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On Spells and Society, or how 5e spells completely change everyone's lives.

Today i have a confession to make: i'm a little bit of a minmaxer. And honestly, i think that's a pretty desirable trait in a DM. The minmaxer knows the rules, and exploits them to maximum efficiency.
"But wait, what does that have to do with spell use in society?" - someone, probably.
Well, the thing is that humans are absolutely all about minmaxing. There's a rule in the universe that reads "gas expands when hot", and suddenly we have steam engines (or something like that, i'm a political scientist not an engineer). A rule says 1+1 = 2, and suddenly we have calculus, computers and all kinds of digital stuff that runs on math. Sound is energy? Let's convert that shit into electricity, run it through a wire and turn it back into sound on the other side.
Bruh. Science is just minmaxing the laws of nature. Humanity in real life is just a big bunch of munchkins, and it should be no different in your setting.
And that is why minmaxing magic usage is something societies as a whole would do, specially with some notable spells. Today i will go in depth on how and why each of these notable mentions has a huge impact on a fantasy society.
We'll go from lowest level to highest, keeping in mind that the lower level a spell the more common it should be to find someone who has it, so often a level 2-3 spell will have more impact than a level 9 spell.

Mending (cantrip).
Repair anything in one minute. Your axe lost its edge? Tore your shirt? Just have someone Mend it.
Someone out there is crying "but wait! Not every village has a wizard!" and while that is true, keep in mind any High Elf knows a cantrip, as can any Variant Human.
A single "mender" could replace a lot of the work a smith, woodworker or seamstress does, freeing their time to only work on making new things rather than repair old ones.

Prestidigitation (cantrip).
Clean anything in six seconds. Committed axe murders until the axe got blunt, and now there's blood everywhere? Dog shit on your pillow out of spite? Someone walked all over the living room with muddy boots? Just Prestidigitate it away.
This may look like a small thing, but its actually huge when you apply it to laundry. Before washing machines were a thing housewives had to spend several hours a week washing them manually, and with Prestidigitation you can just hire someone to get it done in a few minutes.
A single "magic cleaner" can attend to several dozen homes, if not hundreds, thus freeing several hours of the time of dozens of women.
Fun fact: there's an interesting theory that says feminism only existed because of laundry machines and similar devices. Women found themselves having more free time, which they used to read and socialize. Educated women with more contacts made for easy organization of political movements, and the fact men were now able to do "the women's work" by pushing a button meant men were less opposed to losing their housewives' labor. Having specialized menders and magic cleaners could cause a comparable revolution in a fantasy setting, and help explain why women have a similar standing to men even in combat occupations such as adventuring.

Healing in general (1st-2nd level).
This one is fairly obvious. A commoner has 4 hit points, that means just about any spell is a full heal to the average person. That means most cuts, stab wounds, etc. can be solved by the resident cleric. Even broken bones that would leave you in bed for months can be solved in a matter of seconds as soon as the holy man arrives.
But that's nothing compared to the ability to cure diseases. While the only spell that can cure diseases is Lesser Restoration, which is second level, a paladin can do it much more easily with just a Lay on Hands. This means if one or two people catch a disease it can just be eradicated with a touch.
However doing that comes with a cost. If everyone is instantly expunged of illness, the populace does not build up their immune systems. Regular disease becomes less common, sure, but whenever it is reintroduced (by, say, immigrants or contact with less civilized humanoids) it can spread like wildfire, afflicting people so fast that no amount of healers will have the magic juice to deal with it.
Diseases become rare, plagues become common.

Continual Flame (2nd).
Ok, this one is a topic i love and could easily be its own post.
There's an article called "Why the Falling Cost of Light Matters", which goes in detail about how man went from chopping wood for fire, to using animal fat for candles, then other oils, whale oil, kerosene, then finally incandescent light bulbs, and more recently LED lights. Each of these leaps is orders of grandeur more efficient than the previous one, to the point that the cost of light today is about 500,000 times cheaper than it was for for a caveman. And until the early 1900s the only way mankind knew of making light was to set things on fire.
Continual Flame on the other hand allows you to turn 50gp worth of rubies and a 2nd level spell slot into a torch that burns forever. In a society that spends 60 hours of labor to be able to generate 140 minutes of light, this is a huge game changer.
This single spell, which i am 99% sure was just created as an excuse for why the dungeon is lit despite going for centuries without maintenance, allows you to have things like public lighting. Even if you only add a new "torchpost" every other week or month sooner or later you'll be left with a neatly lit city, specially if the city has had thousands of years in which to gather the rubies and light them up.
And because the demand of rubies becomes so important, consider how governments would react. Lighting the streets is a public service, if its strategically relevant to make the city safer at night, would that not warrant some restrictions on ruby sales? Perhaps even banning the use of rubies in jewelry?
Trivia: John D. Rockefeller, the richest man in history, gained his wealth selling kerosene. Kerosene at the time was used to light lamps. Gasoline was invented much later, when Rockefeller tasked a bunch of scientists to come up with a use for some byproducts of the kerosene production. This illustrates how much money is to be had in the lighting industry, and you could even have your own Rockefeller ruby baron in your game. I shall call him... Dohn J. Stonebreaker. Perfect name for a mining entrepreneur.
Whether the ruby trade ends up a monopoly under the direct supervision of the king or a free market, do keep in mind that Continual Flame is by far the most efficient way of creating light.

