Wild death knight pally going to be an issue

Still got to love the lack of balancing for wild. They make 1 change for pally, but dont realize they have another OTK deck that is just as worse if not more punishing that the 100 dmg. To face they had.

Turn 4 they reorder their deck. Then play the card that gives 10 mana to both players followed by death knight hero pally. Then finally player there summon 3 minions that cost less than 3 which includes being able to use and summon 2 horsemen in the same turn killing you.

Zero way to defend or stop it since the death knights activate at the end of their turn. It’s a cheap mana cheat and another punishing deck that has zero interaction with the board at all. My opponent literally did nothing with the board and won the game.

Mind you they are able to do this all on turn 5/6. So yes this just another stupid deck in wild that should be addressed. I’m fine with OTK decks mind you, but not ones that you have zero defense against or allows you to mana cheat out so early into the game.

OTK decks are meant to be turn 10 or later as that’s the point of them to fight against control decks. But by this logic this pally deck beats aggro, control and other decks very easily. And I’ve been seeing more and more people playing this deck in wild before and after the change took place.

That combo isnt as easy to do since it needs a 4 mana legendary that cannot be tutored (yet)

and the paladin has to draw the 3 mana or less pieces of the combo before reordering their deck

and seems slow

turn 4 re order deck

turn 5 play the dragon
turn 6 play the hero
youll only be able to do this much if the opponent doesnt play a single card each turn

so OP is telling us they should nerf a deck because he spent 6 turns doing nothing

play like this and you wont make it to turn 7

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Legendary · Minion · Murder at Castle Nathria · Battlecry: Discover a card in each player

Legendary · Minion · Curse of Naxxramas · Battlecry: Enemy spells cost (5) more next turn.

Aggro

The “Call to the Arms” OTK Pala is a worse Deck. Y

Reno Paladin is way better, because you have an extrem good Matchup into Aggro, OK into Combo Decks, and a OTK Option for slower Decks.

I totally agree that this OTK deck is not fun at all to lose to, but at the same time I mostly play control decks and I understand the (general) Aggro>OTK>Control>Aggro meta, so I can’t really complain.

Like I said though, it feels pretty bad when they happen to pull it off.