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Paladin: Humiliation Control

  • Last updated May 5, 2014 (Live Patch 5170)
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Wild

  • 18 Minions
  • 10 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 8500
  • Dust Needed: Loading Collection
  • Created: 3/19/2014 (Live Patch 4973)
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  • Battle Tag:

    LeajaWijac#1413

  • Region:

    N/A

  • Total Deck Rating

    55

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Hey guys, my in-game Hearthstone name is LeajaWijac (pm me if you want to talk) and I plan on getting pretty serious into HS over the next few months. My next big endeavor is to set up a stream, paypal account, and make a hardcore streaming schedule (Which is up now! Follow me on Twitter and Twitch! Link is at the bottom of the page). I thoroughly enjoy playing Card games and making my own Decks. I've just recently joined a Deck buiding team for HS called Carbon Deckbuilding (working on link) so please check us out whenever you get a chance. Eventually I plan on writing some articles, making more decks, and even playing in tournaments.

Uther the LightbringerReinforce

Now onto the deck, just in staying up to date on HS through watching "pro"/"legend" streamers, roaming through all the different websites, and just reading tons of forums, I have found a lot of people complaining about Paladin being too weak. At the time of me finishing up this guide, Ihearthu.com posted a "Meta Report #9" (on March 20th, 2014) stating that Paladin was now at the bottom of the list of decks in the current meta. I think more or less people are stuck on new FotM (flavor of the month) decks like Handlock, Zoo, Hunter, and Armor Warrior, so now not as many people are playing Paladin and it looks as though its dead or too weak. However, I have seen many streamers playing at a Rank 5-Legendary level and winning with rush, midrange, and control Paladin decks. Honestly, I even saw it as a challenge, which is why I spent hours making a solid Paladin deck and writing this guide.

This deck was beating every sort of rush, midrange, and control deck that I came across when I first made it. It's not uncommon to go on a 5+ game winning streak on the ladder (I pushed all the way to Rank 5 using solely this deck and used it on and off all the way to Legend). This deck is by no means easy to play and it is definitely not cheap/budget. One thing it is though, is very fun and it has an answer to pretty much every thing that you are going to come across. One last thing, this deck is really not a fast paced deck and usually requires some big concentration and provokes a lot of thought to play and make the correct plays (just like with any good deck). So in other words, it may take you a while for each game, but its a deck that does reward skill, even in an environment this fast and hostile, so play smart!

Ultimately, this is a Control deck that utilizes all of the strong sweepers and shrinking mechanics that Paladin has to offer. I feel like the only thing that Paladin Control decks really lack these days, is card draw. Even the Paladin Giant Control deck doesn't actually run any real card draw. Certain classes like Warlock, Priest, and Shaman have extremely powerful and consistent internal class specific card draw mechanics (via Life Tap, Northshire Cleric, and Mana Tide Totem). Other classes, like Mage and Warrior, have to rely heavily on cards like Acolyte of Pain and Azure Drake. Well, to be as direct as possible, Paladin falls under the same category. The crazy part is, most of the top Pali decks that I have seen, don't even run Acolyte of Pain, so I decided to give it a try. I'm not going to lie, at first I understood why, he pretty much dies immediately and we don't have a way to damage our own Minions within the Paladin class set to get that extra card draw value. However, what we do have is way to make Acolyte get some value by shrinking down the enemies minions (via Humility and Aldor Peacekeeper).

 

 

***One last thing, I apologize about how I formatted this write-up if it's hard to follow. This is my first time using Hearthpwn's deck/guide builder and I'm still kind of getting use to it, so bare with me.***

 

*EDIT (03/24/2014): fixed some typo's and added Abomination to the Potential Replacements area, thanks for the playtesting tsaf(josh).

*EDIT (03/26/2014: added a starting hand/mulligan preference, big thanks to AerosDream for the suggestion. Also added a Twitter link for people to follow me at and a Twitch account for when I start streaming (April 1st, 2014).

