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[Legend] July Control Paladin with in depth guide!

  • Last updated Jul 20, 2017 (Quest Rogue Nerf)
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Wild

  • 21 Minions
  • 7 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Paladin
  • Crafting Cost: 11580
  • Dust Needed: Loading Collection
  • Created: 7/20/2017 (Quest Rogue Nerf)
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Hello everyone, I made it to legend for the first time ever this month with a rock solid control paladin list. I always said I would make a post when I got to legend in return for all the knowledge this site gave me. 

Proof:

proof (it somehow only works if you click open in new tab)

Control paladin is extremely good after the quest rogue nerf because right now the only counterdeck is jade druid. It's great versus anything else really, it has so much heal and board clear that it basically only loses to itself by drawing poorly.

Class by class mulligan and playstyle:

Mage:

Against mage you want to mulligan for doomsayer, hydrologist and rallying blade. Toss everything else. The deck runs 3 heal cards so there's no need to keep them. The first objective is to kill mana wyrm. Rallying blade is the mvp of the early game versus mage because almost every lower mana mage minion has 3 health. Afterwards you mainly want to outlive the mage. We don't need to go overboard with pressure, it's more about keeping the mage in check while drawing towards our ragnaros and forbidden healing. Save your heals for post alex or when you are below 15 health combined with the mage's board. Burn is unlikely to happen above that health total, so don't fall for mage's trying to make you use your heals preemptively. The most important turns are the one before Alex is played and the one where it is played. You don't want to get doomsayered before an Alex, so always try to keep a kode or a sunkeeper + weapon to deal with a doomsayer at that timing. Also preserve a heal and an aldor for alex. After healing up the mage should quickly run out of steam. A neat situational trick can be to play ragnaros and then equality to guarantee a heal on your face. The deck doesn't run any weapon removal so it's weaker versus medivh, but you have 2 equalities and an extra aldor to deal with whatever comes out. 

Against tempo mage you're really favored because you can answer secrets with doomsayer/cheap hydrologist spells. I usually don't risk playing spikeridge steed if he played a glyph/babbling book/tome because spellbender can lose you games. Sometimes you'll have to yolo it though when you're behind.

 Warrior:

Against pirate you just need to survive. Doomsayer, hydrologist, wickerflame and pyro if you have coin are keeps. It's all about making it to turn 6, once you get to play a stegodon or a heal it's basically over. 

Against quest it's all about value with getaway kodos. Try to get as many tirions as possible and don't over extend into brawls. If you have a board that is difficult to deal with it it's often better to not hero power. 

Against a normal control warrior your hero power is your best friend. Just be wary of playing it on turn 2 because he can acolyte, so only do that if you have a response for it.

 Hunter:

I didn't see many hunters. The deck is great against it though becaus we have pyro with cheap hydro spells or coin, and doomsayer in the early game to slow them down. Our weapons also trade really favorably with stuff like houndmaster. This early game effectiveness allows us to keep an aldor and equalities for his big turns with highmane. 

 Druid:

Jade is a terrible matchup. The only way to win is to gain multiple tyrions through stonehill or getaway, or by having a perfect timing tarim. Keep tarim and aldor for the later stages, but not too long or they will not matter anymore because of a constant stream of new jades. Save your doomsayers for after a board clear so you can regain initiative the next turn. This matchup is terrible so just try to enjoy the tarim timing puzzle, but don't get too frustrated if it doesn't work because most of the time it won't.

Aggro is an incredibly good matchup because we have all the answers to living mana and bittertide hydra in the form of equality, consecration, pyro double spell, drake, and aldor. Doomsayer should be coined out, it's too slow on turn 2 if you go second.

 Rogue:

Rogue is not as bad of a matchup as I though it would be. They often start pretty slowly so we don't need to worry about the early game as much and can keep stonehill. Always keep a weapon charge to deal with gadgetzan, and keep your aldors for edwin. You have double board clear when the giant turn happens, so most of the time the rogue just gets completely destroyed. You only lose when you don't draw equality or sunkeeper in time, which is rare in my experience.

Quest doesn't exist on ladder anymore.

 Paladin:

Versus aggro and murloc it's all about surviving through the first turns with doomsayers and trading with their warleaders with a weapon. You have the better late game, so once the big guys start dropping you should be able to reclaim the board and play it out from there. I generally trade a lot versus these decks. Be wary of deathwing, always keep an aldor or equality/sunkeeper for it in the late game. Spikeridge steed is insane in this matchup, so always try to set up your own and deny your opponent from playing it. Trading into a 1/1 might be correct!

Against another control paladin it's all about getaway kodo and stonehill value, combined with saving board clears as long as possible. I like to save aldor + kodo for the opponents ragnaros.

 Shaman:

Against shaman you keep consecration as well. Use doom/hydro/pyro to keep the board under control, use your weapons to deal with the totems, and keep board clears as long as possible. Generally you should always respect a bloodlust lethal. Remember that playing spikeridge on a hexed minion or a wisp means it can't get devolved. The matchup is 50/50, if you get enough answers you can claim the board and deny his bloodlust win condition for ages, but you're inevitably going to have a few frustrating losses against bloodlust. Save equality clears or a sunkeeper for his evolve turns. Again board clear into doomsayer can be really great to reclaim the initiative with a big minion drop.

Priest:

Against priest it's often correct to not play hydro or hero power because he can play cleric. Wait for an aldor or a weapon to contest the early board. Save equality for lyra, and try to get as many tarims as possible because priest often plays stuff like Ysera. It's also extremly good against a random legedary form ungoro pack. I like to play spikeridge steed on hydro or wickerflame because 4 attack minions are hard to deal with for priest. I usually even save wickerflame for that purpose since 2 attack is pretty irrelevant in the early game versus priest. 

Against inner fire decks tarim and equality are mvp's. Don't play doomsayer later on if the priest has a big hand, it's a potion of madness + divine + inner target!

Warlock doesn't exist

Tech choices:

I went for 1 rallying blade instead of the second truesilver because there are so many shamans and it deals with the 0/3 totems really well. Also warleader and southsea captain are great targets. If you struggle with aggro I would replace one ivory knight with a second rallying blade even.

Ivory knight can be replaced by a tech card of your choice like hungry crab, golakka crawler, harisson jones, ooze, eater, ... I didn't see many mages and I felt like weapon removal wasn't that relevant versus many decks so I just went for the value of ivory knight. Heal is almost always useful, and even though paladin spells aren't the best even getting a secret or an adaptation isn't that bad. Great pick ups are lay on hands, dino size, stand against darkness, spikeridge, blessing of kings, ... Ivory knight is no longer a critical card though because less quest rogues means less mages, so healing isn't as vital anymore. The standard control tech would be to remove ivory knights for nzoth and a deathrattle minion like cairne. You can even add Ysera, Deathwing, Alexstraza, ... to improve your winrate versus control wihtout going the deathrattle way, which is really fun but less optimal in my experience.