There's no question Ramp Paladin aka Highroll Paladin aka Tip the Scales Paladin aka "oh of course he would have Alura on turn 4" Paladin is currently one of the best decks in the meta. But what if you could reduce some of the RNG for the Alura highroll, making the deck perform even better?
I got an idea a few days ago: what if you cut the Wandmakers and replace them with the quest "Making Mummies", so you're always guaranteed to have a spell to trigger Alura since the quest always starts in your hand? I've been trying it out recently and have had a fast climb to Diamond 5 so far with a 70% winrate, expecting to hit Legend in the next few days because this deck is nuts.
Here are some of the pros and cons of running the quest over Wandmakers:
|probably increases the winrate without coin quite a bit||quest does nothing while Paladin 1-mana spells are actually pretty decent|
|when you do have the coin, you can use the quest to trigger Alura and save the coin to get your expensive stuff out a bit faster||you essentially have less cards in your starting hand because of the quest, can't get rid of it (has a chance of ruining the Alura highroll if you choose to not keep it)|
|you can run cards that synergize with the quest such as Licensed Adventurers or Questing Explorers, even Sky Gen'ral Kragg might be good?||the opportunity cost of not having 2 mana 2/2s in your deck anymore, making your early game weaker. however, you would have one free spot in your deck now for an early game minion so this matters less|
I've been running Licensed Adventurers with the quest (cutting Darkmoon Rabbit in addition to Wandmakers), and so far I don't feel like I regret it at all. Even if you don't draw Alura or Nozdormu, you can still at least get a Turn 6 Tip the Scales or a Turn 8 N'zoth/Scrapyard with the coin(s) which definitely helps. Also, it's not likely or all that impactful but including the Licensed Adventurers theoretically lets you play Alura/Noz already on turn 3. Should also mention the coins let you do something like N'Zoth coin Broomstick which can matter (and has mattered in like two games for me so far).
This is my current decklist, although I bet it's not the best list I could be running: thinking of putting Darkmoon Rabbit back in but I don't know what to cut for it, everything else seems important too.
1x (1) Animated Broomstick
2x (1) Armor Vendor
1x (1) Making Mummies
1x (1) Sphere of Sapience
2x (2) Crabrider
2x (2) Licensed Adventurer
1x (2) Murgur Murgurgle
2x (2) Redscale Dragontamer
2x (3) Murloc Warleader
2x (3) Underlight Angling Rod
2x (4) Circus Amalgam
2x (4) Fishy Flyer
1x (4) High Abbess Alura
1x (4) Nozdormu the Timeless
2x (8) Tip the Scales
2x (9) Carnival Clown
1x (10) N'Zoth, God of the Deep
2x (10) Scrapyard Colossus
1x (10) Y'Shaarj, the Defiler
What do you think, could this be an even better version of Ramp Paladin or is it not worth it? For what it's worth I have a 78% winrate in the mirror matchup (it's probably even higher actually since I ran into some Libram Paladins and lost to them) so that gives me a bit of hope this is a good idea.
Hoping for high/top level players to experiment with this!
- Highlander Highroll Paladin; Day 1 Legend
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- New Highlander Paladin BREAKER?!
More about HearthStonePost: "Possible Ramp Paladin optimization – adding the quest" specifically for the game HearthStone. Other useful information about this game:
- Anyfing paladin is still viable in wild high legend.
- Hearth Friends Society Chinese Wild Weekly Report #1: Reign of Three
- Is it just me or is the Wild meta-game all over the place and needs to be looked at by the gameplay designers
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