’re everyday NEET, and a believer of quality and precise information. I will not say this deck is at it’s peak/best, but it is my progress so far and with future progressions in my collection, I’ll be changing things up. I’ve decided upon this decision since I would much rather give you something that is workable, instead of just an idea that will end with frustration. I haven’t seen it out on the field myself, I ain’t about to give it my recommendation until I do.

Some possibilities: Chillmaw, Enter the Colliseum, The OTHER DeathWing and the possibility of Nosdormu making an appearance.

I’m sure I’ve caught curious eyes, wondering how a pally is able to ramp. ( Side note: I may be using the word incorrectly, I’m not very social nor active on forums and such… Nor am I an idiot. -shrugs-. It’s the closest tactic that matches it. Dayum. ) Truth is, when I had originally made this.. I didn’t. here’s my notes to prove it. 

Originally built as a control.. This tactic can be very difficult, but I feel a bit of a rush while playing it. There’s also nothing better than to be able to say “Kill everything.” being a Rogue main. Hah! Either way, let’s get to business. I’m sure my notes are hardly legible anyway.

Let’s start with what I see as the  Shit you don’t want to do if you want to stay alive. This is pretty much the plan as well. The priority of this deck is to draw as much as possible and anything that isn’t a dragon out of your hand. ( Except for Volcanic Drake. ) In order to make that happen, it’s all about utilizing the Doomsayer in sneaky way and slamming the Pyro-Equal where it hurts whilst you have at least a Volcanic Drake or Solemn Vigil in your hand ready to fly off your hand for 0 mana afterwards. It’s already brutal to loose your field, it’s worse when a 0 cost 6/3 flies in with promise of buddies. On that note, make sure you don’t hold back and go for that face time. Not many decks can handle too much raw badassery at this speed, take that advantage for easier Nukes.

#1 – Wild Pyromancer and Equality is your Nuke. NEVER use this combo until you are either expecting to see enemy lethal next turn. ( I’ve been safe with 13-15 HP before. Including C’thunn. Apparently, dragons make amazing body-shields. Promise pics next time it happens. )  You shouldn’t be thinking of using Pyro-Equal unless you’ve got a good reason. It may be a lil’ hard to fathom, but yes. I want you to let them win for starters. Careful for Divine Shield and any minions that add health. ( I.E. Stormwind Champion. ) You will not kill the wave. 


#2 – The soonest you can toss out Acolyte, Solemn Vigil, Thaurissan, Volcanic Drake and using Dragon Consort with Deathwing, the sooner you can start wrecking. I can’t assure you’ll toss them all, but you will toss most of them out just from working on your ramp. You WILL end up with a full hand by turn 5 -7. These cards cannot be there, you will risk burning cards since Ysera and Maggus will be your new card suppliers once you’ve unleashed Death wing. At that point, you will be close to the end of your deck. If this is a surprise, please take a second look at the draws you will be expecting. If done right, one nuke grants you 4 free cards and 2 free 6/3’s. That’s what the hungry dragons are for, enough to make druids have wet dreams over. 


3. Scaled, Chrom, Ysra, ( Hopefully chill soon.. ) are meant to be pulled out by Deathwing. Pulling them out early will only hinder you, as they will be singled out and removed. Ysra and Chrom will fill your already filled hand. That’s why we’ve got Tirion, Thaurissan and Azure Drakes to make sure you get what you need, cheap and while being well protected. 

4. Here’s where I might have some riots… You will be using a nuke for Deathwing. Get a well-deserved pound on your enemy with that sexy 12/12… But ain’t nobody trying to empty your hand onto the battlefield buddy. There ain’t nothing worse than to go through all this build-up just to get blue-balled over wanting to chase after taunts until he dies. If you’ve got worries ( Priests… Ew.. ) try to focus on having Thaurissan for a turn or two to allow a Nuke or Equality with DW in one turn. Next turn? Tirion-Redemption.

LASTLY… For the love of god, I can’t count how many times I make this mistake and it truly irks me that it happens. I’m sure this’ll be common, make sure you aren’t using the absolute last buff from Dragon Consort on a Volcanic or Azure Drake. If all else fails and you don’t see victory without DW,  throw Ysera out but don’t hold on to those cards for any amount of time. You’d know from rule 3 that you will have a LOT of draws coming your way. Would be pretty awkward to start casting out these bad-boys after burning your DW.

———UNDER CONSTRUCTION ( Went for a cig break ) —————–

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