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Mech Paladin

  • Last updated May 3, 2019 (Rise of Shadows)
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Wild

  • 17 Minions
  • 11 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Paladin
  • Crafting Cost: 11200
  • Dust Needed: Loading Collection
  • Created: 5/4/2019 (Rise of Shadows)
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  • Total Deck Rating

    11

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This is my own take on the mech paladin.  There are some key card changes from previous builds, and it seems that for the most part there aren't enough high level players trying to refine the deck, so hopefully I can give it a try and find a better build than the current one.

I was originally playing this list (https://www.hearthpwn.com/decks/1267025-easy-legend-mech-paladin) but felt that were some changes which could make the deck better.

Removals:

Aldor Peacekeeper x2 - This card has by far the lowest played win rate in the deck according to HSreplay, and one of the lowest drawn winrates.  It is hard to understand what purpose this card is serving.  Even against rogue which is the only real reason I can see for playing this card (to deal with an early Edwin) the winrate is still abysmal.

Consecration x1 - This card works especially well against decks that flood the board like token druid and zoo warlock.  However, these two decks are both severely in decline and the winrate of consecration is quite low, so I cut one.  It can still serve a purpose in the deck sometimes, but isn't good enough to justify two.

Never Surrender! x1 - This tends to feel like the most underwhelming secret and is rarely all that good in this deck since there is a tendency to build taller minions through magnetic effects and buffs, rather than to build large boards of cheaper minions.  It still can be useful, especially when the opponent doesn't play around it, but 1 is enough.

Additions:

Vicious Scalehide x2 - This is a very flexible card and can be used both as early game removal, midgame removal and extra healing/stabilization.  Works quite well with Blessing of Might and Blessing of Kings to remove enemy minions and restore health.  Especially against rogue, this card shines. It also has improved synergy with countess ashmore, since without this card Zilliax is the only other card with either rush or lifesteal in the deck. There's a much better chance of drawing 2 or 3 cards from the deck with her.

Blessing of Might x2 - This card seems quite powerful and useful.  It's an extra 3 attack to help with trading and controlling board, extra health from zilliax or scalehide, or just extra damage you can push to face to bring a match up to an end more quickly.

This isn't too significant of a change, but I feel it improves the deck overall, especially against tempo rogue which is going to be the main deck one goes up against in the current meta.