Analysing Early Game Value- and Tempowise

I'm not sure I'm understanding this properly, but here's an attempt at the perfect counter to the perfect paladin opening.

Paladin 1:

Play: Coin, play Shielded Minibot #1

Action: None

Priest 1:

Play: Northshire Cleric

Action: None

Paladin 2:

Play: Shielded Minibot #2

Action: Shielded Minibot #1 (2/2 w/ Shield -> 2/2) into Northshire Cleric (1/3 -> 1/1)

Priest 2:

Play: Unstable Ghoul

Action: Cleric into Face

Paladin 3:

Play: Muster for Battle (after Ghoul is killed)

Action: Shielded Minibot #1 (2/2, no shield -> 2/1, no shield) into Unstable Ghoul (1/3 -> 1/1), Shielded Minibot #2 (2/2 w/ shield -> 2/2, no shield) into Unstable Ghoul (1/1 -> dead), Ghoul triggers, Cleric (1/1 -> dead) Shielded Minibot #1 (2/1 -> dead) Shielded Minibot #2 (2/2, no shield -> 2/1)

Priest 3:

Play: Wild Pyromancer

Action: PW:Shield Pyromancer (3/2 -> 3/4), trigger Wild Pyromancer effect, Pyromancer (3/4 -> 3/3), Shielded Minibot #2 (2/1 -> dead) Silver Hand Recruit x3 (1/1 -> dead)

Paladin 4:

Play: Blessing of Kings and Keeper of Uldaman are non-options, since the paladin's board is empty. Concentrate is a waste, since the paladin can kill the 3/1 Pyromancer with Light's Justice. Truesilver is a tempo loss. Shredder is the only play in this situation. Play Shredder.

Action: None

Priest 4:

Play: Lots of options, since you have initiative and a Pyromancer on the board. The best possible play is probably Smite + Pyro trigger to pop Shredder, trade Pyro into whatever comes out, then play Injured Blademaster and CoH/Light of the Naaru.

/r/CompetitiveHS Thread