Is there a viable deck against handbuff paladin?

That doesn’t lose miserably against anything else?

Not that the system would give me handbuff paladins anymore if I did play a counter deck.

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Obviously yes. It’s not even in the top 3 best paladin decks. E.g. currently they seem to do badly against druids and other paladins and mages and shamans (without looking at archetypes).

The default handbuff is not even the best variation. I find exca+handbuff way better because Finley is absolutely lethal against boards(probably better than nerfed Reno).

Put Ice shard in elemental mage and you should do Fine.

I’ve seen that they have the worst matchup against druids. I’m not sure what all druid has available at the moment. Every time I get a handbuff they’ve got 8/8 minions flying onto the board by turn 5, perfect draw/tempo. Generally out-pacing anything I currently play (Aggro plague DK/ Wave Shaman and the rare priest/hunter/zerg paladin)

From what I can see, druid doesn’t really have a very competitive option at the moment with all the Asteroid Shamans keeping actual control out of the picture.

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Good ol’ Death Knights, I say.

Between a spell that increases Total Health,
many options to freeze the enemy hero,
a neutral snake that can destroy weapons and
decent early game cards (sometimes broken, depending on matchup)…

They’ve got all it takes to tank multiple buffed Charge minions and slow down the game enough to reach turn 10, after which you’ve got the leisure of clearing board and healing back up on the same turn.

The same could be said about Warriors too, I guess. Minus the multiple freeze options.
But then, they can potentially TNT 18 of your cards so, playing greedy against warriors can backfire, despite the fact paladins have yet to get lethal from hand against an armored-up warrior. Damned if you do, damned if you don’t as they say.

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It’s a very reliable deck to do its buffing job (mainly because the secret for optimizing it is “I must have a hand with a lot of minions before I buff” (it explains the weirdness that sometimes it helps to NOT go first)),

but… it’s a very one-dimensional deck so others can wreck it often. E.g. yesterday I wrecked it with another paladin because I could unkilliax + amitus and other things so they run out of good stuff to play.

Some top ranked players used to run a lot of mana-nerfing tech cards and they made it better for them but it was foolish for other players to copy paste them because they had different opponents.

Currently it’s easily not the best paladin deck (especially since the high-skill-cap holy/libram variations exist) and I believe exca+handbuff would be better but top players play other decks or classes.

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That’s just selfishness playing tricks on both of you. The Devs don’t have to micromanage how you will lose, you WILL lose sooner or later if they raise the MMR a lot after you win because you will simply get a lot better players than the ones you got before every single win up to that point.

Besides: they don’t even have the skill to micromanage rigging in that way; those people can barely fix a basic UI or networking bug for weeks; you think they have the skill to go out of their way and micromanage how you will lose when they can just raise the MMR?

What is relevant is that the MMR may be way too accelerated in this game so only a very short win streak may increase the difficulty too much (and vice versa) (the K factor of their Elo rating algorithm might be overtuned to say it mathematically).

Hmm yep the fire will burn me if I touch it… yep

Hmmm… If I stay under the water 2 long I wont resurface hmmm yep

Hmmm… If I play HS it will be unpleasant hmmm yep.

If they let you counter their decks in the shop why have a shop?

ERGO… I no play vampire games by vampire lames hmmm [yep] into Nope.

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Trample hunter seems to work more than half the time. If you get the right cards you win on turn 5 or 6. If it takes longer than that it can go either way.

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