On August 16 2015 14:30 DW-Unrec wrote:
When playing from behind as aggro, is it better to put down knife juggler on turn 2 or save it for later to get good juggles with UTH/Creeper?
Say they went first and managed to get a good first/second turn (e.g. shielded minibot, leper) and I have a juggler and a 2 mana glaivethrower weapon. If I use weapon and clear the board, will it slow down my game?
People say facehunter is faster than aggro paladin and that in an aggro vs aggro matchup, the game becomes about having board control and that the beatdown player will switches place with the control often, but it is really hard to contest board against an aggro paladin, so should I be racing for face or fighting for value and board control?
When playing from behind as aggro, is it better to put down knife juggler on turn 2 or save it for later to get good juggles with UTH/Creeper?
Say they went first and managed to get a good first/second turn (e.g. shielded minibot, leper) and I have a juggler and a 2 mana glaivethrower weapon. If I use weapon and clear the board, will it slow down my game?
People say facehunter is faster than aggro paladin and that in an aggro vs aggro matchup, the game becomes about having board control and that the beatdown player will switches place with the control often, but it is really hard to contest board against an aggro paladin, so should I be racing for face or fighting for value and board control?
To me it seems like UTH is what makes or brakes the aggro vs aggro matchup, with or without Knife Juggler. That being said, putting the Knife Juggler out will just waste your Knife Juggler vs a divine shield, which is what you would get from hitting it with your Glaivezooka too (or hitting the Leper Gnome), except you still have a weapon charge afterwards. So in that case I would clearly favor Glaivezooka, but you are quite behind and you will lose if you don't draw a timely UTH.
Your game will be slown down, but minions hitting your face do way more damage over a few turns than you hitting their face with a weapon. So the game is about getting board control, and once you have enough damage on board/done to his face already you start going face only. Except for if you have a catch-up mechanism (again, UTH or potentially Explosive Trap) to deny his board damage and clear it, then you can go face earlier. Or if he has to trade unfavourably (keep in mind Blessing of Kings) you go face as well.
On August 16 2015 16:56 phfantunes wrote:
Why does midrange/control/dragon paladin decks always run Ironbeak Owl and other control decks like Priest or Warrior don't run it (outside of tech choices)? I haven't seen a single paladin list without it and I'm trying to understand why it's mandatory for Paladin and not other classes.
Why does midrange/control/dragon paladin decks always run Ironbeak Owl and other control decks like Priest or Warrior don't run it (outside of tech choices)? I haven't seen a single paladin list without it and I'm trying to understand why it's mandatory for Paladin and not other classes.
Because Paladin does not really have a hard removal for single targets. You have Aldor Peacekeeper (does not remove things such as taunts, just weakens them) and Equality (technically also Consecration, but it is only 2 damage and won't get rid of an enemy Tirion). That is far less removal than for example a control warrior has, given 1-2 Brawls, 4 weapons and 4 very cheap and highly effective single target removal spells. Some warriors do use silence ( Spellbreaker ), but truth be told they don't need it. Paladin does neeed it to not get wrecked by things such as Kel'Thuzad when your only way to deal with it is drawing Equality.
The second reason is that Paladin can afford it, because they just have less incredibly strong class cards. You never really have to cut on class cards because there aren't as many you'd want to put in as compared to the other control classes, which leaves deck slots open (after the usual Sylvanas & co) for other useful things. This is also one of the reasons why control paladin may be somewhat weaker, because class cards are usually stronger than other cards and you just don't have as many useful ones for control purposes (thanks to a bazillion secrets).