Commencement / Duel! 2.0

Last updated 4 years, 1 month ago by
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Effective deck that can go toe to toe with most of the meta decks out there.  Lots of card generation and cheating out Big Guys will outlast your opponent.  The deck utilizes the cheating abilities of Commencement and Duel! to summon high upside minions earlier than they can be played by hand.  Eventually, your opponent runs out of removal and you simply play your remaining big guys and win.

Early game: The problem with Big Paladin has been getting over-run in the early game because you can't play small minions and risk them being summoned by your cheat cards.  This is why there are four cards that will help keep things even until you can cheat out your big guys : First Day of School is fantastic because it's zero mana and you can play something on 1.  Sure you can get a dud or two, but most of the 1 mana cards generated have some utility.  Importantly, it gives you something to play early.  Air Raid is a good card early or late game.  Want to annoy Demon Hunter trying to get in that last blow with his weapon?  Nice.  Coining it out turn 1 when you have [Hearthstone Card (Hand of A'dai) Not Found] is often the correct play.  Ceremonial Maul can clean up a few minions.  Save the spellburst for a turn 5 Duel! and you will get a sweet 5/5 taunt along with your summoned minion.  Very few decks can recover from this.  Don't get too greedy with the spellburst though.  If you are in a tempo match, it might be good to burn it making a 2/2 taunt by using one of your two mana spells.  Finally Underlight Angling Rod will help keep your board clear and generate minions to play.

Mid game: Hopefully you have a Duel! and Commencement to play.

Late game: Play out your drawn Big Guys.  By then, your opponent will have exhausted their removal and you can win just by plopping down your big guys.

A couple of powerful interactions with the deck: if Archmage Vargoth is summoned with Commencement then he will cast another Commencement at the end of the turn.  Archmage Vargoth and Avenging Wrath on 10 nets 16 damage which can go face on an empty board.  Often, dropping Archmage Vargoth on turn 4 when you have Duel! is the correct play.  Some opponents can't easily deal w the 6 health and if he survives, will play Duel again.

Mulligan : You MUST keep Duel! and Commencement.  You will not win if you don't draw those unless you get lucky on the murloc generated cards, so I found it best to keep them in mulligan as there is no way to tutor these cards.  Also keep early game stuff mentioned above.

edit 10/20/20 : Swapped Ysera out for Deathwing.  Ysera always survives a summon, but sometimes doesn't work well in Duel and the opponent minion survives.  Also, I got frustrated with the randomness of the dream cards.

Also removed Subdue and added Gift of Luminance.  Subdue seemed too reactive and situational.  Gift can be on your deathrattle minion to make a board difficult to cleanly clear.

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