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Constructed Paladin for Beginners

  • Last updated Feb 9, 2014 (Beta Patch 4482)
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Wild

  • 22 Minions
  • 6 Spells
  • 2 Weapons
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 520
  • Dust Needed: Loading Collection
  • Created: 2/9/2014 (Beta Patch 4482)
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  • Total Deck Rating

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This deck is a very cheap paladin deck, meant for beginners by beginners. Easy to assemble, fun to play, has the answers for most situations. I'm currently in ranked 14, which is not that great, but it's a great first step. For better understanding I'll list all the cards in the deck with a short explanation as to why they are good. This deck is mainly meant for beginners, and the insight provided should also be treated that way.

Paladin specific cards

Argent Protector: For 2 mana a 2/2 is not great, but giving divine shield to another creature and possibly absorbing a lot more damage is good. All positive battlecy creatures combo well with Youthful Brewmaster, which is something to always keep in mind.

Aldor Peacekeeper: 3 mana 3/3 is good to begin with and has an awesome battlecry. Helps in early game, crippling a small/mid creature, and thus gaining board control, but really shines in late game, when the big hitters are out. The reason I only use 1 is... Well I only have 1, but more would probably help. :)

Blessing of Kings: This card is simply great. It can be used to buff a creature for board control, or it can give that small extra damage you need to finish off your opponet. It is an all around good card.

Consecration: Great straight forward control card, good to have, for 4 mana it usually is a good value card.

Hammer of Wrath: 3 damage for 4 mana is not that great, but the fact that you also draw a card makes up for that. The main reason why I use Hammer of Wrath is, it gives that small bit of extra board control which often helps turn the tides without losing card advantage.

Truesilver Champion: This is a wonderful card. 4 damage 2x, and it also heals you. Very good weapon, usually good for minion destruction, but as many other cards in this deck, it can also provide the necessary little boost in endgame to finish a match.

Guardian of Kings: This is actually not an exceptionally good card. For 7 mana 5/6 is just plain bad on the stats front, and its battlecry is also very situational. It's value/cost is at best ok, but I still consider it a good card for the following reasons: 1, 5/6 is big. For 7 mana that is not good, but on its own 5/6 is a big bulky creature which is good. 2, The battlecry. It is situational, but when you need it 6 health is a lot. That is 20% of your maximum health. 3, Youthful Brewmaster... While it is rare, but it can happen that you use Guardian of Kings' battlecry, attack with it, and than have it returned to your hand for a new play, gaining the battlecry again, and of course max hp on it. If you want other endgame creatures, Guardian of Kings is probably the card to swap out for other big stuff.

Neutral Cards:

Acidic Swamp Ooze: Great 2 drop, 3/2 in stats is good, and the battlecry is great as well. If you expect your opponent to play a weapon wait with playing Acidic Swamp Ooze to get maximum efficiency out of its battlecry.

Mad BomberMad Bomber is... well... "high" risk "high" reward. It has a great random component, which makes it risksy at times, but it is up to you when you activate that random component, thus giving you the chance to influence the randomness. For example: You play it to an empty board, whith no creatures on either side. The chance of dealing damage to either champions is exactly 50%, but if your opponent has a creature the odds will be 66% for your opponents side to take damage and 33% for your side. Let's say your opponent has a creature with 1 health, and you don't have anything. Mad Bomber will most probably kill that creature off. And you can Youthful Brewmaster it, which is often good early game.

Youthful Brewmaster: A good 2 drop, with lots of combo potential, and good stand alone stats for its cost. If it has combo potential, than why only 1? Simple, if you have creatures on the board you have to use its battlecry. While it synergises very well with some cards, other times that battlecry can be a detriment. Therefore I use only 1, and I usually keep it in my hand untill I can use the battlecry to its fullest.

Harvest Golem: A 2/3 for 3 mana is not a good drop, but once it dies you get 2/1 for free. You might say that 2/1 is worth 1 mana, 2/3 is worth 2 that is exactly 3 mana, but that is not exactly the case. If you play a 1 mana and a 2 mana card, than you alltogeather used up two cards, but harvest golem is a single card thus you "gain" card advantage. Alternatively you could compare it to a regular 3 cost card, usually a 3/3, and add up harvest golems separate stats, which leads to: 2/3+2/1-->4/4. That is still very very good value for a 3 mana card.

Shattered Sun Cleric: Shattered sun cleric, similarly to harvest golem is good, but not for its base stats. The 3/2 alone is not that great, but the 1/1 buff it provides often allows you to either kill an enemy minion you otherwise couldn't, or allows one fo your minions to survive. In both cases you basically gain an advantage, what's more Youthful Brewmaster still give the possibility of reused battlecrys.

Chillwind Yeti: A 4 cost 4/5. That is reasonably good value for 4 cost. Usually a good drop on turn 4, even more as a coin turn 3 drop, as you most likely will have other 4 cost cards in your hand, since the deck has a lot of 4 cost cards.

Cult Master: For 4 a 4/2 is not a great card if you only look at it's stats, but it's ability can be rather ridiculous at times. If you know you'll trade off a lot of creatures, well... Cult Master is an exceptionally good drop before the trades. Also your hero power provides you with fodder for Cult Master. Just as a comparison, Warlocks deal 2 damage to themselves and pay 2 mana to draw a card, while a paladin, if you have a Cult Master safe you get a Silver Hand Recruit, wich attacks (in the next turn) deals 1 damage and dies, thus you get a card. Now the reason why I don't recommend more than 1 Cult Master is the following: It only has 2 health which is susceptible to a lot of board control. What's more even is spells and abilities are not considered... 2 damage is easily done by creatures, so you need taounts to protect it, or use its ability immediately after you played it. Because of it's weak stats on its own and situational usefulness having 2 of it is not the best of ideas.

Sen'jin Shieldmasta: A 3/5 taunt for 4 mana is good. It's not that there aren't better cards out there, but for beginnert this is a very good and cheap way to get a cost effective taunt. If your opponent mainly has 1-2 mana minions than in turn 4 the 3/5 stat allows it block 2 or in some situations even 3 minions. Trading 1 card for more is usually a good sign. :)

Boulderfist Ogre: It is big, very very big. 6 mana 6/7 is good, a very useful late game drop. With Blessing of Kings it goes up to 10/11, which survives basically anything (Don't do this against Rogues, unless you know they used all their Assassinates).

Sunwalker: This card is basically there to help late game. A 4/5 for 6 mana is not that great on the stats front (It is basically a Chillwind Yeti), but the taunt and divine shield makes it a good protective card. It is the most useful, when your opponent has no small creatures (and is not a Mage, who fireblasts it off, or a Druid/Rogue, who can just attack it whenever they want) to get rid of divine shield, thus forcing big creatures into it. While divine shield and taunt make a great combination, most classes have ways to play around the divine shield bit. Then again... If you don't have other good end game drops it is still good, and there are certain situations in whic Sunwalker can be very cost effective.

This deck is by no means perfect, with the addition of several rares, epics, and some legendaries as well, it can be improved a lot. Also my experience as a player is (as of yet) limited, so all constructive criticism is very much welcome. :)