Quest Dude Paladin
- Silver Hand Paladin
- Wild
- Casual
Unsure whether this is actually good - basically the argument as to why to bother run this deck is "the delay to get to an upgraded hero power allows you to run even cards, or run pure cards." And honestly, I'm not convinced. (Also the existing problem of missing one card in your mulligan and missing turn one)
Maybe remove:
- First Day of School, (There might be sufficient one drops? It's 3 sets of mutually unlike cards, so this isn't as necessary.)
- Righteous Cause (is this too slow?)
- Air Raid (Too unimpactful for two mana?) (Removed)
+ Maybe Never Surrender?
+ Unidentified Maul?
+ Lightforged Zealot?
+ Maybe Tour Guide
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0- 00
- 01
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- 06
- 07+
- 1 Conviction (Rank 1) x 2
- 1 First Day of School x 2
- 1 Knight of Anointment x 2
- 1 Lost in the Jungle x 2
- 1 Oh My Yogg! x 2
- 1 Righteous Cause x 2
- 1 Righteous Protector x 2
- 1 Rise to the Occasion x 1
- 2 Drygulch Jailor x 2
- 3 Carnival Barker x 2
- 3 Divine Favor x 2
- 3 Muster for Battle x 2
- 3 Warhorse Trainer x 2
- 4 Balloon Merchant x 2
- 5 Lothraxion the Redeemed x 1
- 5 Quartermaster x 2
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