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Teebs' Aggro Paladin

  • Last updated Oct 22, 2014 (Naxx Launch)
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Wild

  • 18 Minions
  • 10 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 880
  • Dust Needed: Loading Collection
  • Created: 10/20/2014 (Naxx Launch)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    202

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Welcome to my Aggro Paladin deck guide
Here you will find all of the information needed to construct and play a fast and effective Paladin deck. This deck is excellent for completing quests since the matches are generally quite short, and the crafting cost is only 880 dust. It is also a capable build at high ranks in the right metagame.
Strategy
This deck aims to overwhelm the opponent early in the game, and finish them off before they have time to recover. To accomplish this you use a variety of cheap minions and secrets to pressure the opponent's life total, often ignoring the minions that they play.
Your deck relies on playing powerful early game cards such as: 
Undertaker - Try to play this on turn 1 and protect it. Many of your other units have deathrattle abilities, so it grows quite quickly. You will often win the game on the back  of this card if it grows to 4/5 or higher. Not bad for 1 mana!
Argent Squire - This card on its own is quite solid, it will help control the board from turn 1. The reason it's listed as a power unit is the the synergy with Blessing of Might. For 1 more mana you get a 4/1 with divine shield; playing this early and attacking the opponent directly can often deal 8-12 damage in the first few turns, and killing enemy attackers in the process. 
Knife Juggler - Dealing 1 damage every time you play a minion has huge potential in a deck with this many cheap minions and a hero power that spawns a 1/1 token. He also has some great  synergy with haunted creeper & Sludge Belcher, throwing a knife immediately when the tokens  spawn. He will even toss a knife when Noble Sacrifice is triggered, possibly killing a 1 hp attacker before it does damage!
 These minions can quickly snowball the game if not removed, often requiring the use of specific spells for the opponent to do so. By protecting these high value cards from enemy minions  you develop board control, which quickly translates in to lots of damage when you attack. 
To protect these critical cards there are expendable ones such as: Loot Hoarder, Haunted Creeper, and Mad Scientist. These all help to buff your undertaker, activate your Knife Juggler, and trade for enemy threats efficiently. Abusive sergeant compliments these expendable minions as well, allowing them to trade for higher health enemies without giving up multiple cards.
Given the choice to play multiple power cards early, or some expendable ones in their place; it is often a good idea to play an expendable minion alongside your powerful units if you expect your opponent will play a creature on their next turn (such as an undertaker, Unbound Elemental, a minion with taunt, or anything that threatens to kill one of your key units).
Playing in this way also ensures that if the opponent clears the board with a spell such as Consecrate, Explosive Trap, Hellfire, or Lightning Storm you will be able to play some significant minions on the next turn.
Trading off these expendable minions is not the only way you can protect your key cards. Sludge Belcher and Truesilver Champion are both very effective at protecting your board. Your secrets are also there to maintain your board control: Noble sacrifice will prevent an attack, potentially killing an enemy attacker in the process, and avenge helps empower your remaining units should one die.
If you successfully summon and protect your power units in the early game, you will often win on turn 5 or 6. If the opponent has lots of spells, large taunt creatures, or early units of their own you will have to extend your pressure in to the late game.
Card Draw
Most other aggro decks suffer from lack of card draw, and as a result they will not have enough damage to win the game if it carries on for too long. This deck uses the following cards to sustain the pressure until you can win the game: 
Divine Favor - The main card that enables this deck to play so quickly, it allows you to refill your hand after playing everything in the first few turns of the game. The slower the opponent's deck, the more cards you can get from it. 
Loot Hoarder - A great fit in this deck, since it has deathrattle, which powers up your Undertakers, and also draws a card when it dies, effectively replacing itself.