Gentle Repose (2nd).
Cast it on a corpse, and it stays preserved for 10 days.
This has many potential uses, from preserving foodstuffs (hey, some rare meats are expensive enough to warrant it) to keeping the bodies of old rulers preserved. Even if a ruler died of old age and cannot be resurrected, the body could be kept "fresh" out of respect/ceremony. Besides, it keeps the corpse from becoming undead.

Skywrite (2nd).
Ok, this one is mostly a gag. While the spell can be used by officials to make official announcements to the populace, such as new laws or important news, i like to just use it for spam. I mean, its a ritual spell that writes a message on the sky; what else would people use it for?
Imagine you show up in a city, and there's half a dozen clouds reading "buy at X, we have what you need", "get your farming supplies over at Joe's store" or "vote Y for the city council".
The possibilities are endless, and there's no way the players can expect it. Just keep in mind that by RAW the spell can only do words, meaning no images. No Patrick, "8===D" is not a word.

Zone of Truth (2nd).
This one is too obvious. Put all suspects of a crime into a ZoT, wait a couple minutes to make sure they fail the save, then ask each one if he did it. Sure its not a perfect system, things like the Ring of Mind Shielding still exist, but it's got a better chance of getting the right guy than most medieval justice systems. And probably more than a few contemporary ones. All while taking only a fraction of the time.
More importantly, with all the average crimes being handled instantly, the guards and investigators have more time to properly investigate the more unusual crimes that might actually involve a Thought Shield, Ring of Mind Shielding or a level 17 Mastermind.
There is a human rights argument against messing with people's minds in any way, which is why this may not be practiced in every kingdom. But there are definitely some more lawful societies that would use ZoT on just about every crime.
Why swear to speak the truth and nothing but the truth when you can just stand in a zone of truth?
Another interesting use for ZoT is oaths. When someone is appointed into an office, gets to a high rank in the military or a guild, just put them in a ZoT while they make their oath to stand for the organization's values and yadda yadda. Of course they can be corrupted later on, but at least you make sure they're honest when they are sworn in.

Sending (3rd).
Sending is busted in so many ways.
The more "vanilla" use of it is to just communicate over long distances. We all know that information is important, and that sometimes getting information a whole day ahead can lead to a 40% return on a massive two-year investment. Being able to know of invasions, monsters, disasters, etc. without waiting days or weeks for a courier can be vital for the survival of a nation. Another notable example is that one dude who ran super fast for a while to be the first to tell his side of a recent event.
But the real broken thing here is... Sending can Send to any creature, on any plane; the only restriction being "with which you are familiar". In D&D dead people just get sent to one of the afterlife planes, meaning that talking to your dead grandfather would be as simple as Sending to him. Settling inheritance disputes was never easier!
Before moving on to the next point let me ask you something: Is a cleric familiar with his god? Is a warlock familiar with his patron?

Speak With Dead (3rd).
Much like Sending, this lets you easily settle disputes. Is the senate/council arguing over a controversial topic? Just ask the beloved hero or ruler from 200 years ago what he thinks on the subject. As long his skeleton still has a jaw (or if he has been kept in Gentle Repose), he can answer.
This can also be used to ask people who killed them, except murderers also know this. Plan on killing someone? Accidentally killed someone? Make sure to inutilize the jaw. Its either that, being so stealthy the victim can't identify you, or being caught.

Note on spell availability.
Oh boy. No world-altering 4th level spells for some reason, and suddenly we're playing with the big boys now.
Spells up to 3rd level are what I'd consider "somewhat accessible", and can be arranged for a fee even for regular citizens. For instance the vanilla Priest statblock (MM348) is a 5th level cleric, and the standard vanilla Druid (MM346) a 4th level druid.
Spells of 5th level onward will be considered something only the top 1% is able to afford, or large organizations such as guilds, temples or government.