*EDIT (04/04/2014): made some minor adjustments to the deck. Threw in a Spellbreaker, Sen'jin ShieldmastaHarrison Jones, and an Earthen Ring Farseer for a Noble Sacrifice, Hammer of Wrath, Acidic Swamp Ooze, and a Defender of Argus. Also strongly considering adding Faceless Manipulator back to the deck over Azure Drake again. Added some small things here and there, fixed some typo's and errors that I missed last update.

*EDIT (04/11/2014): more minor adjustments to the deck. The deck has been adjusted to deal with all the aggro decks (Zoo/rush/blitz) more effectively. Still having a very strong matchup vs control, but the revisions have turned Druid Midrange decks into a real problem (not as much late game power).

*EDIT (05/05/2014): it's been a while since my last update, but only three cards have changed. Basically, took out 1 Blood Knight, 1 Sunfury Protector, and 1Harrison Jones to replace them with 1 The Black Knight, 1 Sylvanas Windrunner, and 1 more Holy Light.

 

Quick list of Strong Synergies to try and line up while playing:

 

 

The Deck:

I'm going to take this section of the guide to talk about each card in the deck and what it is in there for.

  • Humility x1: This card makes the turn 1 Flame Imp play much more manageable. I can see plenty of people complaining about this card and if you don't like it, throw in an Argent Squire, Redemption, or some other form of early protection, but I can promise you, this thing comes in real handy against 8/8's and 3/2's alike. It is only a 1-of in the deck because we already have 2 on 3/3 bodies (Aldor Peacekeeper) and 3 of a specific action is enough to depend on drawing at least one per game (3/30 = 1/10, so 1 out of every 10 cards, not too little and not too many).

 

  • Equality x2: Self-explanatory. Absolutely crucial to the Paladin deck right now. It combo's with Wild Pyromancer, Consecration, and Avenging Wrath far too well to go down to only a 1-of. There are of course other cards that it can be used nicely with in the deck, like our Reinforce Hero Power, but this card needs to be reserved primarily for your sweepers.

 

  • Holy Light x2: This use to be for the last Noble Sacrifice spot that I was running, but against all these super fast decks, HL has been far more effective and reliable. This also combo's quite well with Wild Pyromancer and Equality on turn 6 to wipe their board completely, giving you 6 health, and leave you with a 3/1 on the board for them to deal with next turn. Very similar to Earthen Ring Farseer, this card also has great utility with being able to heal up your Tazdingo, Cairne, or Tirion in times of need. As of recently, I have even gone up to 2 of these.

 

  •  Ironbeak Owl x1: One of the newest additions to the deck, ultimately replacing Spellbreaker. Through rigorous play testing and theorizing, the Owl became a very obvious decision to add to the deck in place of the breaker. In times of great need, you can actually combo this card with Lay on Hands on turn 10 to Silence something like Ysera. This also comes in very handy when you are trying to cycle to it with the LoH. Lastly, Spellbreaker was taking up another 4-drop slot, which is always the heaviest spot filled in just about any Paladin deck (ie Truesilver, HoW, Consecrate, and Tazdingo).

 

  • Wild Pyromancer x2: This is probably the most skill-intensive card in the entire deck. Everyone knows nowadays what all it combo's with the best, but there are times where you have to go turn 2 Pyromancer + The Coin + Noble Sacrifice or something similar just to stay in the game. So please always be considering every potential spell combination in your hand/deck while using this card against whatever matchup. One more example, even if you have the EqualityWild Pyromancer combo in your hand, sometimes its better to just Hammer of Wrath someone's minion and the extra 1 damage from the Pyromancer all around just turned HoW into a pseudo-Swipe + Draw a card. PLAY SMART!

 

  • Acolyte of Pain x2: Okay, so here he is. I can't even begin to understand why more Paladin decks are not running this card. Against blitz decks he is a 1/3 body that draws cards and soaks up damage, and then against midrange and control decks he is usually seen as an absolute threat that must be answered immediately (and they are absolutely correct). The latter example is the most intriguing, because they put down something with 3+ Attack and expect you not to get but a single activation out of your Acolyte, then you drop Aldor Peacekeeper the next turn, and they realize that they not only just lost their threat, but you also just got at least 2 cards out of your Acolyte (which is exactly what they were afraid of). Don't worry if you only get 1 use out of Acolyte or better yet they Silence it, because that means your Cairne, Tirion, and Ragnaros are going to be that much harder to deal with later in the game.

