Midrange Control Paladin 70% Winrate 19-11
- Last updated Nov 22, 2018 (Boomsday)
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Wild
- 20 Minions
- 9 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Midrange Paladin
- Crafting Cost: 10420
- Dust Needed: Loading Collection
- Created: 7/31/2018 (Spiteful Nerf)
- coolio675
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N/A
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Total Deck Rating
8
I have been trying this deck for a little bit now and have found a decent amount of success with it. Its certainly not tier one by any stretch of imagination but i found that it worked quite well for what I was aiming at, which is a more control focused paladin deck. I find aggro paladin to be quite boring and brainless so this is definitely a change of pace.
Mulligan Guide-
- Most times I like to keep Uther of the Ebon Blade in your opening hand if you know that it isn't going to be a match against aggro as it has a very large impact on what your play style is going to be with this deck.
- Always keep Stonehill Defender as it can reliably get you Tirion Fordring and is also a decent body for what its worth.
- Keep your board clears such as Consecration or Equality/Wild Pyromancer as board clear is hard to find sometimes
- Cards such as Plated Beetle and Loot Hoarder are also good to keep as they have good early presence/card draw that lets you move through the deck
- Maybe keep an Aldor Peacekeeper against warlock as they might try to hit you with the Mountain Giant early so you can nullify that.
Gameplan-
As stupid and obvious as this sounds play to not die. This is not a super aggressive deck and it isn't a super late game deck either so you are going to have to find the sweet spot somewhere in between SMOrcing and board clearing.
Your Djinns, if protected, can quickly get out of hand with how much healing they can put out. I would highly recommend that you don't play these alone as they are a mostly support card that wants to sit behind some taunts or big minions and heal you.
Next, your board-clearing combos are relatively straight-forward but the basics are
- Wild Pyromancer/Equality Full board clear that kills everything.
- Wild Pyromancer/Consecration A smaller board clear that can deal with 3 health minions while also not destroying yours at the same time.
- Equality/Consecration A board clear that wipes your opponents board but leaves your board up, however they are now susceptible to being cleared themselves as they are all 1 health.
- Wild Pyromancer/Shrink Ray is a full board clear that will wipe the slate clean.
- Card NameMossy HorrorCard Name for those pesky small minions.
Win Conditions-
Most of the time your win condition is to win via attrition.
Versus aggro decks you just want to outlast the face damage being output by your opponent while slowly gaining a lead on the board by board clearing them constantly and smartly.
You could try for a Uther of the Ebon Blade end but that is quite hard in this deck, as you have no enablers for it.
Replacements:
- Lay on Hands is a nice oh-shit button but isn't necessary to the deck and the card draw is also nice when you are running out of steam. Honestly I don't know what I would replace this with as it has such a niche in my deck that can't really be itched by other cards, but it certainly isn't the centerpiece of the deck so if you don't have it don't sweat it.
- Mossy Horror is a card I wouldn't recommend going without as it can get rid of Spreading Plague and other small minions that are getting in your way.
- The Lich King all this card is is a big bodied card generator which can be replaced by the likes of Ysera or a Primordial Drake if you don't need the cards as bad but need something big to board clear.
- Tirion Fordring is a very meaty taunt that you can hide your Card NameBenevolent DjinnCard Names behind. Good replacements for this card could be something like Sunwalker or Primordial Drake
- Sunkeeper Tarim and Uther of the Ebon Blade are honestly not replaceable in my book as your deck is centered around these 2 being your big mainstay cards that can swing a board and provide good protection.
Thanks for reading my guide and please let me know how I did on my first guide ever in the comments and if you have any opinions or questions on the deck feel free to ask.
any thoughts on dropping avenging wrath to put in stampeding kodo for single target removal?
i could see it working but the reason have avenging wrath in there is in case i need to go face with it or there are a lot of 1 health minions that can be dealt with. or a single big minions aswell. but if you dont have the dust for it stampeding kodo sounds like it work
Not enough card draw
if you arent splurging the board super hard with everything and conserving some stuff card draw is a non-issue
How do you win against mind blast priest. Seems like a horrible match up. Just Psychic Screams away everything including your OTK pawns.
honestly i might have just gotten lucky when i went up against the 2 big priests i faced but what i did was just keep a constant board presence and don't drop too low on health. I have hsreplays of the 2 games if you want to see what i did. the first one is more of a deathrattle priest that went way too long and the second is a legit mind blast priest.
https://hsreplay.net/replay/K4emzAQskaH6p4SQppHtUm
https://hsreplay.net/replay/oCxTw9baZfZKc4x5gxLZhP
honestly i might have just gotten lucky when i went up against the 2 big priests i faced but what i did was just keep a constant board presence and don't drop too low on health. I have hsreplays of the 2 games if you want to see what i did. the first one is more of a deathrattle priest that went way too long and the second is a legit mind blast priest.
https://hsreplay.net/replay/K4emzAQskaH6p4SQppHtUm
this game he was an idiot and kept on cycling my minions back into my deck which let me get my combo off.
https://hsreplay.net/replay/oCxTw9baZfZKc4x5gxLZhP
this one i just kept on clearing his board over and over so that he wouldnt be able to do much with the cards he played
Priest is pretty much auto lose since the deck is not aggressive enough. The play around is not hero powering post turn 7 and cutting 2 Witchwood Piper or 2 Lesser Pearl Spellstone for 2 Call to Arms to pull out your cards AFTER they psychic scream if you can. Personally I'd drop the spellstones since they don't have enough synnergies and is overall just a bad card.
i had the basis of this deck from another one i saw on here but i changed it around a good deal. they had 2 call to arms and i found that it was pulling my pyromancers way too often making my board clear much less reliable.