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Hand-aladin

  • Last updated May 29, 2014 (Live Patch 5506)
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Wild

  • 21 Minions
  • 7 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 8740
  • Dust Needed: Loading Collection
  • Created: 5/30/2014 (Live Patch 5506)
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  • Total Deck Rating

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A very solid costly deck that can take down aggros, controls and bursts alike. I am currently rank 6 with this deck and it has served me really well so far. The reason for each cards is pretty obvious, as they are common among other control paladin decks, so I'll just explain the match up instead.

Against Hunters: this is easy match up in my opinion, you have a lot of biggies and removals that you don't have to worry getting overwhelmed by hounds. Even against a secret hunter, you can safely hit with your big guys and have them hit you due to all the healing you have available as well molten giants. Harrison Jones converts their bow to card draws for you. I haven't played against many hunters, but I have done very well since many don't have answers to EVERYTHING your cards can throw at it.

Miracle Rogues: Probably the worst match up. However, I have found a solution to this; mountain giants. A turn 4 mountain giant can easily pressure the rogue into recognizing that they are on a strict timer, since 8 damage to the face is detrimental, so they have to get rid of it. Also, double senjin, tirion, sunwalker as well as sunfury drake/giants combo can help protect you from bursts. Equality anything is essential for getting rid of concealed auctioneers. Molten giants are pretty much useless in this match up since most miracle rogues kill you at 20+ hp.

Zoolock: Very easy to get rid of with the right mulligan, otherwise, very hard. Equality is absolutely needed, as well as aldor peace keeper. Pyro is definitely a keeper and doomsayer can stall rush as well. Senjin is very valuable and Molten giants sunfury combo is very nice. You have access to lay on hands and holy light to heal you back up after you maintain board control. Overall, I have been performing well against them. 

Handlock: Probably my favorite match up, I have never lost to a handlock with this deck, mostly because I win the fatigue game. Handlocks are constantly life tapping, while I'm constately pumping in 1/1 minions on board. We both gain a huge hand and I have a lot of removals ready. I generally aldor peace keep the first giant they use, and then clear the board when they summon another giant, since I too have rag and such. My Harrison Jones is saved in my hand in case of juraxxus, which often results in a huge card advantage for me, and I often win at that point. 

Rush Paladin: Haven't really played against that many, but they can be devastating with divine favor. I would still play somewhat conservatively and gradually maintain board stability and heal myself up. They are the reasons for double senjins and such. 

Control paladin: Pretty much the same match up as handlocks. Overall, it's a matter of who plays smarter/more conservative since it often results in the fatigue game. 

Aggro mage: Very hard to tell, with the right cards, you can easily heal yourself and set up a lot of taunts to prevent death, since mages are spell heavy, so giants can be fireball magnets for you. 

Ramp Druid: similar to control paladins and handlock. 

Overall, that's how my deck stands up against the current meta at my rank.