I've been finding a viable Paladin deck very difficult to run lately as my meta is Hunter, Zoo, Control Warrior and Control Priest. Decks geared towards favorable Hunter/Zoo match-ups tend to do poorly against Warrior and Priest and vice versa. This deck addresses that by attempting to out-value your opponent at all stages of the game.
Part of the problem with Paladin since Naxx is that our board clears no longer actually clear the board because of all the deathrattle summonings being ran. To address this one can create a pseudo-Consecration with turn 1 Redemption, turn 2 Unstable Ghoul.
Most of the deck is built with Redemption synergy in mind so it's always a relevant card.
In the late-game, to severely out-value your opponent is the little known Equality + Kel'Thuzad play. Part of the problem with Kel'Thuzad in control decks is the health of our minions make it some-what difficult to actually kill them off on the turn you play Kel'Thuzad. Equality allows anything to trade with anything however, which is an excellent way to bring back silenced taunts as well.
I saw this post yesterday and meant to try out the deck last night, but didn't get an opportunity. Hopefully, tonight. Ghoul sounds interesting. I've never played that card myself, but I can see how it would be good here. Really intrigued by the potentional interaction with Acolyte.
The ghoul combo really is phenominally powerful against Aggro. It's like the old Abomination + Redemption combo for anti-aggro except it comes in early enough to be useful :)
Against hunters, the build I posted does very well (65% win rate). However Priest is a fairly hard counter. Maybe a 35% win rate against them. I've been shifting things around and doing more testing today. Basically I was heal heavy and taunt heavy with 6 heals and 9 taunts and against Priest I was running out of damage.
I'm finding the Unstable Ghoul combo, although delayed across a turn, replaces the need for Pyros early game. If you have Redemption on board then you can drop ghoul one turn, equality the next turn, and even if they silence the ghoul it doesn't matter.
Also, with Kel'Thuzad you can equality, drop KT, and then trade the board away with no negative impact so I wanted to remove the reliance on Equality for early game sustain.
My original build was far too passive. I've been modifying the list to better fit my meta with pretty solid success. I still kept the Redemption + Unstable Ghoul + Acolyte of Pain core though. Here's my current test build with a rank and match list of my meta.
An interesting note. When Redemption resurrects a Deathrattle minion, Undertaker is buffed a second time. I use this early game to counter the damage Undertaker takes from Unstable Ghoul against Zoo and Hunter.
My original build was far too passive. I've been modifying the list to better fit my meta with pretty solid success. I still kept the Redemption + Unstable Ghoul + Acolyte of Pain core though. Here's my current test build with a rank and match list of my meta.
An interesting note. When Redemption resurrects a Deathrattle minion, Undertaker is buffed a second time. I use this early game to counter the damage Undertaker takes from Unstable Ghoul against Zoo and Hunter.
I like the idea of this deck and it looks like a blast to play, but maybe you should find a way to squeeze Sylvanas in there? She seems good with Redemption. Also in my shot time playing this game, I have not been impressed with Stalagg/Feugen combo. Never seems to work for me. Why not replace them with Sylvanas and maybe a Faceless Manipulator or BGH or something?
I did find Big Game Hunter a dead draw at my current ranks, and in general he's not useful in this build as you can usually Redemption + Sludge Belcher to stall out the big threats for a couple of turns until Equality comes into play. Equality is really meant as a KT combo play in this build rather then necessary to survive the early game. Likewise you can nullify big threats with Aldor Peacekeeper and not worry about removing them at all.
I like the Thaddius twins because they eat removal hard (no one will leave these guys on board if they can help it) leaving KT and Tirion more likely to stick and if they don't get removed they stay around long enough to get value with Kel'Thuzad on board trading.
Oh, and you can play the twins on the same turn, which late game happens fairly ofter as a big tempo play to push through the win.
@acelee62 I've ran this iteration of the deck from rank 9 into rank 8. The previous iterations have been rank 10 into rank 9. The deck description on the Undertaker Build lists all the games I've played with this deck and the ranks they occurred if you're interested. I was trying something new and documenting my games and deck adjustments with Hearthpwn to better know how my lists are performing.
Well, Undertaker is just too strong of an answer to undertaker so I went ahead and updated my official list with the test build I was running. Zoo is hard countered by this deck and hunter and control warrior have been very strong match-ups. Still having problems with Priest. Most of my cards are value cards and when they steal them... ouch.
Also updated the first post with a budget version.
I love this deck. I'm struggling a bit with Control Warriors but that's probably me, not the deck. I've also never understood how to use Zombie Chow correctly. It seems like playing one after turn 3 or 4 is just a free heal for the enemy. I don't seem to have a problem early game, so I'm wondering if Harvest Golem isn't a more well rounded replacement option.
He can be a dead draw after turn 4, but his purpose is to shore up the early game and combo with undertaker on turn 1 with the coin or turn 2 without. This gives 3 answers to Undertaker openings.
Late game I'll drop him mostly for continued board presence and to combo with late draw Undertaker, but it's not wrong to just sit on him late game.
Harvest Golem, Earthen Ring Farseer, or Shade of Naxx may be a better includes.
Biggest thing with Control Warrior is to be the aggressor I've found. That, and play around Brawl.
I've released an update to this deck build (Doomsayer FTW!), cleaned up the description (hopefully it's more useful of a read), and updated the title post of this thread.
This build was inspired by Control Pal-A-Guin from TheOnlyIronPenguin.
