Doppeladin [S33 MSG Ranked Deck]
- Last updated Dec 19, 2016 (Gadgetzan)
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Wild
- 28 Minions
- 2 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 10500
- Dust Needed: Loading Collection
- Created: 12/2/2016 (Gadgetzan)
- KilogramHours
- Registered User
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- 6
- 30
- 49
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Battle Tag:
KilogramHrs#1280
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Region:
US
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Total Deck Rating
122
Get 'em Boys! SSeeeeiinngg TTrriippllee?
Welcome to the new face(less) of Midrange Paladin! Using cards from the Mean Streets of Gadgetzan Expansion, Paladin gets some new tools that are extremely useful when creating a Midrange Archetype that works off of the Grimy Goons mechanic of buffing stuff in your hand.
How do you win with this deck?
You typically win with this deck by overwhelming your opponent with minions they can't handle. It will force them to make inefficient trades, use key removal, or just flat out ignore your minions. And once they finally commit a hard removal to clear your board with a card like Flamestrike, it is the time to bring the boys out with Doppelgangster to seal the deal.
What is it good against?
It's pretty good against Jade Druid, as they are known for their horrendous removal tools. Once they use a Swipe or two they are usually done for. However it is still possible to lose if they start to unload Golems faster than you can handle them.
Pirate Warrior is a tough match up because this deck as minimal healing and not many taunts. You can patch up these weaknesses by adding Acidic Swamp Ooze, Harrison Jones, or Second-Rate Bruiser but they make your draws a bit more inconsistent and even then they won't guarantee a win for you.
Kabal is probably the deck's most interesting match up as it can go both ways quite easily. Versus Renolock it is entirely dependent on whether each player has the answers to each others cards. Such as if they have the Felfire Potion to deal with your Doppelgangsters, or if you have the Aldor Peacekeeper to keep their giant at bay.
Well how do you Mulligan?
Cards that you are looking for in the mulligan stages would include Grimestreet Outfitter, a three drop of any kind, and a strong turn four play like Doppelgangster if you have coin or a Keeper of Uldaman.
What are some CORE cards in this deck?
Doppelgangster:
Let's start off with the namesake of this deck, Doppelgangster. This card is incredible, amazing, extraordinary, and every other "Wow!" emote imaginable. Doppelgangster's key strength is how efficient it is. Your opponent usually can't use a single resource to deal with three 3/3s or 4/4s. A lot of the time it Three-For-Ones your opponent in such a way that you gain board control and card advantage.
Don't be afraid of playing Doppelgangster when it is a 2/2 just for the tempo. It is still 6/6 for stats in total at 5 mana, which is above curve. The bodies are typically slow down the opponent enough to reach the late game. But remember there are times when you should hold it for the value, such as when facing Mage. If you create 5/5s or higher they will have an incrdibly hard time dealing with them. And even they are able to fend off your onslaught of goons, it is likely that they are starting to run out of steam.
Grimestreet:
Next up are the cards that help your Doppelgangster grow stronger and stronger. These include the Smuggler's Run, Grimestreet Outfitter, Grimestreet Enforcer, and Grimestreet Smuggler.
Smuggler's Run is a strong tempo play on turn one that allows you to contest the early game fairly easily. It also activates your card draw effects of Fight Promoter and Acolyte of Pain.
The Grimestreet Outfitter is a critical two drop that starts your snowball. Timing is important with this card however. You will want to play this when you have the most cards in game. For example if you are on turn two with this card and have no play after besides Hero Powering, just wait. It is better to play Outfitter on turn three in that scenario as you will buff another minion in your hand, and possibly it will be a 1-Cost minion that can be played alongside it.
Grimestreet Enforcer is a remarkably effective and efficient card. If played on Turn 5 and it isn't dealt with, you typically will win the game. That's why I consider keeping it in my mulligan, as it being a 5/5 or a 6/6 on curve is absolutely nightmarish for your opponent.