Dream (5th).
I was originally going to put Dream along with Sending and Telepathy as "long range communication", but decided against it due to each of them having unique uses.
And when it comes to Dream, it has the unique ability of allowing you to put your 8 hours of sleep to good use. A tutor could hire someone to cast Dream on him, thus allowing him to teach his student for 8 hours at any distance. This is a way you could even access hermits that live in the middle of nowhere or in secluded monasteries. Very wealthy families or rulers would be willing to pay a good amount of money to make sure their heirs get that extra bit of education.
Its like online classes, but while you sleep!
Another interesting use is for cheating. Know a princess or queen you like? She likes you back? Her dad put 400 trained soldiers between you? No problemo! Just find a 9th level Bard, Warlock or Wizard, but who am i kidding, of course it'll be a bard. And that bard is probably you. Now you have 8 hours to do whatever you want, and no physical evidence will be left.

Raise Dead (5th).
Few things matter more in life than death. And the ability to resurrect people has a huge impact on society. The impact is so huge that this topic needs topics of its own.
First, diamond monopoly. Remember what i said about how Continual Flame would lead to controlled ruby sales due to its strategic value? This is the same principle, but a hundred times stronger. Resurrection is a huge strategic resource. It makes assassinations harder, can be used to bring back your officials or highest level soldiers over and over during a war, etc. This means more authoritarian regimes would do everything within their power to control the supply and stock of diamonds. Which in turn means if anyone wants to have someone resurrected, even in times of peace, they'll need to call in a favor, do a quest, grease some hands...
Second, resurrection insurance. People hate risks. That's why insurance is such a huge industry, taking up about 15% of the US GDP. People insure their cars, houses... even their lives. Resurrection just means "life insurance" is taken more literally. This makes even more sense when you consider how expensive resurrection is: nobody can afford it in one go, but if you pay a little every month or year you can save up enough to have it done when the need arises.
This is generally incompatible with the idea of a State-run monopoly over diamonds, but that just means different countries within a setting can take different approaches.
To make things easier, i even used some microeconomics to make a sheet in my personal random generators to calculate the price of such a service. Just head to the "Insurance" tab and fill in the information relative to your setting.
With actual life insurance resurrection can cost as little as 5gp a year for humans or 8sp a year for elves, making resurrection way more affordable than it looks.
Also, do you know why pirates wore a single gold earring? It was so that if your body washes up on the shore whoever finds it can use the money to arrange a proper burial. Sure there's a risk of the finder taking it and walking away, but the pirates did it anyway. With resurrection in play, might as well just wear a diamond earring instead and hope the finder is nice enough to bring you back.
I got so carried away with the whole insurance thing i almost forgot: the possibility of resurrection also changes how murders are committed.
If you want someone dead but resurrection exists, you have to remove the vital organs. Decapitation would be far more common. Sure resurrection is still possible, but it requires higher level spells or Reincarnate, which has... quirks.
As a result it should be very obvious when someone was killed by accident or an overreaction, and when someone was specifically out to kill the victim.

Scrying (5th).
This one is somewhat obvious, in that everyone and their mother knows it helps finding people. But who needs finding? Well, that would be those who are hiding.
The main use i see for this spell, by far, is locating escaped criminals. Just collect a sample of hair or blood when arresting someone (or shipping them to hard labor which is way smarter), and if they escape you'll be almost guaranteed to successfully scry on them.
A similar concept to this is seen in the Dragon Age series. If you're a mage the paladins keep a sample of your blood in something called a phylactery, and that can be used to track you down. There's even a quest or two about mages trying to destroy their phylacteries before escaping.
Similarly, if you plan a jailbreak it would be highly beneficial to destroy the blood/hair sample first. As a matter of fact i can even see a thieves guild hiring a low level party to take out the sample while the professional infiltrators get the prisoner out. Keep in mind both events must be done at the same time, otherwise the guards will just collect a new sample or would have already taken it to the wizard.
But guards aren't the only ones with resources. A loan shark could keep blood samples of his debtors, a mobster can keep one of those who owe him favors, etc. And the blood is ceremoniously returned only when the debt is fully paid.

Teleportation Circle (5th), Transport Via Plants (6th).
In other words, long range teleportation. This is such a huge thing that it is hard to properly explain how important it is.
Teleportation Circle creates a 10ft. circle, and everyone has one round to get in and appear on the target location. Assuming 30ft. movement that means you can get 192 people through, which is a lot of potential merchants going across any distance. Or 672 people dashing.
Math note: A 30ft radius square around a 10ft. diameter square, minus the 4 original squares. Or [(6*2+2)^2]-4 squares of 5ft. each. Hence 192 people.
Getting hundreds of merchants, workers, soldiers, etc. across any distance is nothing to scoff at. In fact, it could help explain why PHB item prices are so standardized: Arbitrage is so easy and cheap that price differences across multiple markets become negligible. Unless of course countries start setting up tax collectors outside of the permanent teleportation circles in order to charge tariffs.
Transport Via Plants does something very similar but it requires 5ft of movement to go through, which means less people can be teleported. On the other hand it doesn't burn 50gp and can take you to any tree the druid is familiar with, making it nearly impossible for tax collectors to be waiting on the other side. Unfortunately druids tend to be a lot less willing to aid smugglers, so your best bet might be a bard using spells that don't belong to his list.
With these methods of long range teleportation not only does trade get easier, but it also becomes possible to colonize or inhabit far away places. For instance if someone finds a gold mine in the antarctic you could set up a mine and bring food and other supplies via teleportation.