I've been finding a viable Paladin deck very difficult to run lately as my meta is Hunter, Zoo, Control Warrior and Control Priest. Decks geared towards favorable Hunter/Zoo match-ups tend to do poorly against Warrior and Priest and vice versa. This deck addresses that by attempting to out-value your opponent at all stages of the game.
Part of the problem with Paladin since Naxx is that our board clears no longer actually clear the board because of all the deathrattle summonings being ran. To address this one can create a pseudo-Consecration with turn 1 Redemption, turn 2 Unstable Ghoul.
Most of the deck is built with Redemption synergy in mind so it's always a relevant card.
In the late-game, to severely out-value your opponent is the little known Equality + Kel'Thuzad play. Part of the problem with Kel'Thuzad in control decks is the health of our minions make it some-what difficult to actually kill them off on the turn you play Kel'Thuzad. Equality allows anything to trade with anything however, which is an excellent way to bring back silenced taunts as well.
And here's the deck...
I saw this post yesterday and meant to try out the deck last night, but didn't get an opportunity. Hopefully, tonight. Ghoul sounds interesting. I've never played that card myself, but I can see how it would be good here. Really intrigued by the potentional interaction with Acolyte.
Check out my motorcycle blog at ShiftHer.com ...or not.
The ghoul combo really is phenominally powerful against Aggro. It's like the old Abomination + Redemption combo for anti-aggro except it comes in early enough to be useful :)
Against hunters, the build I posted does very well (65% win rate). However Priest is a fairly hard counter. Maybe a 35% win rate against them. I've been shifting things around and doing more testing today. Basically I was heal heavy and taunt heavy with 6 heals and 9 taunts and against Priest I was running out of damage.
First thing I did was remove Wild Pyromancer.
But wait! That's a staple! You can't do that!
I'm finding the Unstable Ghoul combo, although delayed across a turn, replaces the need for Pyros early game. If you have Redemption on board then you can drop ghoul one turn, equality the next turn, and even if they silence the ghoul it doesn't matter.
Also, with Kel'Thuzad you can equality, drop KT, and then trade the board away with no negative impact so I wanted to remove the reliance on Equality for early game sustain.
<removed as it's no longer relevant>
My original build was far too passive. I've been modifying the list to better fit my meta with pretty solid success. I still kept the Redemption + Unstable Ghoul + Acolyte of Pain core though. Here's my current test build with a rank and match list of my meta.
An interesting note. When Redemption resurrects a Deathrattle minion, Undertaker is buffed a second time. I use this early game to counter the damage Undertaker takes from Unstable Ghoul against Zoo and Hunter.
I like the idea of this deck and it looks like a blast to play, but maybe you should find a way to squeeze Sylvanas in there? She seems good with Redemption. Also in my shot time playing this game, I have not been impressed with Stalagg/Feugen combo. Never seems to work for me. Why not replace them with Sylvanas and maybe a Faceless Manipulator or BGH or something?
sounds interesting. what rank are you playing at?
Feugen and Stalagg's slots are flavor choices and completely open for Sylvanas Windrunner or another mid-game drop. Other good choices are Harrison Jones, Hogger, Ragnaros the Firelord, and Alexstrasza.
I did find Big Game Hunter a dead draw at my current ranks, and in general he's not useful in this build as you can usually Redemption + Sludge Belcher to stall out the big threats for a couple of turns until Equality comes into play. Equality is really meant as a KT combo play in this build rather then necessary to survive the early game. Likewise you can nullify big threats with Aldor Peacekeeper and not worry about removing them at all.
I like the Thaddius twins because they eat removal hard (no one will leave these guys on board if they can help it) leaving KT and Tirion more likely to stick and if they don't get removed they stay around long enough to get value with Kel'Thuzad on board trading.
Oh, and you can play the twins on the same turn, which late game happens fairly ofter as a big tempo play to push through the win.
@acelee62 I've ran this iteration of the deck from rank 9 into rank 8. The previous iterations have been rank 10 into rank 9. The deck description on the Undertaker Build lists all the games I've played with this deck and the ranks they occurred if you're interested. I was trying something new and documenting my games and deck adjustments with Hearthpwn to better know how my lists are performing.
Well, Undertaker is just too strong of an answer to undertaker so I went ahead and updated my official list with the test build I was running. Zoo is hard countered by this deck and hunter and control warrior have been very strong match-ups. Still having problems with Priest. Most of my cards are value cards and when they steal them... ouch.
Also updated the first post with a budget version.
I love this deck. I'm struggling a bit with Control Warriors but that's probably me, not the deck. I've also never understood how to use Zombie Chow correctly. It seems like playing one after turn 3 or 4 is just a free heal for the enemy. I don't seem to have a problem early game, so I'm wondering if Harvest Golem isn't a more well rounded replacement option.
Thoughts?
He can be a dead draw after turn 4, but his purpose is to shore up the early game and combo with undertaker on turn 1 with the coin or turn 2 without. This gives 3 answers to Undertaker openings.
Late game I'll drop him mostly for continued board presence and to combo with late draw Undertaker, but it's not wrong to just sit on him late game.
Harvest Golem, Earthen Ring Farseer, or Shade of Naxx may be a better includes.
Biggest thing with Control Warrior is to be the aggressor I've found. That, and play around Brawl.
I've released an update to this deck build (Doomsayer FTW!), cleaned up the description (hopefully it's more useful of a read), and updated the title post of this thread.