Next there is Grimestreet Smuggler. This card is better than you think. Giving a friendly Doppelgangster or maybe even a Grimestreet Enforcer +1/+1 can be the difference between winning or losing. It also has a very reliable statline that is really strong when buffed. Smuggler becoming a 4/6 is no joke, and really hard to deal with in the midgame without losing card advantage.
An honorable mention goes to the Grimestreet Informant which has gotten me out of sticky situations a couple of times. Great when combined with Brann Bronzebeard.
Six Drops:
Fight Promoter is just a strong card in general that keeps you in the game. It is quite easy for it to become a 6/6. It has good synergy with the deck as a whole, and with Don Han'Cho you are guaranteed a draw if the card is low cast enough that is buffed.
Argent Commander is another strong card that helps shore up the weaknesses the Paladin has. That being burst damage and single target removal. If your opponent is close to death this card can be the final push needed to seal the deal. Also it is a great card to remove Azure Drakes, Enemy Grimestreet Enforcers, or a loose Frothing Berserker. And when it is buffed it just gives you better trade options.
Late Game:
The late game of this deck is quite interesting. You have a couple of great tools at your disposal to help close out games. Obviously Tirion Fordring is amazing, we've known that for ages, so let's not talk about him and move on to the Seven Drops.
Grimestreet Protector is an amazing card for multiple reasons. By the prospect of it existing, it forces your opponent to play differently on turn seven. It will have a huge incentive to clear your board, or else this guy will drop down and shut the opponent out of the game for good.
Don Han'Cho is good in this deck because it creates another threat that your opponent needs removal for. Especially if it lands on Wickerflame Burnbristle or Doppelgangster.
Next is our friend Eadric the Pure. Despite being with us for more than a year, he never really found his chance to shine. He saw limited play in control decks, and even then he was cut most of the time. Well now I'm glad to say that he is a key card in this deck. Eadric getting buffs is quite strong as the difference between a 3/7 and a 6/10 is day and night. Also it is a great card to play when you and your opponent are even on board, as you can make some really favorable trades with Eadric's Battlecry.
Possible Other Inclusions:
Ragnaros, Lightlord is just a strong card that helps you stabilize your health total. When you have control of the board your opponent usually resorts to pushing face damage to kill you. This card prevents that win condition, or at least makes it much more difficult for them to complete it.
I tried out Sergeant Sally, but in my playtesting I didn't find her particularly amazing. Her strong matchups are against Zoolock, Hunter, and Midrange Shaman which aren't on ladder that much at the moment. So if you are having trouble with those decks I would suggest replacing a Grimestreet Smuggler with her.
Good tech choices in the current meta game we are in are Acidic Swamp Ooze and Second-Rate Bruiser. Both are good ways to stop Pirate Warrior dead in its tracks as you stabilize the board. Also Second-Rate Bruiser works really well in conjunction with Fight Promoter, as giving it +1/+1 meets the requirements for drawing cards.
I have been running a modified version of this list over the past few days. With the meta a bit slower nowadays, it's gotten more viable. Still not a great deck for ladder, but I am seeing about a 50% win rate around rank 10.
And what's your rank with this deck.
New version? Thx bro. And i have question- how good Sergeant Sally in that type of deck? I mean, if it buffed +1+1, so basically its 3 mana Concecration.Maybe its worth.
I have found that this deck's effectiveness has fallen off a bit. I really want to like Meanstreet Marshal but drawing him in your opening hand without a Smuggler's Run or Grimestreet Outfitter is pretty irritating. Lately, I've been running a variant where I have dropped 2x Marshal for 2x Acolyte of Pain. You'll likely get at least one card draw from each, with the upside for a lot more with a few buffs or proper play. I find that this allows me to draw into my more important cards.
I see that you replaced the Argent Squires with Protectors. Mind explaining the rationale?
With all of the Divine Sheld here, a Blood Knight might make sense. Turn 1 Squire into Turn 2 Coin + Blood Knight is great. With a few hand buffs, the Blood Knight could be really big.
