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(Post Nerf) Witchwood Quest Control Healadin

  • Last updated Jul 11, 2018 (Spiteful Nerf)
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  • 15 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Kaleidosaur Paladin
  • Crafting Cost: 12480
  • Dust Needed: Loading Collection
  • Created: 5/5/2018 (Witchwood)
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Edit: With Call to Arms nerfed and having already been on the potential cutting list, I've replaced it with a second Blessing of Kings, which is another buff to get the quest closer to completion, but also one of the best buffs to use on Paragon of Light and Vicious Scalehide in the mid and late game for them heals. I took out one Loot Hoarder since it can't be pulled out anymore, but I kept one as it's a decent turn two play. I replaced one with Acolyte of Pain, since it is both card draw and a good target for buffing.


Jk, no it isn't but it sure as hell is fun, and better than many people would think. The addition of Lynessa Sunsorrow with K&C helped the deck, but the real mvp is Sound the Bells! from WW. Why? It allows you the build the deck as a more traditional control paladin, because you no longer have the overload your deck with buffs. Sound the Bells! can quickly complete the quest on its own, so all you have to do is survive with the typical paladin control tools until you get the opportunity to use it. The other buffs are the actual good ones, such as Spikeridged Steed for survivability and Potion of Heroism for card draw. 


But control paladin sucks, I hear you say? Yes, that's true. Hence the healing factor of this deck. Two copies of Paragon of Light are amazing for healing if you can hit it with either an onslaught of Sound the Bells! or Spikeridged Steed. 2/5 for 3 mana is also not too shabby, and if you just drop it on the board, aggro decks are typically afraid to leave it up due to the poissbility of it being buffed the next turn, so it also acts as a soft taunt. A good buff on it can straight up win the game against aggro if they don't find a silence in time. Truesilver Champion is another proactive form of healing. Uther of the Ebon Blade is another nice control card that heals for 10 the turn it is played, and the better tokens it generates doesn't hurt either. Vicious Scalehide helps trade and heal against aggro decks, with the potential for lots of healing if you find the opportunity to buff it. With these forms of healing, The Glass Knight turns out to be a pretty sticky minion, and sticky minions are important as a target to buff.


There's also one more unexpected synergy that WW brought. Aside from the usual great control synergy Wild Pyromancer has with Equality (it destroys spiteful decks, for instance), it can also be a good anti-aggro tool if you combo it with mutliple casts of Sound the Bells!. Sound the Bells! basically becomes a Warpath with a body, because the +2 health keeps the Wild Pyromancer alive. 


One copy of Zola the Gorgon allows you to pressure the opponent into removing either Lynessa Sunsorrow or Galvadon twice. Lynessa Sunsorrow usually ends up bigger than Galvadon and also gives card draw if you used Potion of Heroism before. Therefore, Zola the Gorgon pressures your opponent to clear giant minions not once, not twice, but three times.

The rest of the deck is explanatory: Sunkeeper Tarim is great against spiteful decks by reducing 12/12 elusive minions into a manageable 3/3, two Stonehill Defenders are essentially two extra Sunkeeper Tarims or Tirion Fordrings as well as 1/4 taunts. Harrison Jones fills the curve for 5 mana and is tech against cubelocks as well as card draw. If aggro is a bigger issue than cubelock, Gluttonous Ooze is a better body in the early game, and can help with survivavility through armour. I don't use Acidic Swamp Ooze because it gets pulled by Call to Arms. Taunts and draw aims to draw out the game against control and aggro alike. Call to Arms is not so much a tool for controling the board as it is a way to force onto the board a Wild Pyromancer for a desperate clear, a Vicious Scalehide for heal and trade, and Loot Hoarder for more draw. Since there are only 6 minions to summon with Call to Arms, I only play one copy. I'm considering adding another, but not sure what to cut.


The deck could still use refinement: It may need more early game protection against aggro, or silence against cubelock, and I'm still testing what the flex spots may be. But my overall impression is that is actually does really well against spiteful decks, and any slower midrange/control deck in general barring cubelock. Let me know what you think and what can be changed, I'm sure this list can be improved!

Edit: Added Vicious Scalehides and considering an extra Call to Arms. The Lesser Pearl Spellstone would be super cool to add in, given the amount of healing there is and the stall it can provide, but I don't think I can fit it in.