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Argenport Palasteal

Throne Deck By
stormblind

+11

Cost Curve

Type

Faction

Information

First discussion point is the deck design as it's a fair bit different from the rest of the Paladin decks I found on Eternal warcry: Rather than take this the greedy mid-range aggro route, I decided after quite a bit of testing that going the Mid-range control style would be a better setup in the current meta.

There's a great deal of giant, beefy ass creatures you need to deal with quickly, or have the game run away on you: Sandstorm Titan, Mystic Ascendant, Tavrod, Knight-Chancellor Siraf, etc. for just a few. As such going the pure aggro route, when you often lose the size war, seemed a losing proposition. So, taking the meta as it currently stands, let's put in the silver bullets:

Silver Bullets

Annihilate This one is pretty obvious, many of the most powerful cards in the meta are mono colored. The entire diesel line, Ascendant, SST. These are all known power cards that can singlehandedly run away with the game or, at minimum, stop you from ever winning with the decklist. We only run 3, purely because the next 2 cards are simply more powerful and versatile versus the things this deck doesn't want to see.

Vanquish For as much as the above statement is true at dealing with problem creatures in the meta, this one hits more of them. Anything 3/3 or similar, isn't really a threat to this deck overly due to the lifesteal nature of the deck. As such, optimizing for the bigger creatures makes more sense, the ones this deck has more problems with. Enter Vanquish.

Slay You're in JS, You're playing slay unless we enter a creatureless meta.

Valkyrie Enforcer This one is purely for Dawnwalkers, enemy flyers, SST's once your airforce is going, and Makto's. It being able to pop an aegis and give you a flyer is also great. But this is a no brainer.

Sword of the Sky King The biggest issue this deck runs into are the Removal pile decks, as such, the first thing frogged most games in this matchup are your hammers. Having a backup for the long term makes all the difference in the world. If fighting removal pile deck however, make sure you don't play this until you have a protect to...uh...protect it, as having a singular aegis to protect this will often cause an instant surrender in my experience.

The Core

Anointer of the Faithful The card that gives the deck the critical mass it needs to be successful. If opponents don't have an immediate answer, and you have the right cards in hand, it can cause an absolute runaway trainwreck for them. The best target for Anointer if it's in your opening hand is Copperhall paladin, although Oathbreaker is a fair option. The rest frankly aren't worth bonding out 90% of the time.

Brightmace Paladin Eh on its own, it's fantastic with Anointer, and even barring her, the Inquisitors blade turns him into an ass to deal with. Most importantly, it gives you 2 keywords on him simultaneously, which triggers our next card.

Unseen Commando Given how much of this deck starts with a keyword (namely lifesteal), commando works out fantastically if you're able to cast even a single inquisitors blade as it starts buffing your new flying paladin. Being a lifesteal unit, it also combo's nicely with Oathbreaker.

Copperhall Paladin Now, this is specifically a card I hadn't seen in any mass in other paladin decks, with most opting for Throne Warden. Personally, I feel throne warden isn't good enough as it's too slow. More importantly, if you do bond it out on 3 with an Anointer on the board, she grants him that instant free weapon for the ramp.

Oathbreaker
A card that's been the apple of my eye since it was introduced, it's finally found a home as a lifesteal buffing paladin! With most of your deck either having, or potentially having lifesteal through their innate mechanics, Oathbreaker is a game winner if she gets off a swing or two. For all intents and purposes, she's the proto-diesel card; she comes down on 5, and with a swing or two, can make a game nearly unrecoverable for your opponent.

Gameplay

Now, the deck seems pretty straight-forward, and it largely is. Play creatures, attack with creatures. However, it often has many options within due to its control midrange nature, some games you'll be going in full control mode until you own the board, then switching to aggro. Due to it being such a heavy lifesteal deck, you have to gauge how much damage to your face is too much damage to your face. Using the old hearthstone adage, your health is a resource, you must learn how to spend it. Due to it being control, but not a removal pile deck, you really need to gauge which creatures must be removed, what needs to be protected in this matchup, etc. This deck benefits dramatically from knowing the meta, and what you're likely playing against. Weapons: In some matchups, you're going to simply aim to go armory style of get a weapon onto the board, kill what they play, and murder their face personally. And lastly, this isn't an aggro deck. Don't play stupidly into the board, sandbag back creatures, learn what you need to taunt out a Harsh Rule without running facefirst into it. There's a difference.

Conclusion

So far I'm at 46 games, with a 66% win rate. I've climbed from S1 to G2 today alone in my testing, and I feel its a decent enough deck that can beat a sizable portion of the meta, while being competitive against the rest. The WORST matchup for this is JSP removal pile, with the bets being aggro, assuming they don't remove your creatures immediately, you have enough removal to deal with their weaponed units, and enough lifesteal to start to recover as they're looking to finish you off. The godhands will still get ya though.