Major Image (6th level slot).
Major Image is a 3rd level spell that creates an illusion over a 20ft cube, complete with image, sound, smell and temperature. When cast with a 6th level slot or higher, it lasts indefinitely.
That my friends, is a huge spell. Why get the world's best painter to decorate the ceiling of your cathedral when you can just get an illusion made in six seconds?
The uses for decorating large buildings is already good, but remember: we're not restricted to sight.
Cast this on a room and it'll always be cool and smell nice. Inns would love that, as would anyone who always sleeps or works in the same room. Desert cities have never been so chill.
You can even use an illusion to make the front of your shop seem flashier, while hollering on loop to bring customers in.
The only limit to this spell is your imagination, though I'm pretty sure it was originally made just to hide secret passages.
Trivia: the ki-rin (VGM163) can cast Major Image as a 6th level spell, at will. It's probably meant to give them fabulous lairs yet all it takes is someone doing the holy horsey a big favor, and it could enchant the whole city in a few hours. Shiniest city on the planet, always at a nice temperature and with a fragrance of lilac, gooseberries or whatever you want.

Simulacrum (7th).
Spend 12 hours and 1500gp worth of ruby dust, and get a clone of yourself. Notably, each caster can only have one simulacrum, regardless of who the person he cloned is.
How this changes the world? By allowing the rich and powerful to be in two places at once. Kings now have a perfect impersonator who thinks just like them. A wealthy banker can run two branches of his company. Etc.
This makes life much easier, but also competes with Continual Flame over resources.
It also gives "go fuck yourself" a whole new meaning, making the sentence a valid Suggestion.

Clone (8th).
If there's one spell i despise, its Clone.
Wizard-only preemptive resurrection. Touch spell, costs 1.000gp worth of diamonds each time, takes 120 days to come into effect, and creates a copy of the creature that the soul occupies if the original dies. Oh, and the copy can be made younger.
Why is it so despicable? Because it makes people effectively immortal. Accidents and assassinations just get you sent to the clone, and old age can be forever delayed because you keep going back to younger versions of yourself. Being a touch spell means the wizard can cast it on anyone he wants.
In other words: high level wizards, and only wizards, get to make anyone immortal.
That means wizards will inevitably rule any world in which this spell exists.
Think about it. Rulers want to live forever. Wizards can make you live forever. Wizards want other stuff, which you must give them if you want to continue being Cloned. Rulers who refuse this deal eventually die, rulers who accept stick around forever. Natural selection makes it so that eventually the only rulers left are those who sold their soul to wizards. Figuratively, i hope.
The fact that there are only a handful of wizards out there who are high enough level to cast the spell means its easier for them organize and/or form a cartel or union (cartels/unions are easier to maintain the fewer suppliers are involved).
This leads to a dystopian scenario where mages rule, kings are authoritarian pawns and nobody else has a say in anything. Honestly it would make for a fun campaign in and of itself, but unless that's specifically what you're going for it'll just derail everything else.
Oh, and Clone also means any and all liches are absolute idiots. Liches are people who turned themselves into undead abominations in order to gain eternal life at the cost of having to feed on souls. They're all able to cast 9th level wizard spells, so why not just cast an 8th level one and keep undeath away? Saves you the trouble of going after souls, and you keep the ability to enjoy food or a day in the sun.

Demiplane (8th).
Your own 30ft. room of nothingness. Perfect place for storage and a DM's nightmare given how once players have access to it they'll just start looting furniture and such. Oh the horror.
But alas, infinite storage is not the reason this is a broken spell. No sir.
Remember: you can access someone else's demiplane. That means a caster in city 1 can put things into a demiplane, and a caster in city 2 can pull them out of any surface.
But wait, there's more! There's nothing anywhere saying you can't have two doors to the same demiplane open at once. Now you're effectively opening a portal between two places, which stays open for a whole hour.
But wait, there's even more! Anyone from any plane can open a door to your neat little demiplane. Now we can get multiple casters from multiple planes connecting all of those places, for one hour. Sure this is a very expensive thing to do since you're having to coordinate multiple high level individuals in different planes, but the payoff is just as high. We're talking about potential integration between the most varied markets imaginable, few things in the multiverse are more valuable or profitable. Its a do-it-yourself Sigil.
One little plot hook i like about demiplanes is abandoned/inactive ones. Old wizard/warlock died, and nobody knows how to access his demiplanes. Because he's at least level 15 you just know there's some good stuff in there, but nobody can get to it. Now the players have to find a journal, diary, stored memory or any other way of knowing enough about the demiplane to access it.

