Uther Paladin #370 Legend – Spike

Uther Paladin #370 Legend - Spike
Proof Spike

Felt pretty good into Imbue Mage, Seedlock, and to some extent Reno Shaman, Big Shaman and Libram Paladin.
Call To Arms Paladin, Even Shaman and Shadow Priest are rocky matchups. Lack of single target removal means buffed Windfury options normally ended the game outright, and Aggro Priest has enough damage from hand that getting 10 mana works in their favor. I didn’t encounter anything else often enough to comment.
Early Depth Charge can lock aggro up for a turn and remove a turn of development if they don’t have enough on board to kill it, but otherwise removal is too limited to be comfortable.
If you have Oil in your deck, you can do some cheeky Dragonscale Arms plays to draw an extra time on your combo turn.
I ran Safety Inspector instead of Chow for part of my run. I don’t think it’s a bad option, but I can slam Chow if I go first or have spare mana against Shaman/Paladin, and I don’t need to hold it post-Order.
Not a big fan of Ursol/Time Out. I prefer to have as consistent a combo line as possible. Getting my Order in the Court less consistently plus having to wait an extra turn for to draw my Noz and/or combo pieces is a death sentence, especially against Priest.
I liked Sphere a lot. It let me fish for Sing-Along Buddy/Garrison Commander the turn after playing Noz, so there’s a nice consistency bump there.
Overall, wouldn’t recommend for laddering due to how prevalent CtA and Shadow Priest are currently. But it’s entirely viable.

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