Blessing of Wisdom - Another card that can be used to draw quickly. As long as you have a minion ready to attack, you can cast it and draw right away. If that minion survives multiple turns you can end up drawing quite a few cards from it. Another use of this card is to play it on an opponent's minion: you will draw a card each time it attacks you. This can be a great way to punish your opponent for playing big minions, such as a Druid using innervate to play a Chillwind Yeti early in the game.
Mad Scientist - Does not draw directly, he goes one step further and casts  the secret for you. This can be very disruptive to your opponent while they try to clear the board, as the secret can redirect their attacks or buff a minion's HP out of range for their remaining attacks.
Trading or Attacking Directly
A common question people ask when looking to improve their play with aggro decks is: "When do I kill my opponent's minions, and when do I ignore them to attack his hero?". With this deck you will usually ignore your opponent's minions, with a few key exceptions:
- You have an Undertaker, Knife Juggler, or a minion with Blessing of Might that will be killed by an enemy minion next turn, and another minion on the board (e.g. you have a 2/3 Undertaker and a Mad Scientist, your opponent just played a Flame Imp. Trade off the Mad Scientist to get maximum value from the Undertaker's ability in the coming turns).
- You have units that will likely die to incidental damage next turn. (e.g. If you have several 1 hp minions and your Druid opponent just played an Ancient of Lore to draw cards; there is a good chance they will all die to a Swipe. Trade them off if that Swipe would completely destroy you).
 Mulligan choices
In this deck you must not be complacent with a good mana curve alone: there are so many cheap units that you will almost always have a good mana curve. It is important to look for your power cards: always keep all Undertakers and Knife jugglers ahead of other cards. You should not keep secrets unless you already have an Undertaker or Knife Juggler, and no other units in your hand to protect them. Do not keep Divine Favor, you want to draw in to it rather than start with it. 
The rest of the decisions depend on whether or not you have the coin:
- Without the coin: Keep 1 Argent Squire or Leper Gnome. If you have a 1 mana minion also keep a Mad Scientist. Ditch any 1 mana spells unless you have an argent squire, in that case you can keep blessing of might if you have a second one mana minion.
- With the coin: This deck benefits significantly from the coin and the extra card that you get from playing second. The mulligans are also more complicated since many decks do not play cards on turn 1. If you are against Priest, Shaman, Warlock, Mage or Hunter you should expect a minion from them on turn 1. This means you may lose an unbuffed Undertaker, so dig hard for a Leper Gnome or Argent Squire + Abusive Sergeant/Blessing of Might to protect him. If you are against other decks they will typically do nothing on the first turn, you can coin out a Knife Juggler and play two one mana minions on turn 2 for some extra damage, or Undertaker coin Leper Gnome, and play a 2 mana deathrattle on turn 2 to snowball ahead of your opponent quickly.
Card Swaps
Most of the cards in this deck are very cheap to craft, and easily accessible. The neutral minions are also ubiquitous, so If you are strapped for dust they are going to be good choices to craft and benefit your other classes as well. This deck makes use of several Naxx cards, if you do not have Naxx on your account consider some of the cards below in their place:
Ironbeak Owl - A cheap minion that brings silence to the deck. This card does very well against Druid, Handlock, and any other decks that like to use taunts/Undertakers/Mad Scientists/Sludge Belchers. A very solid pick for this deck.
Harvest Golem - A decent (but slower) replacement for some of the deathrattle units in this deck. He is often hard to remove and good at protecting other units, but might mess up your mana curve if you are not careful with your deck building and mulligans.
Consecration - One of the better board clear spells in the game. Consecration feels slow to cast at 4 mana, and sometimes sits dead in your hand. It can do very well against other early game decks such as Zoo, Hunter, and Shaman.
Redemption - A reasonable alternative to Avenge. This card can catch people off guard from time to time, since it is not commonly played. It will also trigger with a single minion compared to Avenge requiring 2, but having only one minion is often not a winning position to be in. If you have a large board many players will kill the worst minion first, so you often just end up with a 1/1 hero power token.
Defender of Argus - A solid pick for this deck. Defender of Argus is a great card for playing around AoE damage, preventing lethal from the opponent in a late game race, or just trading up effectively. He can cause mana curve issues at 4 mana, and slows the pace of the deck down slightly.