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81% Winrate - Aggro Paladin [#93 LEGEND]

  • Last updated Jan 10, 2018 (Kobolds Patch)
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Wild

  • 20 Minions
  • 8 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Aggro Paladin
  • Crafting Cost: 9940
  • Dust Needed: Loading Collection
  • Created: 1/1/2018 (Kobolds Patch)
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  • Battle Tag:

    Jetstream#1373

  • Region:

    KR/TW

  • Total Deck Rating

    30

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DISCLAIMER: This deck is not my innovation. It's a tweaked version of ControlTheBoard's Aggroadin list. I am NOT taking any credit.


2018/1/11: UPDATE - Added extensive mulligan guide, matchup explanation and possible tech choices.


This is the deck I used to hit Legend on November 2017 with an absolutely mind-blowing winrate of 81% from Rank 5 to Legend. It's the final's month, but if there's any interest in this deck, I'd try to write a guide on mulligans and matchups. However, the deck's game plan seems to be pretty self-explanatory on its own.

I actually forgot to take a shot of myself on #93 but here's me on #99.

There's proof of the 81% winrate, captured with HSDeckTracker.

Update: 

As I previously mentioned, I've got a ton of final exams in this week, but since there seems to me that people have taken interest in this deck, I'll do my best to do a write-up as soon as my exams finish, which will be in about 5 or 6 days from now. A general mulligan guide has been discussed in the comments section below, I'll rewrite that here. I'll extend the guide as soon as I can. Thanks for the love! 

Exams finished, let's get to work!


General Mulligan Guide:

As for the mulligans, you'd generally want to mulligan for a good "curve" rather than trying to get all of your 1s and 2s at once (Or at least that's how I mulliganned). You keep Call to Arms every time, if you're going second you also keep one copy of Corridor Creeper. If you KNOW for a fact that you're against a heavy control deck, you might want to consider keeping a Divine Favor as well. Other than that, you're looking for Ship's CannonShielded MinibotKnife JugglerRighteous Protector. Though as I said, try to go for a perfect curve rather than every low-cost card in your deck. For example, if you managed to get a good enough 1-drop, then you may as well keep your Muster for Battle and/or Southsea Captain. Against Warlocks, you might also want to consider keeping either Keeper of Uldaman or Sunkeeper Tarim (but not both at the same time), because they're Voidlords can single-handedly pluck those precious wins from under you and since I couldn't afford to run Spellbreakers, those guys I mentioned will have to do.

Class Specific Mulligan Guide And Matchup Explanation:

1. Paladin: 

Obviously, you're going to have to assume you're against another Aggro Paladin. Keep any card that might give you an edge. Corridor Creeper is a good example. Do NOT try to keep Divine Favor to get value, the moment you're able to draw cards with it, just do it. 

2. Priest:

You're either against Big Priest or Reno Priest. Either way, if you're going second you might want to keep a high drop card (Sunkeeper Tarim for instance). If you have enough early game, you can also keep one Divine Favor. I can't emphasize this enough guys, always play around turn 7 Psychic Scream. That card is so damn brutal vs this deck.

3. Warlock:

Assuming you're against a Cubelock, there's very little chance you can snatch a win from these guys, keep either your Keeper of Uldaman or Sunkeeper Tarim. These cards are your ONLY hope against Cubelock. Play around Defile as much as you can. Remember that a minion with Divine Shield with "X" health counts for a minion WITHOUT Divine Shield with "X+1" health when you're calculating Card NameDefile damage.

4. Rogue:

You're going to have to assume it's Tempo Rogue in this case. Their early game isn't quite as fast as yours but they pack a punch in the late game. Try to close out the game before that Bonemare hits the board and ruins your game plan. Keep your low-cost cards and try to maintain a decent curve by any means necessary. Corridor Creepers are pretty decent in this matchup.

5. Shaman:

I encountered very few Shamans last season, but I believe you're going to have to assume it's an Aggro Shaman. Try to mulligan for Righteous Protector. These guys are a huge pain in the ass for Shamans to get past. Other than that, just follow the general mulligan.

6. Druid:

You're probably going to encounter either Jade Druid, Maly Druid or Aggro Druid. You can't really play interactively with these guys. Flood the board, go face and hope for the best (i.e they don't play Living Mana into Mark of Lotus or Spreading Plague)

7. Mage:

Assume Aggro/Burn Mage. Clear the Mana Wyrms early. Keep a Corridor Creeper. Be careful when you're playing into their secrets. Losing a Call to Arms to a Counterspell is more than devastating. Also be careful when you're face-tanking damage. These guys have a tendency to play a shit ton of damage out of the blue.

8. Hunter:

Hunters are almost non-existent, but I think the reasonable assumption would be Face Hunter. They play very much like the Aggro/Burn Mages. Be careful with the secrets (if there are any, that is), don't face-tank too much damage. There's not really a point in me telling you to play around Unleash the Hounds as the whole point of this deck is flooding the board and you can't play it otherwise, but if you're low on health, know how much face damage you're going to take from a potential Unleash the Hounds.

9. Warrior:

Lol, ok.


Possible Tech Choices:

VS. Aggro:

- 1 x Val'anyr + 1 x Consecration

- 1 x Leeroy Jenkins + 1 x Unidentified Maul

VS. Control:

This deck does just fine versus control as it is, but if you're seeing an excessive amount of Cubelocks on the ladder, you might wanna take out either Val'anyr or Leeroy Jenkins (or both if you see fit) and substitute with Loatheb and/or Spellbreaker (Prioritize Spellbreaker over Loatheb, Voidlord can be a really huge problem).