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Giants Paladin

  • Last updated Oct 16, 2014 (Naxx Launch)
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Wild

  • 22 Minions
  • 6 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6160
  • Dust Needed: Loading Collection
  • Created: 10/13/2014 (Naxx Launch)
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  • Total Deck Rating

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Greetings everyone. This is a deck that I have been messing around with lately. The deck has a decent early game and strong late game. I believe this deck is a strong contender for the current ladder and has good matchups vs all control decks as well as a strong matchup vs hunter and zoo. 

When facing aggro, try to play the deck similar to a handlock and mulligan for moltens, sunfury, consecrate, and owls. The owls are particularly useful vs zoo as they will cover you for a clean consecrate vs egg or silencing an out of control undertaker. mid game vs zoo you want your weapons to stabilize the board as well as pyro/equality or equality/consecrate combos to clear board. Aldors should also be saved for doomguards.

When facing control, look for truesilver and ERF for early game. During late game, try to save your moltens to be used before your lay on hands. You can also quickly reverse games with board clear molten drops. Remember to try and save your equality combos until they are really needed to turn the game around or save yourself from imminent doom. Don't forget you can also use owls to heal your minions with equality+owl following an equality consecrate combo. 

Why Sea Giant? Vs aggro, you will usually find yourself dropping many cards early game to prevent a quick blowout. Therefore mountain giants will forever sit in your hand as a dead card. Sea giants are the better alternative given out low card draw in the early game while its placement is facilitated by our hero power.