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Liam Quest Paladin

  • Last updated Apr 16, 2018 (Witchwood)
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  • 13 Minions
  • 17 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Kaleidosaur Paladin
  • Crafting Cost: 7000
  • Dust Needed: Loading Collection
  • Created: 4/14/2018 (Witchwood)
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Results of the deck:

Due to the unexpected success I've had with this deck versus the multiple aggro decks on ladder, I felt the need to make a more comprehensive guide to share with you my secrets for wrecking the meta with Quest Paladin. I've ranked up from rank 5 0 stars all the way to rank 2 with maybe 2 or 3 losses, and every match has felt fairly consistent in the way I won them due the multiple ways you can win/win back the board with this deck, all while applying devastating pressure and having a ton of value for late game.  In addition to my deck summary, I'll look at specific interactions, mulligans, synergies and anti-synergies to play around, and analyze how I feel certain match ups should play out. 

Deck Summary:

This is my quest paladin for the new expansion. It plays very much like a midrange deck that seeks to get on the board early with Argent Squire and Righteous Protector. We can keep up pressure with other early game cards such as Dire Wolf AlphaParagon of Light, and Call to Arms. After we've established board control, we can start buffing with Sound the Bells!Blessing of Kings , and Spikeridged Steed. If we ever fall behind on board do not worry, because we can comeback with our Wild Pyromancer, which can sometimes full board clear with Adaptation. Late game we drop Galvadon and Lynessa Sunsorrow, and we can replace our trove of 1 drops with legendaries thanks to Prince Liam

Strategies and interactions:

Curve strategies:

Early game, our primary goal is to get on the board as soon as possible, and try to make the most favorable trades possible. Usually this involves playing either our Argent Squire or Righteous Protector on turn 1, and following up with a one mana buff quest combo, Dire Wolf Alpha, or worst case a tempo Wild Pyromancer depending on the matchup. This allows us to trade into higher health minions that our opponents may have anticipated were going to live, or create a stickier body to ward off the small minion hoard. If your opponent passes turn one, Blessing of Wisdom is the preferred choice of one mana buff to gain card advantage, whereas Adaptation is better in almost every other scenario. Paragon of Light is the dream turn 3 play as our little doggo turns it into a better Tar Creeper, but a one mana buff + hero power, or even quest + hero power is ok if you didn't play it turn 1 or 2. Consider saving the quest for a combo with Wild Pyromancer if you didn't get any good cheap costing spells, doing this has definitely won me some games, even if I missed out on a buff.  Turn 4 should be reserved for either Blessing of Kings , Call to Arms or Sound the Bells!, and if you are successful here the rest of the game is yours to lose. The next turns are more context dependent, but you definitely want to try and finish your quest as soon as possible, play a Spikeridged Steed or two, and pressure your opponents face a lot so he feels forced to play super defensively, wasting removal that should be used on Lynessa Sunsorrow or Galvadon. Playing Prince Liam on curve is a ok, as we have plenty of buffs to go around, even if it does disrupt our Call to Arms synergy. When we run out of stuff, we can easily refill with Divine Favor, and if you have already played Prince Liam, we can get a treasure trove of legendaries. 

Playing from behind:

Unlike most paladins who don't run Consecration, Sunkeeper Tarim, or even Equality, we have a way to get back on the board due to Wild Pyromancer. This card coupled with any of our one mana buffs, or Sound the Bells! completely wrecks aggro paladins, and even hardier boards can be defeated by a timely Wild Pyromancer, Adaptation into poison combo. Short of a silence, once you get a buffed Wild Pyromancer on the board, there is little an aggro deck can do to get back as you just keep casting spells every turn, clearing all their stuff. Even if they do silence, that's one precious silence they had to waste when they know you are just itching to play Spikeridged Steed and Lynessa Sunsorrow down the road. Getting Wild Pyromancer is much more consistent then you might think when playing this deck when considering you are very likely to pull one or two of them with Call to Arms. There are many cases where I actually passed turn 4 with Call to Arms in hand, just so I can combo with a 1 mana spell on turn 5 and take back board control. 