True Polymorph (9th).
True Polymorph. The spell that can turn any race into any other race, or object. And vice-versa. You can go full fairy godmother and turn mice into horses. For a spell that can change anything about one's body it would not be an unusual ruling to say it can change one's sex. At the very least it can turn a man into a chair, and the chair into a woman (or vice-versa of course).
But honestly, that's just the tip of the True Polymorph iceberg. Just read this more carefully:
> You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature
This means you can turn a rock or twig into a human. A fully functional human with, as far as the rules go, a soul. You can create life.
But wait, there's more! Nothing there says you have to turn the target into a known creature on an existing creature. The narcissist bard wants to create a whole race of people who look like him? True Polymorph. A player wants to play a weird ass homebrew race and you have no idea how it would fit into the setting? True Polymorph. Wizard needs a way to quickly populate a kingdom and doesn't want to wait decades for the subjects to grow up? True Polymorph. Warlock must provide his patron 100 souls in order to free his own? True Polymorph. The sorcerer wants to do something cool? Fuck that guy, sorcerers don't get any of the fun high level spells; True Poly is available to literally every arcane caster but the sorcerer.
Note: what good is Twinned Spell if all the high level twinnable spells have been specifically made unavailable to sorcerers?
Do keep in mind however that this brings a whole new discussion on human rights. Does a table have rights? Does it have rights after being turned into a living thing? If it had an owner, is it now a slave? Your country will need so many new laws, just to deal with this one spell.
People often say that high level wizards are deities for all intents and purposes. This is the utmost proof of that. Clerics don't get to create life out of thin air, wizards do. The cleric worships a deity, the wizard is the deity.

Intelligent creatures not only can game the system, but it is entirely in character for them to do so. I'll even argue that if humanoids don't use magic to improve their lives when it's available, you're pushing the suspension of disbelief.
With this post i hope to have helped you make more complex and realistic societies, as well as provide a few interesting and unusual plot hooks
Lastly, as much as i hate comment begging i must admit i am eager to see what spells other players think can completely change the world. Because at the end of the day we all know that extra d6 damage is not what causes empires to rise and fall, its the utility spells that make the best stories.

Edit: Added spell level to all spells, and would like to thank u/kaul_field for helping with finishing touches and being overall a great mod.
submitted by Isphus to DnDBehindTheScreen

An Old Dog with New Tricks: D5 to Legend with Non-Odd Dude Paladin

Hey there, I'm Old Uncle Skeeter, owner of the DMH Warrior Discord (+1000 members and growing, small flex) and today I'd like to share a homebrew I've been cooking for quite a while.
Legend Proof and Stats
This season I piloted my Dude Paladin list to legend with a 65% win rate (33 - 18). Yes, a non-odd Dude Paladin deck. Let's dive straight in.
EDIT: I hit top 500!!! (68% win rate)


2x (1) Lost in the Jungle
2x (1) Oh My Yogg!
2x (1) Righteous Cause
2x (1) Righteous Protector
2x (2) Air Raid
2x (2) Shielded Minibot
2x (3) Carnival Barker
2x (3) Day at the Faire
2x (3) Divine Favor
2x (3) Muster for Battle
2x (4) Balloon Merchant
2x (4) Lightforged Zealot
1x (5) Lothraxion the Redeemed
2x (5) Quartermaster
2x (6) Crystal Lion
1x (6) Sunkeeper Tarim

Deck code: AAEBAaToAgK5wQKH3gMOpwXqD+wP7Q+4xwLjywKJ5gKMrQOcrgOWtgOC3gOD3gOE3gOi3gMA


The idea for a non-odd Dude Paladin deck started back a few seasons ago when I was experimenting with meta decks from the past. I came across this list and wondered if it was possible to bring back the Pre-Witchwood tyrant that was Dude Paladin. My first list ended up looking like this and I peaked at 670 Legend starting from the 1000s in September. It was fun but very inconsistent compared to its big brother Odd Paladin and it still had many ways to go before being considered playable. And well, Darkmoon Faire came around and gave the deck everything it needed and a little extra.


