+2
Favorite this Deck

Apocalyptic Apocrypha Paladin

  • Last updated Aug 14, 2017 (Frozen Throne)
  • Edit
  • |

Wild

  • 20 Minions
  • 7 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Paladin
  • Crafting Cost: 12900
  • Dust Needed: Loading Collection
  • Created: 8/13/2017 (Frozen Throne)
View Similar Decks View in Deck Builder
  • Infirc
  • Registered User
    • 10
    • 39
    • 72
  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    158

View 25 other Decks by Infirc
BBCode:
Export to

Hi, this is an exodia paladin i recently made and have been having good results with, at its core it's a Control paladin Shell with the option of playing a 1 or 2 turns exodia Combo,  Your Plan is to stall until you can win the game by either pulling a 1-2 turns exodia combo or just summoning a horseman per turn and hiding it behind a taunt, it's great against control decks because it offers inevitability and the Multiple AoE clears that Paladin has allows you to deal with aggro, it's worth to point out that it's possible to win by beatdown with this decks thanks to the massive value generation of Paladin,. so without further ado, let's start by the card choices

 

Forbidden Healing: this is An Amazing healing card, we run it as a 1 off, because 1 is usually enough,since you'll also get a massive heal boost with yourD's weapon.

Righteous Protector: this card is amaizng, it's one of the best 1 drops in the game, since it can usually go 2x1, and i the case where you draw this during the alte game, it allows you to protect important minions like Burgly Bully or the horsemen.

Equality: this is able to deal with big threats, or in conjuction with your massive amount of AoE, keep the board pretty clear 

Hydrologist: he's an early game drop and value generator, it can also help us generate a 1 mana spell in  match-ups where we have to rely on the combo to win (Mage mostly), it's also semi-immortal because you can get away in the early game by constantly picking getaway Kodo and recycling our little friend.

Loot Hoarder: Paladin doesn't have too many card draw tools nowadays, you generate way too much value for Divine Favor to be of use and Lay on Hands will usually bur cards, so he's a little deck accelerator that can also fight ffor board.

Wild Pyromancer: he's here because we want to stall the game as much as possible, he's an excellent board clear when comboed with Equality, since he can get rid of most boards, the only one board where WIld Pyro isn't that useful is when playing against Murloc Warleader

Aldor Peacekeeper: Paladin is pretty bad at dealing with single target creatures, but ALdor at least gets thheir power reduces so that you don't take damage

Auctionmaster Beardo: He's one of the win conditions of the deck, you need him+2 coins to summon 3 horsemen, or him+2 coins+1 mana spell to summon 4 horsemen, you don't have to go from 0 to all 4 in a single turn but keep him in your hand until you are sure that you will get the fourth one, sometimes one or two horsemen will survive for a turn and that's when you want to drop beardo and complete the Apocalypse.

Rallying Blade: You can exchane this for a second copy of Truesilver Championor viceversa, i like having one blade because it comes earlier and lets me deal with early game threats before they snowball

Stonehill Defender: This card is, great, an aggro stopper and a value generator, plus he helps your plan in th matchups where you can go for a slower win condition without a massive beardo combo, just summoning a horseman and hiding it behind a hard to kill taunt will do the trick in many match-ups, it can aslo discoverGrimestreet Protector which in turn can give divine shield to your horsemen, making them harder to clear.

Wickerflame Burnbristle: he stops aggro, he heals you and he offers you massive sustain if you land Spikeridged Steed on him.

Consecration: you want to keep the board as clean as possible, and this is one of the many tools you will draw into to do it.

Truesilver Champion: it's there to clear mid-rangish minions and healing in a pinch

Burgly Bully: a lot of people swear by just haivng 1 of these guys, and to that i say Bologna! ,  many classes can one shot the Bully with a single spell, and you want to generate a least two coins, 2 bullies, ensure you to draw him earlier in the game and getting the exodia win condition faster, it's consistency

Spikeridged Steed: this is one of the strongest stall cards in the game, you get two taunts, protecting you and your horsemen and jsut for 6 mana.

The Curator: Card Draw and another Big taunt to hde your horsemen

Primordial Drake: I know he might be anti-sinergy with the horsemen but as long as you play it, before the hero power everything is okay, you can Primordial drake+horsemen in a turn and then exodia the turn after that, you can also use it after an Equality, to clear a board and it's one of the targets for The Curator engine, however, one of them is a Flex slot.

The Lich King: More Horsemen Hiding and a great and powerufl value card, you have 2 bad rolls since you don't want to be burning cards from your deck until you have your Exodia( Dk played, beardo, 2 coins and sometimes a 1 mana spell/third coin), but the other 6 options are solid.

Tirion Fordring: he's hard to remove gives you a weapon, and protects horsemen if you are going for the TTk, or the slow grindy, summon horsemen and hide them behind taunts.

Uther of the Ebon Blade: this card is an autoinclud ein every paladin deck that doesn't rely on silverhand sinergies, first of all, without counting the alternate win condition, being able to generate 2/2s every turn is really powerful, plus its battlecry basically gives you 20 health thanks to the life-steal, and a weapon that helps you to remove minions, and of course provides you with an inevitable win condiiton, even when this deck is geared to play the combo faster, there are some games that you will win just by virtue of exhausting your opponent's reosurces and hero powering during 4  consecutive turns.

The Combos: 

OTK: 

While transformed in uther of the Ebon Blade The Four Horsemen+Auctionmaster Beardo+ The Coin+The Four Horsemen+The Coin+The Four Horsemen+1 Mana spell/The Coin+The Four Horsemen.

TTK:

first turn: whille transfrmed in Uther of the Ebon Blade, Tirion Fordring/The Lich King/Primordial Drake/The Curator/a big sticky taunt generated by stonehill+The Four Horsemen, if you're doing this with the drake, it's crucial that you use the drake first, obvious i know, but trust me, i'm a designer and the first thing they teach us is to "literally foolproof everything".

Second turn: , if your horsemen survived last turn then use

The Four Horsemen+Auctionmaster Beardo+The Coin+The Four Horsemen+The Coin/1 mana spell+The Four Horsemen

Otherwise: Repeat "first turn".

 

Cards that didn't make the cut:

Sunkeeper Tarim: he's not as strong in control builds that don't have too much board prsence and reducing the size of your taunts actually goes against what you want to be doing in the deck, plus you have all the board clears to make up for him.

Corpsetaker: honestly, it just doesn't fit, the list is kind of thight, you could replace one Primordial Drake for it, but at that point there are better alternatives., and she's a massive dead draw late in the game

Harrison Jones:  most of the time your hand will be almost full, so harrison actually represents more risk than help, you can run him instead of one of the drakes if there are too many weapon classes

Ragnaros, Lightlord: he gives you more sustain and makes you survive later into the game, the only reason he's not in the deck is because i don't own him, he'd be the ideal card to replace the second Primordial Drake, although the extra taun form the drake could be missed.

Gluttonous Ooze: i like this guy better than Harrison, for this particular deck, he gives me sustain and deals with weapons way faster without runningthe risk of burning cards or getting the bullies stuck on my hand.

 

  I Hope you enjoyed!!!!!!!!!!