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RenoJackson's Top 10 Legend Aggro Paladin

  • Last updated Dec 27, 2017 (Kobolds Patch)
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Wild

  • 21 Minions
  • 8 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Aggro Paladin
  • Crafting Cost: 9880
  • Dust Needed: Loading Collection
  • Created: 12/27/2017 (Kobolds Patch)
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  • Battle Tag:

    RenoJackson#11673

  • Region:

    US

  • Total Deck Rating

    1856

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I started serious grinding for top ranks two days ago, after a loooooong ass vacation only playing Howlfiend Warlock (which is an incredibly fun deck, enough that I'm content with losing 100+ ranks in a span of two weeks). I thought that I'd have time at the end at the month but other things came up, so left me with only 10 hours (5 hours a day for 2 days) to get back the ranks I've lost. And what's the only deck that can consistently steal rank 4 wins against all meta decks? Aggro Paladin.

It took me one day to climb to #18, and another two hours to #8 before stopping because I'm a big chicken. With just a bit (a lot) of aid from Call to Arms, the card our Wild Expert Haydumb deemed as absolute bonkers, the deck demolish the meta if you tech for it.

Update: now at #6.

 

Why I included/excluded the following cards:

Spellbreaker: If there's anything that's more broken than a 4 mana ~6/6 worth of stats, then it is a 0 mana 3/9 big ass demon. Spellbreaker is the obvious tech against our public enemy #1, Cubelock, AND public enemy #2, Big Priest as well as a whole lot of minor disturbance down on the list.

Muster for Battle: You might (you probably will) question my sanity when you see only 1 Muster for Battle in an aggro deck. I mean, do I even know how to aggro? But hear me out. Muster for Battle is NOTHING but a nuisance in a lot of games, it just floods the board and you cannot develop anything else. Besides synergies with Knife Juggler and with Deckhand, it offers far less utility than it did in our 'Fan Favorite' Dude Paladin. I personally feel one is enough, but feel free to add another one.

Val'anyr: I don't have it. You can swap for anything you find reasonable.

Gormok the Impaler: Again, I don't have him, damn who even has this guy anyway? He's a better Sea Giant in a sense that he often provides immediate impact. You might think about the second Muster if you play the dude anyway.

Haunted Creeper: Doesn't do enough I feel. I still keep one to pull from Call to Arms.

Kezan Mystic: Tech in if you face a lot of Mages (or Rogues/Hunters). She can win games by her own.

Keeper of Uldaman/Equality: Play 'em if you really hate Warlocks like I do. I used to put an Equality in my deck, but Spellbreaker is way better against these guys. Equality's best application is against Naga Giants decks, you'll find yourself losing to these lads quite often because Aggroadin isn't the fastest aggro deck.

Divine Favor: Aggroadin has been viable since forever largely thanks to this card. Who would've thought 3 mana draw 6 would be, like, pretty good, right? But against fellow Face players, this is very much a liability. You can choose to only play one copy of the card, but you might find yourself short of resource against control. Can't have everything right?

Consecration: Anti flood board techs. You might deliberately let your enemy play into it (only fools play or play around Consecration in Aggro Paladin) and then play the card, slam down a couple Creepers. Now you gain both tempo and card advantage.