Why not Odd?
  • The advantage that this deck holds over Odd Paladin is that it has more pay-off cards. Comparing the two, Odd Paladin is much stronger at creating boards due to its infinite resource of dudes, while Dude Paladin is much stronger at buffing them. By having the options of Balloon Merchant, Sunkeeper Tarim, Lightfused Stegodon, Level Up, etc., the deck can have bigger pay-offs with the boards it creates. This of course could be furthered with future even-costed synergy prints, which gives the deck room to grow as well. You also have the option of going with a variety of packages available to Paladin (Librams, Pure, etc.), which is something Odd Paladin cannot do due to the inclusion of Baku in the deck and the restriction of odd-costed cards.

Is Dude Paladin Better than Odd Paladin?
  • No, but yes. In my opinion, Dude Paladin has the potential to carve a niche and be equal in power to Odd Paladin. Maybe not right now, but sooner than you think. There are things Dude Paladin can do that Odd Paladin simply can't. Imagine if they revert Equality, and what that would mean for the deck. The more we see of even-costed synergy prints, the more the deck will be able to compete with Odd Paladin. This deck also has a much higher learning curve and skill expression than most aggressive decks, which I enjoy in the decks I play. While Aggro Druid looks to close the game by turn 5 and Odd Paladin infinitely refills its board effortlessly, Dude Paladin finds a nice balance between being an autopilot curve deck, but a game of resource management and thinking ahead. So, sure Dude Paladin isn't breaking any tier lists right now. But it could one day, just wait and see.

What about Even Paladin?
  • Unless Call to Arms is reverted, Even Paladin struggles with an identity crisis. Is it a dude deck? Not really, as you miss out on odd-costed dude cards like Muster for Battle or Lost in the Jungle, and buff cards like Quartermaster. Unless more even-costed synergy cards are printed, Even Paladin will remain a fun, yet terrible option compared to its better counterparts.

The Core, Flexibility, and Card Discussion

Core: This is what I'd argue to be the core of the deck and shouldn't be adjusted. If I were to reduce it, I would say Crystal Lion could be the next card.

Oh My Yogg! vs. Never Surrender!:
Oh My Yogg is probably the best secret printed for Paladin ever. I go into its usage later on, but it can do everything from neutering late-game board clears to stopping an Ancestor's Call highroll. This is why it's better on average compared to Never Surrender. Where Never Surrender could only stop 2 damage maximum, Oh My Yogg can protect your board from virtually anything. It is both proactive and reactive, and it is tilting as hell for your opponent. A core card indeed.

Carnival Barker vs. Steward of Darkshire:
With all of the new divine shield tools we now have in the deck, Steward's role compared to Barker is only better on curve, as in the later turns Barker shines more. Lothraxion on turn 5 followed by a Barker and corrupted Day at the Faire is insanity, therefore Barker offers more value while Steward offers a better curve play. Take Steward if you're seeing a lot of aggro.

Day at the Faire:
Finally, a much-needed dude generator for the deck. It has the flexibility of being a worse Muster for Battle on curve, or an easy to combo Stand Against Darkness turn 4 onwards. A great card and very flexible.

Balloon Merchant vs. Lightfused Stegodon:
Before Balloon Merchant the deck played Stegodon, which had an RNG effect and 1 less health point; it's clear to see why Stegodon has been phased out. What is important to note however is that while Balloon Merchant is better on curve, Stegodon offers game-ending highrolls in the form of windfury or +3 attack. This is up to chance however, and the lower consistency of Stegodon leaves it in the dust compared to the crazy power of Balloon Merchant.

Lothraxion the Redeemed:
This card is insane. It gives Dude Paladin a chance against long drawn out games against slow matchups, and can even win aggro matchups. I've won many Discard warlock games by coining this out and following the next turn with a double Air Raid. It gives the deck what is desperately needed, a way to stick dudes on the board so you can buff them the next turn. I don't need to say anything else about the card, it's great, it's worth it.

Crystal Lion:
You will rarely get this card out for 0 mana, but that's not the point of it. The power of this card is being able to curve out a 3 mana 5/5 divine shield in the slow matchups, and being able to combo it with dude generators in the later turns as a pile of stats. It doesn't get to see much use in the aggro matchups unless it's turn 5 combined with Day at the Faire, but the card is amazing at providing a beefy threat that is also a great trading tool for a cheap cost. A solid card, but it could be replaced in the future if something else takes its role.

Sunkeeper Tarim:
It's Sunkeeper Tarim. It's great. Why would I have to convince you otherwise?

These are the 5 cards I ended up running for the flexible spots:

Shielded Minibot:
In a deck that needs a solid turn 2, Shielded Minibot is amazing on curve and is a great trading tool early on. It also provides a good sticky body for the slow matchups, but its main role in the deck is as a strong curve minion for the aggro matchup. Could easily be replaced by another 2 drop in the near future.

