"Light's Forge" Mech Buffadin
- Handbuff Paladin
- Wild
- Casual
One negative aspect that this value-oriented deck constantly faced was its inability to remove wide boards. Then it got Blademaster Samuro, who's essentially the minion version of Swipe. Overlord Runthak has also become available as a minion that can simultaneously fight for the board and buff the hand, and just like Blademaster Samuro, Overlord Runthak performs better when it has buffs of its own. Lastly, as much as Saronite Chain Gang wishes it could finally get some rest, the revert to its nerf means they'll be put back to work, and they're bound to get buffed up from all that labor.
If you find yourself up against a lot of aggressive decks or prefer to have more three-drops, you might want to find a way to include Bronze Explorer, and/or Wickerflame Burnbristle. Bronze Explorer has Lifesteal and gets you a Dragon, whereas Wickerflame Burnbristle possesses both Taunt and Divine Shield and can be thought of as a harder-to-deal-with Paragon of Light if you're up against classes that don't have a convenient way to remove the Divine Shield. Another option you might want to consider is Crabrider. With a buff from Smuggler's Run on turn one, you can have a 2-5 Windfury minion to clear out low-health minions; essentially, it becomes Arid Stormer when its Battlecry is activated. Another option that can serve as both defense and offense is Chillblade Champion. Unlike the minions mentioned before, it comes with the elusive Charge keyword and as a Paladin class card at that. Considering that Reborn Paladin is a thing, don't bother questioning why a Paladin minion has Charge; instead of worrying about it, you can just let your champion fight for you, and he'll take care of the rest. Another consideration is Argent Horserider, which you can think of as the three-mana Divine Shield counterpart of Chillblade Champion. I should also mention that Crab Rider, Chillblade Champion, Argent Horserider, and Wickerflame Burnbristle all make Corpsetaker more consistently strong. Other great picks for the three-drop slot include Stonehill Defender, Tar Creeper, Robes of Protection, and Mor'shan Watch Post.
Now that I've gone over some of the cards you might want to include, I should also let you know why certain other cards weren't included. Let's start with Invigorating Sermon. Aside from Invigorating Sermon not developing the board, this isn't Dude Paladin, so the buffs to the board aren't that beneficial, and the buffs to the deck don't really matter that much if you consider the fact that most of the deck won't be drawn. Handbuffs are efficient because they impact the cards you actually have access to. That being said, I've tried Arena Fanatic, so you don't have to, and compared to the other minion-based buffers, her stats just don't cut it sadly. She performs best on the sidelines as moral support, and she does a pretty great job at it. Darkmoon Dirigible is a decent choice and is another Divine Shield minion that helps out Corpsetaker, but for it to be as good as it can be, it needs to be corrupted first, and you don't just want to play it on turn three since you'll want to get it back with Kangor's Endless Army and attack immediately with it. An honorable mention goes to Nerubian Unraveler, which can put an abrupt stop to spell shenanigans.
While Paladins are warriors of the light, Mechs can produce light, making it a match made in heaven!
-BloodEclipse
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3- 00
- 01
- 02
- 03
- 04
- 05
- 06
- 07+
- 1 Crystology x 2
- 1 Smuggler's Run x 2
- 2 Grimestreet Outfitter x 2
- 3 Paragon of Light x 2
- 4 Annoy-o-Module x 2
- 4 Grimestreet Enforcer x 2
- 5 Glowstone Technician x 2
- 7 Kangor's Endless Army x 1
- 3 Acolyte of Pain x 2
- 4 Blademaster Samuro x 1
- 4 Corpsetaker x 2
- 4 Saronite Chain Gang x 2
- 5 Doppelgangster x 2
- 5 Overlord Runthak x 1
- 5 Wargear x 2
- 5 Zilliax x 1
- 6 Gyrocopter x 2
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