Argent Squires are definitely strong early game, but are just a pretty bad top deck while Argent Protector can be a game changing top deck if you have something you can trade into.
I've never considered the Divine Shield Package with blood knight, but a whole bunch of cards would need to change to better suit that.
I've done some testing with Blood Knight and can report that it doesn't work all that well in this deck. There really isn't a need to strip your Divine Shields to develop a big threat. With the buffs that this deck has, the threats are already easy to create. Divine Shield does a great job at creating value trades, too. So, I never felt good eating the shields to buff up the Blood Knight. I did win one game with Blood Knight against a Pirate Warrior who had no hard removal. But, in most games, it didn't work very well.
Lately, I've been running your updated list but subbing out one Grimestreet Smuggler for Ragnaros, Lightlord and Grimestreet Informant for Soggoth the Slitherer. They have been pretty handy in the late game. If you wind up with a Soggoth in your opening hand, he is enormous by the time you drop him on Turn 9 and a complete pain for any of the current meta decks, save for the Warlocks (Twisting Nether) to deal with. I found that the Informant was too unpredictable. I could see him being really useful sometimes but after running dropping him in about five games, I was a bit bummed with my outcomes. I guess that is just RNG, right?
Edits: Sorry to keep bombarding your deck post, but I just have found it really useful. It's nice to bounce ideas off of someone. I made a few changes since my post. I dropped Soggoth - while he is awesome, he does feel a bit too slow for this current meta. I wish he was 8 mana.
There is already a lot of taunt in this deck, with Wickerflame Burnbristle, 2x Second-Rate Bruiser, Grimestreet Protector, and Tirion Fordring. But, even with all of that, I've found that Defender of Argus is actually a really nice fit here given the current state of the meta. The deck only had one 4-cost drop, so adding the Defender here helps a bit there. I've removed both of the Smugglers and replaced them with 2x Defenders. The Defender provides two +1/+1 buffs, which can out value the Smuggler, assuming you have minions on the board. It also works nicely with Brann. The Smuggler does have nice synergy with the Dopplegangster, but I found it to be a bit inconsistent. The Defender works great with the Meanstreet Marshal, too. If you aren't able to draw into a buff, you can still drop the Marshal and follow it up with a Defender to activate the deathrattle effect.
Really cool. Will definitely be testing these out when I got the time!
What about including Dirty Rat?
Have you considered removing Truesilver Champion? It's always a bummer to wind up with two in your hand early on, because it waters down the value of buffing cards like Grimestreet Outfitter and Smuggler's Run.
Thanks. I really like the deck list as you have it now. I just dropped one Grimestreet Smuggler for Ragnaros, Lightlord. He has saved my neck quite a few times.
I saw you were experimenting with Getaway Kodo. How did that work?
Both this deck and guide are terrific. Thanks for sharing with the community. What do you think of using Harrison Jones? I'll add that Eadric has been huge. He really shuts down a board of Jade.
I am experimenting with these changes:
+1 Sergeant Sally
+1 Leeroy Jenkins
+1 Second-Rate Bruiser
+1 Harrison Jones
-1 Acidic Swamp Ooze
-1 Truesilver Champion
-1 Argent Commander
-1 Meanstreet Marshal
I added back in the Marshal and Argent Commander. But, I've kept out the Ooze and have subbed in a Soggoth the Slitherer. If you've got him, try him out. As a 5/9 that can't be targeted, he is pretty good. With a few buffs though, he becomes absolutely insane. He completely shuts down some decks.
Second Rate Bruiser against pirate warrior?
2x Argent Squire for early board presence? 1/1 with divine shield on turn 1 or 2x 2/2 (smugglers run on turn 1) turn 2 would help a lot imo. Rag Lightlord for healing in mid/end game should be nice too. Check Trump's deck https://www.youtube.com/watch?v=HWJ1aB95q7M