Double Divine Favor:
The deck needs all the draw it can get, and by running double Divine Favor you are guaranteeing to have it in the control matchup where it is most valuable. The first one is core, but the second one is optional due to being an absolute dead draw in the aggro matchup. If I had faced more aggro I would've most likely swapped it out for something like a Consecration.

Lightforged Zealot:
A lot of people talk bad about my boy Zealot just because of his statline. Yes, his statline could be better if it was a 3/3, but by going pure and using Lightforged Zealot, you have an invaluable tool at dealing with tall threats while using your dudes to trade off smaller minions. The tempo he gives alone is amazing in all matchups and gives the 4 drop slot much-needed love which paladin is historically bad in. It also corrupts your Day at the Faire for a great follow up on turn 5.
Versus Control: Tech Examples: Loatheb, Double Divine Favor, Keeper of Uldaman, Equality, Lightfused Stegodon, Drygulch Jailor, Level Up!, Never Surrender!, Vinecleaver, Justicar Trueheart, etc.

I originally ran him in my list, but as the only neutral card in my deck, I cut him for the pure package and I haven't turned back. I found that the tempo of a turn 4 Lightforged Zealot was very powerful in the control matchup as added pressure and I still won games without Loatheb due to the sheer power of Oh My Yogg. Of course, Loatheb is very powerful in matchups like Big Priest, so it will always be relevant as an option for the deck.

Drygulch Jailor:
I used to play the card in my first few lists, but now I find barely a reason to play the card. Even in the control matchup, the deck feels like it has enough gas that it doesn't need it. And of course, it is horrendous in the aggro matchup. However, it's still a dude generator, and it can round off turns with its 1 mana dudes, so it's always considerable.

Please revert this card and Hall of Fame it. If that were to happen, this could be an absolute beast in the Big matchups.
Versus Aggro: Tech Examples: Lightforged Zealot, Consecration, Shielded Minibot, Spikeridged Steed, High Exarch Yrel, Steward of Darkshire, etc.

As a single card, it could be effective as a counter to wide decks such as Odd Paladin and Aggro Druid. However, a better way to counter those decks is to go wide yourself, but the option is considerable.

High Exarch Yrel:
Since we could already go pure, this card could be interesting as a closer for aggro matchups. The only issue is, you've either won or lost by turn 8 on average, but it could find a spot one day who knows.

Piloting Tips

General Mulligan:
Always keep and look for your dude generators, curve plays, and key matchup cards. You rarely keep buff cards as you need to establish board presence early, and you're likely to draw them later. Only keep them if you're guaranteed to have a good curve.
Examples: Muster for Battle, Air Raid, Lost in the Jungle, Righteous Cause, Lightforged Zealot, Oh My Yogg, Lothraxion, etc.

  • Unlike Odd Paladin, the deck's dude generation resources are limited, therefore you have to learn how to hold back while maintaining board presence to create pressure. By vomiting dudes every turn, you are putting yourself in jeopardy of running out of gas before you can even get to your buff cards. On the other hand, being greedy will not create enough pressure to pull out board clears and put you in a position to close the game. Keeping an average-sized board will give you plenty of success in a lot of your games, too many minions are you're overcommitting, too little and there's no pressure.

Yogg is our savior:
  • In many matchups, a key board clear can separate you from winning. Oh My Yogg is our way of interrupting those turns to buy us extra time to buff our dudes. Keeping in mind key turns such as turn 7 for Psychic Scream or turn 5 for Brawl will keep your boards full and your enemies salty. You can also use Oh My Yogg in matchups like Secret Mage, Aggro Druid, or even Discard Warlock to disable key secrets or buffs. If you are using Never Surrender instead, the same logic applies but you won't be able to interrupt clears like Psychic Scream, so keep that in mind.

Know your outs:
  • This will be explored in the matchups section, but your game plan and mulligan will change depending on your matchup. Is it Odd Warrior? You better keep that Lothraxion in your opening mulligan. Aggro? Hard mulligan for those early dude generators to establish board presence fast. Thinking ahead is step one to winning games.

Don't be afraid to hero power in slow matchups:
  • Yes, I know it's not as efficient as Odd Paladin's hero power, but this ties into being patient and cautious with going wide. In the control matchup, while it may be tempting to do a turn 1 Lost in the Jungle followed by a turn 2 Air Raid, what I have found is that hero powering on turn 2 in cases like those is frequently the better play. In that case, you are only giving up the potential of having a fourth dude on the board, but you are keeping card advantage in the case that they clear this first board, which is typically what happens. Sometimes it's worth using the hero power so you can keep the wide board generators for after their clears.

