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Witchwood OTK Control Pala (UPDATED GUIDE)

  • Last updated May 15, 2018 (Witchwood)
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Standard

  • 18 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: OTK Paladin
  • Crafting Cost: 11380
  • Dust Needed: Loading Collection
  • Created: 5/1/2018 (Witchwood)
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  • Battle Tag:

    Waldmann#11898

  • Region:

    US

  • Total Deck Rating

    130

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 Strategy:

This deck is great fun and has some win conditions to win the match. Let's talk about the combos ... There are two ways to perform the OTK, but for both forms it is necessary for a Knight to return the hand by the Ancient Brewmaster or the Zola the Gorgon, we will exemplify the desired situation:

1st >> With the knight in hand you will need another knight to stay alive for a turn at the board, so you will need to exhaust the opponent's removals and make plays like:

Hero Power + Tirion Fordring or HP + Lynessa Sunsorrow or HP + Spikeridged Steed or HP + Sunkeeper Tarim and many other ways you can imagine. Although it seems difficult in practice is not so much, since each Knight needs to be removed everytime, thus locking the opponent's moves.

2nd >>With The Coin you can choose  to return two knights to the hands, the play is:

Knight + Knight + HP + Blackwald Pixie + The Coin + HP.

However, you do not always have to complete the combo to win the matches, this deck has an ability to buy cards, AOE combos and big minions that can simply hit the face.

The use of the Bellringer Sentry along with the secrets and Righteous Protector is an excellent tempo play as well as serving as a way to cycle the deck. Though it seems, but Redemption is unlikely to be used to keep the knight alive. Call to Arms also has the same cycling and tempo play goal.

Stonehill Defender has extreme synergy with the paladin cards and may provide you with more resources to protect the knight.

The worst matchup are against decks that can kill you quickly, because this deck has difficulties to Hold the life in the first turns.

Mulligans Tips:

With this deck one, card that i beieve that you must keep almost every match is Wild Pyromancer for three reasons: 1. this card is a part of the biggest AoE combo of this deck (+Equality) 2. You surely dont want to bring two of them with Call to Arms 3. this card possibilites draw cards within Acolyte of Pain and small remotions with some secret or Potion of Heroism.

There are two more cards that you want to keep in almost every game, Call to Arms, because this card allows you to develop a board at the eary game and cycles your deck; and Bellringer Sentry then begins to play the secrets of the deck and has strong resilience.

Other cards may vary depending on the match, in more aggro matches you should stay alive and with high life until you have mana to control the game well, then Righteous Protector, Stonehill Defender and Loot Hoarder can be good options, in more control matches you will want to buy the deck cards as soon as possible, then Acolyte of Pain, Loot Hoarder. can be good choices.

Matchups (in construction)

Vs Tempo Mage

This is a bad matchup because Mage has several ways to deal damage to your face quickly and you will not ask to do much against it, so our win condition is to block all the damage from the board at the early game and already with the control, aggressive as much as possible.

Mulligan: Harrison Jones, Righteous Protector, Stonehill Defender, Call to Arms ...

 Vs Even Paladin

This match is more balanced when compared to the odd paladin, because it is a bit slow, so we have time to control the board well, we will hardly complete the combo, you should consider when using the AoE, after a buff at the beginning of the game is a good option.
Mulligan: Bellringer Sentry, Call to Arms, Stonehill Defender, Righteous Protector.

 

Remember that the knight in your hand must be different from the knight summoned by hero power...

 

 

+50>>>> Mulligan Guide, Notable and budget replacements...

+100>>>>>> Matchup by Matchup and Gameplay videos.

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