 

  • Aldor Peacekeeper x2: Self-explanatory. Humility on a 3/3 body. Combo's with Stampeding Kodo and is just an awesome presence on the board against rush and can shrink any large threat to something reasonable. No doubt a 2-of in probably any Paladin deck.

 

  • Big Game Hunter x1: This card has warmed up to me quite a bit lately. Versus the Control matchup, you hold on to him for Ragnaros the Firelord, and against the Blitz matchups, you just throw him down as a 4/2 on turn 3. While that may not sound very exciting, it does force them to trade with him (soaking up damage), or he will be able to start knocking down taunts next turn for your Truesilver Champion or Consecration. This has been a very strong addition to the deck.

 

  • Earthen Ring Farseer x2: Strong 3/3 body that heals for 3. I originally only had this listed as a "potential alternative card" but one thing the deck has been having some trouble with lately has been Warlock rush/zoo decks. I'm not having much trouble answering/dealing with everything they bring out, but that extra card draw from Life Tap allows them to squeak by that extra little bit of damage they need to win the game. This guy + Truesilver Champion helps me get to my big heals later in the game.

 

  • Truesilver Champion x2: Self-explanatory. Probably one of the top 3 best Weapons in the game. Truesilver is a 4 mana, potential 12 point health swing over 2 turns or a double removal (with 4 points of life healed all together). The only point at which you get more value in any weapon by itself is with ones of Epic level like Doomhammer and Gorehowl. Bare in mind that neither of these can heal and neither of these are going down on turn 3 to save you from rush decks when you are on the draw. One last thing I want to mention is that this card and Dread Corsair are probably more or less soul-mates. I really wish I could have fit him in this version of the deck.

 

  • Consecration x2: Self-explanatory. A must have against any deck really, it keeps you in the game against rush decks and combo'd with Equality is arguably the best one sided board sweeper in the game (while doming your opponent for an additional 2 to the face). Needless to say, against rush decks, you want to keep this in your opening hand or mulligan to it.

 

  • Hammer of Wrath x1: Not all Paladin's will agree with this choice, but it can be removal, it will draw a card, and it can win you the game if your opponent is low enough. Believe it or not, this is the best 1 card answer that Paladin has right now against an Acolyte of Pain (without blowing a Silence). Again, this card is dealing direct damage and is drawing you a card in the process, it has been absolutely great for me, so give it a chance. This card has been brought down to a 1-of, added some "soft" removal via Ironbeak Owl.
    • NOTE: Considering going up to two of these as of late, the cycle is strong, the removal is strong, and the Pyro synergy is strong. I'll try and keep everyone up to date on this.

 

  •  Sen'jin Shieldmasta x2: This guy has been showing up all over the place lately and I totally understand why. While Chillwind Yeti and Defender of Argus are just incredible 4-drops and may technically have more value, the Yeti doesn't have Taunt and Defender doesn't have the greatest targets early in the game when it matters most against blitz. That is where this guy shines. I had to go up to 2 of this guy, he is too strong in the current meta to pass up right now.

 

  • Stampeding Kodo x1: This is another 5 drop that I picked, it combo's very well with Humility on turn 6, Aldor Peacekeeper on turn 8, and its just a solid 3/5 body on the board afterward. If you don't like one or the other, just go up 2 of the 5 drop you want, they are both full of value in the deck.

 

  • Avenging Wrath x1: Probably the most evil and spiteful of all Paladin cards. I've used this car to wipe the board with or without Equality and finish off my opponent. Use this card wisely though, some people go a bit yolo with it and end up regretting it. I prefer it as a 1-of in the deck because of the fact that 2 of them too early against a rush deck means you probably aren't even going to be making it to that point of the game to even use them.

 

  • Cairne Bloodhoof x1: With the mega-nerf to Tinkmaster Overspark, this card is pretty much the king of all 6 drops. Against certain decks it can be slow, but if you can manage to get this card up and going against pretty much any matchup, it's a Chillwind Yeti with reincarnate. So in other words, this guy will take you to value town. Sylvanas or TBK can be used here no problem if you don't have Cairne.