Maximizing Righteous Cause value:
  • Righteous Cause is a card that has a ton of skill expression and setup potential due to being able to activate past its 5 minion requirement, and learning how to abuse its power can create massive threatening boards. Playing it on turn 1 can set you up for a good curve, but you can try to set it up so that you have 4/5 minions, and playing Sunkeeper Tarim to finish it and getting a board of 4/4's. The card is the best we have for a Mark of the Lotus in the deck, but its condition can work to your benefit easily if you know how to work around it.

Brief Matchup Advice

Big or Normal Sized Priests:
  • Priest is an absolute drag, and even though 30% of my matches played were against them, I still managed a 50% win rate versus their shenanigans. Oh My Yogg is a key card for this matchup, as to disable Psychic Screams and Mass Hysterias, which typically kills any momentum you might have. In the Big Priest matchup, being able to delay a Shadow Essence turn or even a Diamond Spellstone turn is huge for the matchup, so stay aware of what turn it is and plan accordingly, you only have 2 of these. Tarim and Keeper of Uldaman are also powerful for the Big Priest Matchup as a counter to resurrection turns.

Control Warrior:
  • Lothraxion carries the deck in what used to be an unfavored matchup. Once you drop him, your boards become insanely sticky and less vulnerable to cheap whirlwind effects Warrior plays, and with Oh My Yogg you can protect your boards from Brawls. What was once a totally unfavored matchup, is now leaning towards a skill-based matchup.

Warlocks, Voidlords, Defile, and you:
  • Defile is your main enemy here, so don't play into it. Simple. Voidlords can win games on the spot, but with Tarim, Keeper of Uldaman, or even Equality, you might be able to edge out a win before turn 10 if you're lucky. Typically unfavored due to the wall Voidlord imposes early on and the turn 10 finisher.

Odd Paladin:
  • Sadly, unless the Odd Paladin makes terrible misplays or they brick their hand, you rarely win. Due to their constant board flooding at zero cost, and their massive turn 1 with a Tour Guide, Dude Paladin can't keep up in the matchup. Try to go wide as much as possible and get a Balloon Merchant on turn 4 to win trades, but you will most likely not win. Consecration on turn 4 could be a game-changer, but I didn't face enough Odd Paladins to try it.

Big Bad Shaman:
  • If you get highrolled, you get highrolled, simple as that. In cases where you can actually play the game, Oh My Yogg is your counter to previously crippling cards like Devolve or Maelstrom Portal. Always make sure to clear the big minions so they don't stick around for long, and make sure you keep your pressure up to close the game fast.

What Works, What Doesn't, and the Future of Dude Paladin

What Works

Crystology: In my first few lists I experimented with a Crystology focused package of Tour Guide, Righteous Protector, and a single Dryjulch Jailor, and it actually worked! Since we're not running Tour Guide or Jailor anymore, Crystology doesn't fit right now, but in the future with more 1 attack minions that fit in the deck, I see the card fitting right in.

Pure: This surprised me! I didn't expect it to be so good but it is. I've gone on about how good Lightforged Zealot is as a much-needed turn 4 for the deck, but I originally thought it wouldn't contribute to the gameplan of the deck. Who knew playing good minions is what a deck wants to do?
What Doesn't

Call to Arms: Originally a staple in Pre-Witchwood Dude Paladin lists, I cut it because of the little synergy it has with the current build. It tries to squeeze into an already crowded 5 drop slot and you have to run seven 1 to 2 drops to make it be consistent. The card is undeniably amazing, but its lack of synergy in an already tight deck leaves it in an unfavorable state.

Nerfed Cards: Light a candle for the fallen. Level Up!, Equality, Call to Arms, you will all be sorely missed. But maybe there's hope?
The Future

Buffs, Reverts, and Hope, Oh My!: Dude Paladin has a bright future ahead of it. We could see the return of Call to Arms builds or Crystology introduced as a draw tool, maybe packages like Librams or expanding on Pure could even be optimal. In an alternate timeline or the near future, maybe we could see the unnerfing of old staples, and the printing of new powerful inclusions that fills the deck's weaknesses, putting it in an even more powerful state.

Here are my suggestions:

2 Mana 1/2 Deathrattle: Summon 2 1/1 Silver Hand Recruits.
Buff Level Up to 4 mana or rework it a 2 mana spell: Give your Silver Hand Recruits +1/+1 and Taunt.
Revert Equality nerf and Hall of Fame it.
Revert Call to Arms nerf.

Closing Thoughts

You could say I got lucky on this climb, but I think there's a case to be made about the potential of Dude Paladin. With its variety of brand new toys, it could one day be a competitive list in the meta. Only time will tell.
Let me know if I've forgotten anything or if you have any questions. Thanks for reading!
submitted by OldUncleSkeeter to wildhearthstone

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