On the Galvadon combo:

To successfully pull off Galvadon, I included Spellbreaker and Rebuke. Remember, taunt is cheat, and as long as there aren't multiple Voidlords on board (which can happen sigh) on turn 7 or 8, 1 is generally enough to break free for lethal. Rebuke helps versus those control decks like Shaman, Warlock, and Warrior, with their large aoe board clears which are now temporarily disabled! Galvadon is such a good finisher, but isn't even essential for victory.

Our late game value:

With Lynessa Sunsorrowand Prince Liam, our late game value has a treasure trove of potential. By the time you play Lynessa Sunsorrow, hopefully your opponent has exhausted most of their removal options dealing with all the stuff you've thrown at them, and can no longer deal with a 7 mana The Ancient One with taunt that when it dies summons 2 steggy bois which also have taunt. They probably won't have a silence left either, but don't rule that out and be very careful when playing her, especially if you've played both copies of Blessing of Wisdom on your minions this game (you will mill yourself to death, be warned). Prince Liam is a surprise success story in this deck, as I mostly included him for the memes. So many games he's given me late game value like Onyxia, Alexstrasza , Marin the Fox, Tirion Fordring, and even a second Lynessa Sunsorrow. He once even made me topdeck lethal with Al'Akir the Windlord once, thanks Prince Liam


Matchups that you are favored in are any aggro deck that tries to get by you. Laugh as their puny minions die to your 10/10 Wild Pyromancer. I haven't faced that many cubelocks, but I've beaten the ones that I've faced, mostly by running them down with my high value minions that are quite resistant to defile and hellfire once they get a few buffs, as this deck can play fairly aggressive if it wants to. It also helps that they are mainly running defensive tools for aggro paladin, so I suspect they might even cut silence and hard removal all together. However in theory if they have the nuts, such as Skull of the Man'ari, Carnivorous Cube combo, and a bunch of demons, you will lose, as they will eventually outvalue you. Warrior is an interesting matchup that I've mostly beaten, but I can see a world in which they win if they have all their board clears, hard removal, silence effects, and finish the quest rapidly. Brawl is especially good at clearing Galvadon, so try and make sure you never play Galvadon without rebuke, or if you won't get lethal with him the next turn. Hand Druid seems to be easy pickings as he generally can't keep up with your board, tho one of my losses came at the hands of a token giant druid, so be be warned. The only two matchups that seem really hard is tempo mage and spiteful priest. This is because board recovery is simply not an option, with tempo mages secrets disrupting your Wild Pyromancer combos, and spiteful priest playing the classic and very balanced 6 mana 16/16 (and yes, 7 mana The Ancient One is balanced I'm not biased in the slightest :) ) as well as having very good early board pressure. They will even steal your Lynessa Sunsorrow away late game with Mind Control! Though these matchups aren't unwinnable, they are difficult and they generally have to draw badly for you to win. 


Versus aggro:

Keep the quest. This might sound dumb, but especially versus aggro paladin you need Galvadon to finish the game. Truth be told, once your Wild Pyromancer runs out of steam, the paladin will OUTVALUE you, that's just how crazy the deck is. Versus baku hunter it would really be better to get rid of it tho, but since it's your win condition versus spell hunter, it's way too risky to mulligan. Ideal keeps are your 1 drops, Wild Pyromancer, and if you have the one of the former a one mana spell. Running out of cards shouldn't be that much of an issue because of Blessing of Wisdom and Divine Favor helping you out later, since baku paladins sometimes keep decent hand sizes because they hero power so often, tho this is a bit unreliable given they very well might double 1 drop turn 2. Unless you are going second (and therefore have more to mulligan), it's probably inadvisable to keep Paragon of Light, tho in theory it sounds good. This is because unless you have exactly a wolf on turn 2 that survives, you aren't getting immediate value, and if you aren't contesting the board properly by turn 4 and don't have a Wild Pyromancer or Call to Arms lined up, you're pretty much screwed so getting those 1 drops or the cards I just mentioned are really important.

Versus everything else:

Honestly the mulligan is pretty much the same for the other classes. We want to get on the board early and then buff it to hell so the above mulligan strategy is fairly consistent. Versus slower decks, keeping Call to Arms or Divine Favor may be good ideas, but I wouldn't try and actively mulligan for them if I have my 1 drop 1 mana spell combo.  

In conclusion, in addition to being competitively viable this is a very fun deck to play, enjoy!