 

  • Sylvanas Windrunner x1: I'm giving Sylvanas a run for now. I used her to great success when climbing to Legend using the Koyuki/Zilea build. I don't know if she is an auto-include just yet, but she does allow for some pretty high-level play with Hammer of Wrath and Wild Pyromancer. If you haven't given her a chance in the deck yet, by all means go ahead and give her a whirl.

 

  • The Black Knight x1: This guy has gone way up in value since the emergence of the Druid deck that just recently won Dreamhack (Gaara's deck). In general, this guy is pretty strong against most decks, and extremely powerful against most druids. Unfortunately, Paladin doesn't have a way to give Enemy Minion's Taunt like Shaman and Druid do, but against the decks that you know aren't running any Taunts, throw him down as a 6 mana 4/5.

 

  • Guardian of Kings x1: This guy is a complete beast. Guardian is a 7 mana, 5/6 body, and Holy Light. This could easily be a 2-of in the deck if you are missing a big Legendary. If you don't have Alex, Tirion, or Ragnaros, then make it a 2-of for sure. This guy has great value and utility. And then matching him up with a Taunt giver later in the game? Very powerful.

 

  • Lay on Hands x1: Self-explanatory. I'm pretty sure this is a definite 1-of in every Paladin deck outside of blitz. When Season 3 came around, I actually ran 2 of these in my midrange Healadin deck because of how fast the environment was. Draw 3 cards and gain 8 life, its pretty costly at 8 mana, but it sure does get you out of some deep holes.

 

  • Tirion Fordring x1: Tirion fits in this deck quite well. With a 6/6 body, Divine Shield, Taunt, and Deathrattle: equip a 5/3 Ashbringer Weapon, Tirion has just about all the tools that any Paladin deck needs. Tirion also falls under the same story as Cairne and Ragnaros. That being, Tinkmaster's nerf in this last patch, gave Tirion the slightest buff. He still has some weakness against things like Polymorph and Hex but outside of that, he is pretty sturdy and will still retain value upon destruction or silence (Destroy effects give you a 5/3 weapon and Silence leaves you with a 6/6 body).
    • NOTE: I have seriously been considering taking out Tirion lately. I think I've lost more games then I've won playing him, directly because of playing him. To translate that over, I've had games in the bag after a long battle for board supremacy against control and midrange decks, just to finally play Tirion and "seal the deal." Then, lo and behold, he gets stolen, sheeped, or both. I'm not saying that Tirion is bad by any means. There is just a fair amount of torment I'm going through right now, knowing that I can just not play him when I suspect there will be a steal/sheep, but if he was just a straight up Sunwalker or Chillwind Yeti, I would have thrown him out sooner and had less attachment to him (while not having to worry quite as much if he is stolen). He's staying in the deck for now, but if anyone doesn't have him or is experiencing the same misfortune, toss in a nice 4-6 mana body (preferably with Taunt or strong Battlecry effect).

 

 

Opening Hand (How/What to Mulligan):

I've added this to the guide because of AerosDream's private message to me wondering how/what to mulligan in this deck. Props to him for giving me the idea, I'm pretty much copy pasting me and his conversation here of my response:

I'm going to break this into three main groups and then an overall great starting hand.

 

 

  • If you are going against a Warrior, Shaman, Mage, or any deck that you think is going to be more on the side of Control (as in not punching your face in within the first three turns), you are going to want all your super cost efficient cards or card draw/cycle cards. This includes Acolyte of PainHammer of Wrath (mainly to answer their Acolyte), Truesilver Champion, and probably an Aldor Peacekeeper for their first real annoyance or big threat. Against the more controlling decks, we are able to actually control the tempo pretty well with our Hero Power from turns 2-3 and save cards all in the process.

 

  • If you are going against a deck that you genuinely don't have a clue what it is, then you should just assume that its potentially rush or midrange. In that case, you want a sweeper, some card draw, and a shrinker like Aldor Peacekeeper/Humility.

