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Tankadin theory

Last post 11-05-2009, 2:59 PM by Jstncloud. 6 replies.
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  •  11-02-2009, 2:27 PM 1851926

    Tankadin theory

    I'm pretty new - so new I've purchased about 15 packs and a DK starter thus far. But I'm partial to paladins from my wow gaming. I'm thinking of playing a Protection Paladin type of deck...

    The idea would be to allow most damage to funnel to the Pally himself and let him heal it fast, while letting allies do most of my real damage. Or alternatively let him soak/heal as long as needed until he can muster the strength to deal massive damage each turn.

    Can anyone give me good tips for this build/ tell me the viability of it in play?

    Thanks!
  •  11-02-2009, 3:43 PM 1851959 in reply to 1851926

    Re: Tankadin theory

    I want to warn you that Paladin decks are usually very expensive to build.  There are some Protection Paladin decks that try to combo Blessing of Kings with big ferocious allies like Maiev or Ras'fari and recur them with Redemption.

    That won't be as fast or consistant as a Holy Paladin Rush w/ Holy Shock and Twig of the World Tree, but you can build an interesting version of the BoK deck with the new Badge of Justice ring called Renewal of Life to try and discard a few giant allies like The Abominable Greench early to ensure that there will be enough threats to ensure fatal damage when Blessing hits the table on turn 5, 6 or 7.  In fact, Blessing of Kings wouldn't even be necessary with the right combination of allies resurrected.  Watch out for mages interrupts (Concentration Aura and Antonidas' Aegis help) or Undead heroes eating up your graveyard if you go this route.

    If however you would like to focus more on the Paladin hero and less on allies, a good place to start would be Resolute Aura.  Stock up on cheap armor with good effects, and work your way up to 7 resources for the Jin'Rohk finisher.  Matt Spreadbury made a deck based on this synergy that you can read about here: http://entertainment.upperdeck.com/WOW/en/news/article.aspx?aid=6382

    Good luck!


    <----WTB Official Obliveron Avatar plz. Viva la Demons!
  •  11-03-2009, 7:22 AM 1852202 in reply to 1851926

    Re: Tankadin theory

    Some cards that fit the build you're talking about are Blessed Life, Concentration Aura, and Lay on Hands.  Blessed Life is a 2 cost ongoing that you can send to your hand to prevent one damage packet.  Concentration Aura makes your abilities instant and untargetable, allowing you to play Blessed Life over and over on your opponent's turn.  Lay on Hands heals all damage on your hero for 1 cost, but you have to skip your next turn.  There are several cards that also make your hero a protector so he can block an attack on an ally once per turn.
    Click for trades!!! ^___^

    http://entertainment.upperdeck.com/WOW/COMMUNITY/forums/thread/1800930.aspx
  •  11-03-2009, 11:39 AM 1852310 in reply to 1851959

    Re: Tankadin theory

    Looking over that article, I have a lot of good ideas - how can I prevent against total equipment destruction though... I hear about it in other posts - people saying how to destroy equipment, but very few mention how to prevent that from happening. Any thoughts?

    Thanks again!
  •  11-03-2009, 2:34 PM 1852372 in reply to 1852310

    Re: Tankadin theory

    Stronghold Gauntlets is one of the best solutions.  It makes your weapons untargetable so that they can't be stroyed by selective equipment destruction.  Unfortunately, there's no surefire way to protect all your equipment.  Ring of Invincibility may help, I can't remember if it works on equipment.
    Click for trades!!! ^___^

    http://entertainment.upperdeck.com/WOW/COMMUNITY/forums/thread/1800930.aspx
  •  11-05-2009, 12:35 AM 1853040 in reply to 1852372

    Re: Tankadin theory

    Usually my Tankadin builds to 5 equipment and uses the Doomplate Shoulderguards and Stronghold Gauntlets.  Maybe back that up with A Glimmer of Hope, but that doesn't stop ally destroying your equipment.  I often use the Protector "Deathgrip" Jones.

    Kobradin

  •  11-05-2009, 2:59 PM 1853278 in reply to 1851926

    Re: Tankadin theory

    3070074:
    I'm pretty new - so new I've purchased about 15 packs and a DK starter thus far. But I'm partial to paladins from my wow gaming. I'm thinking of playing a Protection Paladin type of deck...

    The idea would be to allow most damage to funnel to the Pally himself and let him heal it fast, while letting allies do most of my real damage. Or alternatively let him soak/heal as long as needed until he can muster the strength to deal massive damage each turn.

    Can anyone give me good tips for this build/ tell me the viability of it in play?

    Thanks!





    All of those are pretty useful, especially Divine Riposte + Atonement.


    The problem with running a 'prevention' deck is 'unpreventable' damage which would shut the deck down very fast. However, that being said, if you couple the deck concept with a good selection of allies and you use your hero to help keep them alive you could have a dangerous deck.

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