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Hand-Buffadin C'Thun

  • Last updated Jan 10, 2017 (Gadgetzan)
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Wild

  • 24 Minions
  • 4 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 10960
  • Dust Needed: Loading Collection
  • Created: 12/26/2016 (Gadgetzan)
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  • Battle Tag:

    Coldstyx

  • Region:

    US

  • Total Deck Rating

    12

View 2 other Decks by Coldstyx14
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I built this deck because I realized the main reason C'Thun wasn't working in classes other than Druid, is that the creatures do not have enough value once they are played. Druid class C'Thun cards have a lot of value even after their C'Thun buff effect.

Now with Hand Buffing with the Paladin, there's a way to get the extra value you need from the C'Thun minions that we lacked before.

I'll explain my mulligans if the deck is up-voted enough.

Hope you enjoy the deck as much as I do.

 

 

EDIT 2:

- This is the newer version I've been using. It has more minions to increase the value from the hand-buffing, increased card draw to cycle into hand-buffs and C'Thun value. The tech choice here is the Divine Favors. You will almost never get value from them against Aggro but you will almost always get it going against Control. So use those two spots to adjust what best fits what you seem to be running up against the most. I'm hitting a lot of Reno and Control so I added them for the value they provide. Two Novice Engineers may prove to be a decent swap or a couple discovery minions.

Hope you enjoy!

 

EDIT 1:

- 1 Hammer of Wrath ---> +1 Consecration

*I felt the additional Consecration was worth having in the current Pirate Meta.

- 2 Doomsayer ---> +2 Beckoner of Evil 

*The Doomsayers became a little unreliable in some matchups, including Pirate. The Beckoner's add the additional C'Thun value and they are an early minion that can benefit from the hand buffs.

- 2 Ivory Knight ---> + 2 Truesilver Champion

*Ivory Knight is a bit slow in the aggro matchups and the choices that you get in Paladin spells can be hit and miss. In a control matchup, I still don't mind having the Knights but I feel the Truesilvers are more reliable all around.

- Barnes ---> + Sergeant Sally

*This is a tech choice against aggro. I can't fully contest this is the best option in this slot but I want to give her a try as she does benefit extremely well from hand buffs.

- 1 Twilight Elder ---> + 1 Twilight Geomancer

* I feel this change helps the aggro game as the 2 mana 1/4 taunt can slow the aggression. And when the Geomancer gets hit with the buffs, he's a rough taunt to deal with.

 

MULLIGANS:

vs. Warlock/Priest/Mage: Keep tempo cards - Beckoner, Disciple, Twilight Elder, and if your hand is minion heavy, keep Smuggler's Run and Grimestreet Outfitter. You can play this matchup a little slower, try to extract as much value as possible. The threat of the growing C'Thun will start weighing in as the round goes on.

vs Warrior/Rogue/Shaman:  Mistress of Mixtures, Disciples, Aldor Peacekeeper, Grimestreet Outfitter, Truesilver/Consecration (Consec. against Shaman this isn't as good to keep). You want to keep pace and out value them with trades, keeping the board control on your side. Hang in there and outlive the initial onslaught, keep your life total in mind throughout the match. 

vs Druid: Beckoner, Aldor, Truesilver. They are usually Jade now, so it's a puzzle. You need to maintain board control while continuing to pressure them. There will come a point where you need to go all face to get them within lethal range before/as the Jades get out of hand.

vs Hunter/Paladin: I don't see them enough these days but treat them like aggro and maintain board control.