 

Overall, my favorite starting hand is along the lines of Peacekeeper, Consecration, and Acolyte (add Truesilver if I'm on the Draw). I go for this against almost everything. For example, if they are going to put down something huge early I can shrink it, if they are going to fill up the board I can sweep it, and if they are going to go for late game I'm going to try and draw some cards. Always take your opponent into consideration when choosing your starting hand.

 

 

Potential Card Alternatives:

Very briefly, I just want to mention that Blood Knight, Big Game Hunter, Cairne BloodhoofGuardian of Kings, and Tirion Fordring, are more or less utility spots in the deck. If you are going against more control and midrange decks you may need to add additional big drops. But if you are going against mainly rush decks (which would not surprise me), you may want to throw them out for more heals, taunts, or whatever:

 

 

  • Argent Protector - This card is really nice at "regenerating" used up Divine Shields on creatures like Tirion and Sunwalker or turning Cairne into a Yeti with Divine Shield and reincarnate.

 

  • Sunfury Protector - Most often times was a 2/3 body for 2 mana in the early game. Personally, I feel that this card was just not doing it in the main board the way that I have it. However, you can definitely get some great use out of this card if you add some Chillwind Yeti's and Harvest Golem's.

 

 

  • Blood Knight - One of the hardest matchups for the deck has been the super popular Warlock Zoo deck going around lately. Which some variations actually run their own BK. Basically, this card can come in hot on turn 2 with the coin or on turn 3 to combat the early Argent Squire's and Scarlet Crusader's. This card is very similar to BGH, even against decks that you know don't run any Divine Shield minions, it is still a 3/3 body for 3. I use to run this card main board, but I haven't seen many DS Minions running around much lately.

 

  • Harvest Golem - Essentially a 4/4 for 3 mana, spread across 2 bodies. A very high value/cost-efficient card that I really wanted in the original build, can replace a Farseer or "Get Down!" for full value, and any Legendary that you don't have it can replace to make the deck a bit stronger against blitz and midrange. 

 

  • Mind Control Tech - I have seen players like Koyuki use this card in their Paladin deck. It is goes very well against decks that fill up the board quickly and can really change the tempo of a game around in your favor quickly. The main matchups where this card gets the most use is versus Warlock Zoo and Shaman board control. Every now and then it will pop up as usable against other decks as well, but its just a solid meta card in general that doubles over as a 3 mana 3/3.

 

  • Defender of Argus - Great card, the big brother of Sunfury Protector, and it buffs +1/+1. However, this card is a good bit slower than Sunfury, and with such limited primary targets in this deck (and so many other 4-drops), he was only decent as a 1-of in the original deck before being completely replaced by Tazdingo.

 

  • Chillwind Yeti - An extremely cost efficient creature. Can't ask for much more than a 4/5 body for only 4 mana.

 

 

  • Abomination - Tsaf(josh) gave this card a nice run through and liked it quite a bit. I can't blame him, 5 mana, 4/4 body, taunt, and global Explosive Trap as a Deathrattle effect is just nice right now. A definite potential main deck possibility.

 

  • Azure Drake - It is always important to make whatever deck you have at least have some kind of curve that it can follow (especially while going against mid-range or control decks to put on equal or more pressure). The drake has a strong 4/4 body, draws a card when it comes into play, and it buffs our aggressive 6-drop (Avenging Wrath) next turn if we had to go on the offense. Another thing to keep in mind, If you find yourself going against more control decks, I would probably sub this guy out for Faceless, unless you just really enjoy or have had great success with the Drake.

 

  • Faceless Manipulator - Just a straight up great candidate for the original deck (and it was in the original deck as a matter of fact). Ultimately, he is just stronger against a more control heavy environment.

 

  • Harrison Jones - I use to run this mainboard, but a lot of deck have been straying away from Weapons. I'm sure this will change soon, as it does change from month to month, but as of right now he's on the backburner.

 

  • Sunwalker - Great value card, I use to use this card all the time, especially before I had Tirion. I think the only reason that I took her out was because of running into countless TBK's. Come to think of it, I haven't seen many TBK's around lately, so she may be worth running again. Regardless, this is a great card and can stop blitz decks and even some midrange decks dead in their tracks.