Hopefully this was helpful in explaining how the deck functions, and what you need to look for. Let me know in the comments below if you prefer this style of deck breakdown, or prefer something less...involved.

Details

Shiftstone Cost
Does not include campaign cost
21,300

Premium Cost
116,800

Influence Requirements
2 2

Power Sources
18 15 12 4

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
8 29 24 4 1

Card Types
28 9 13 0 25

Contains Cards From Campaigns
The Tale of Horus Traver [Set1002]
Dead Reckoning [Set1003]

Archetype
Control Midrange

Updated
March 13, 2018

Added
March 12, 2018

Views
6,434

Eternal Version
Dead Reckoning

BBCode For Comments

Deck URL

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Comments

slyverine Eternal Version: 1.29
Hey , i started using this deck and i found something strange. I bonded Brightmace Paladin and then when i played him with anointer down, he gets +1 / +1 , thus he got lifesteal. I had unseen commando already as welll. When i atked brightmace didn't get the buff from the unseen commando although he had lifesteal and bond. Do you have any idea what is wrong?
leobanz Eternal Version: 1.31.6
Bond isn't a battle skill
bowbeforemetal Eternal Version: 1.29
Amazing deck! was struggling to climb out of Diamond 1 with the typical Icaria decks and Feln Control. I switched to this deck and made it to masters!
Bettik Eternal Version: 1.29
TIL adding a third removal makes a deck control and that you can switch to aggro mid-game.
DocTam Eternal Version: 1.29
I feel like some of the bigger removals could be replaced with Vara's Favor. Like -1 Annihilate and -1 Vanq for 2 Favor. Especially given the Sword of the Sky King.
PolyX Edited Eternal Version: 1.29
"A silver bullet is a specific solution card. It is incredibly powerful against a certain type of card or archetype, but useless or inefficient otherwise."
https://mtg.gamepedia.com/Silver_bullet
What you're describing here is really just removal.
Katlike Eternal Version: 1.29
Turns out there's an achievement to win 10 ranked games in a row that gives you 1,000 gold. Found that out using this deck. Thanks for the list!
Silvernight Eternal Version: 1.29
Very weak deck.
rboll2 Edited Eternal Version: 1.29
I thought this deck was weak when I first looked at it but wanted to see for myself. Currently 15-3 with it. The one thing I did not take into account was chaining with bond and weapons. One game I had all 4 anointers in my hand on played them all on turn 3 by bonding and the weapon chain that occurs. 3 power for a 1/3, 2/4, 3/5, and 4/6 was pretty insane value and made me chuckle. This will not happen all the time but there has been more than one game where I could chain bonded units to play 2-4 pallys in a single turn to take over the game.

Thanks for sharing the deck.

**edit - Forgot to ask, did you ever end up needing the Sword of the Sky King? In 18 games I have not used it once and never really needed to.Will get some more games in as is but my first thought is to drop the sword and one annihilate for 2 Sabotage or maybe Dark Return. Have seen a lot of Feln and Argenport today so Annihilate has been a little lack luster
Katlike Eternal Version: 1.29
Interesting...I'm currently 9-2 with this list. Must not have drawn well or you played improperly.
therooster Eternal Version: 1.29
Listen to your cocky replies...I've faced this deck and not lost once in 5 games. But I'm sure other people are just bad at the game lol
aniretalek Eternal Version: 1.29
Listen to your cocky reply! ;)
Katlike Eternal Version: 1.29
Just saying it how it is. Anyone who calls a deck weak (or anything in general) without explaining why they believe it to be weak I automatically assume to be playing the deck in a weak way. Don't mean to come off as cocky, but people like this grind my gears.
therooster Edited Eternal Version: 1.29
Fair enough.

As real criticism, the decks I've played while playing against it have had recursion and/or a lo of large, cheap dudes (like Praxis Mid). The deck does struggle against those effects, at least in the games I played against it. They would start well, hitting and killing blockers, but on 5/5 number 3 or 4 (usually by turn 5) they have to slow their attack, and then I just take over.

I'd personally drop Auric Runehammer for something that gives evasion, stuns, or kills plus an effect. It's easy to neutralize your few fliers and the rest of your team isn't big enough to push through. Runehammer doesn't really solve a lot of problems, has mediocre synergy, and doesn't kill enough for you at 4. Dueling Pistols is okay, Elder's Feather is nice, cheap and good on early guys. But there isn't a great card for that in these colors, atm, and your early drops aren't strong enough to ignore slow decks and 'get there.' You have zero 1 drops, and very unaggressive 2 drops, but you don't really have a great late game, or midrange beaters. It's aggro, but not, but mid, but not. see what I mean? That's why I think I beat those players.

Good luck