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Divinity

  • Last updated May 8, 2014 (Live Patch 5314)
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Wild

  • 25 Minions
  • 3 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5480
  • Dust Needed: Loading Collection
  • Created: 5/8/2014 (Live Patch 5314)
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  • Total Deck Rating

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This is a Paladin control deck based on minion persistence rather than simply keeping the opponent's side clear with direct removal. This allows the deck to keep the pressure on rush and mid-range decks whilst still building to the same strong late game with heals, card draw and heavy hitters as traditional Paladin control decks.

I define minion persistence as playing minions in such a way as to maintain their presence on the board over multiple turns, through both removal, efficient trades, deathrattles and divine shields. The idea is that this prevents other popular meta decks from being free to construct their gimmick combos mid-game, instead forcing them to deal with the board.

This deck makes heavy use of divine shields and their synergy with the Blood Knight, allowing the 3 mana 3/3 to function as both a potential turn 2 game winning gimmick, as well as a viable late game draw.