 

  • Ragnaros the Firelord - Great game ender, board cleaner, and all around monster of a card. I think most people say that this is the first Legendary card you should craft. It can be a finisher in blitz, midrange, and control decks. It doesn't get hurt badly if its Silenced because its an 8/8 and now Tinkmaster is only going to be able to actually for sure hit this thing if they are alone on the Battlefield. Had to take him out of the mainboard though unfortunately. He's just a dead card against blitz 9 times out of 10.

 

  • Baron Geddon - Originally, I had him in over Guardian of Kings, but I started noticing that Paladin had enough sweepers as it was and a heal around turn 7 was usually pretty desirable. Still a fine card, and I think he could easily be main deck if you want to add maybe a Holy Light and an additional Farseer.

 

  • Alexstrasza - This card has insane utility (potential 14 point life heal or 15 points of damage), but it just hasn't been cutting it lately against all these blitz decks. As is the story with most of the big cards in this deck (and now a majority of the decks "Potential" slots), if the environment ever slows down or if you plan on using this deck in a tournament setting where you know it will be more heavy on control decks, these guys are going to be on the bench.

 

  • Ysera - This is basically a card that I would put in if the meta game ever shifts to a more control heavy format. Other than that, she can replace any Legendary that you don't have yet, or just throw her in if you like her better than __"Fill in the blank"__.

I'm sure there are plenty of others you could add, but these were the first and top ones that popped into my head. I will more than likely add to this list later on if need be, but this at least gives some ideas of replacements for whatever personal reason you may have to switch out something in the deck you don't like.

 

 

Summary and Deck building/TCG & CCG Background:

As already stated previously, the deck has been working out for me very well on the ladder. As long as you are playing smart and being super patient you should be fine. Remember, at the end of the day, you want to use your sweepers to stay in the game, your Acolyte of Pain to draw you cards, and your big guys to finish off your opponent. The only real weakness for this deck and for the Paladin class in general right now is Mage and Shaman (or at least in my personal opinion). Hex and Polymorph are just such brutal answers to our bombs. I mean, we work so hard to get to the point where we can stay alive and play them and they are just answered with a single sheep.. Such is the life of a Paladin!

I figured I'd use this ending section to give a little background on myself. I have been playing Magic: the Gathering and Legend of Five Rings competitively on and off for the past 6 or so years (only locally). Ever since my introduction to card games, I have enjoyed playing them and had the most pleasure with building my own decks, playing in tournaments, and more or less coaching. I have won many FNM's at local MTG stores with my own home brew decks and a few other "net-decks".

So far, what I would probably consider the crowning achievement of my very young card player career actually occurred in L5R. There was a 40+ person Storyline tournament that came up in the city I lived in, which was absolutely crucial to me going to it. Had it been in any city away from home, even the closest city, I wouldn't have been able to go to it because of college, work, etc... Now Storyline tournaments are specific to L5R and they basically allow you to choose the next card that would be an "experienced" version of itself in a future set. I came to the tournament with a deck I made myself and using a clan and win condition that most people I had talked to said was not even a possibility to win the tournament. Regardless of all the naysaying, I went pretty much undefeated, only losing a single game in a best of 3 set versus a Zombie blitz deck (a very annoying and fast blitz deck at the time). I probably would have kept playing L5R competitively, but the game ended up dying about a year later, and the MTG scene took over my location.

As far as MTG goes, I never stopped playing it while playing L5R, and as soon as L5R died, I got back into a more heavy focus on Magic, playing in tournaments and still winning my fair share. About a year ago, I became sponsored by the store that I played MTG at the most (very minimally though, just store discounts on boxes was about all they could offer). Then, long story short, I finished college, started working full time, and began raising a family. My gaming background goes back so much further and across so many more platforms than just card games. To be honest, I would have to dedicate an entire article to it, which I'm sure I'll end up doing at a later time.

Now, as I mentioned above, I just recently joined a deck building team for HS called Carbon Deckbuilding (working on link). Big thanks to all of them for the help with everything. I do plan on taking this game very seriously, and will try and keep everyone updated on that as I post more and more deck builds.

Hope everyone enjoys the deck, and feedback is always welcomed.

Carbon Deck Building