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  • Last updated Apr 15, 2018 (Witchwood)
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  • 15 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: OTK Paladin
  • Crafting Cost: 11480
  • Dust Needed: Loading Collection
  • Created: 4/15/2018 (Witchwood)
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I like combo decks a lot (exept cancer shudderwock). This archetype is my favourite. I've played practicaly every existing combo deck so far (exept cancer shudderwock). 

As both OTK pally and quest mage lost quiet some key cards this year rotation, I was thinking how to make these decks work in new meta. I still cant make viable quest mage but luckily was able to make OTK pally deck work. 

I went 6/1 so far with this deck from rank 5 to 4. The only lost game was due to my missplay so technicaly it may be counted as 7/0.

Even though there are little changes compared to prerotation version, the way to pilot this deck is different. Now it is more like controle "check mate". This deck now needs set up befor the actual OTK (or coin to pull of the combo within 1 turn).

The combos are:

1. You have 2 horseriders on board (the easiest OTK) - hero power > reset with new 3 drop > hero power = 7 mana is needed

2. You have 1 horserider on board + you need to have 1 DIFFERENT horserider in hand from the previous turns from zola or youthfull - play horserider from had FIRST (that is important) > hero power > reset with new 3 drop > hero power = 9 mana is needed

3. (THIS COMBO IS ONLY POSSIBLE IF U HAVE COIN IN HAND) You have 0 horseriders on board  + you need to have 2 DIFFERENT horseriders in hand from the previous turns from zola or youthfull - play both horseriders from had FIRST (that is important) > coin > hero power > reset with new 3 drop > hero power = 11 mana is needed

After knowing the combos it becomes clear why this deck is more controlish. The 2nd combo is the most used among this 3 as your opponent will hardly ever let u have 2 horseriders on board and you will rarely have coin in hand, so before u do OTK u need to fish your opponents removals or make an effective turn (at list 1 horserider should survive after opponents turn)  with Rebuke. This playstyle requares much more skill than just playing burgly bullies for coins as u need to place your opponent in difficult situations of "check" every time you have horserider on board. And the turn he/she cant remove horserider from board becomes "check mate".

This deck has realy good cycling and some premium defensive tools. Against slower decks u just need to cycle and than do 1 of the combos listed higher. Against aggro you go with controle plan: remove their minions, hide behind taunts and heal with weapons.


P.s.: My single loss was against cubelock. When I had all combo peaces (1 horserider on board + 2 horseriders in hand) I summoned 2 horse riders with hero power and THEN played horserider from hand which happend to be the same as one of the summoned. YOU NEED TO ALWAYS PLAY HORSE RIDERS FROM HAND FIRST so your hero power will summon different horseriders.