+1
Favorite this Deck

[Legend] Even Paladin

  • Last updated Oct 9, 2018 (Boomsday)
  • Edit
  • |

Wild

  • 17 Minions
  • 10 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Even Paladin
  • Crafting Cost: 9200
  • Dust Needed: Loading Collection
  • Created: 10/10/2018 (Boomsday)
View in Deck Builder
  • Battle Tag:

    MetricTrout#1723

  • Region:

    US

  • Total Deck Rating

    206

View 22 other Decks by MetricTrout
BBCode:
Export to

This is the Even Paladin deck I used to hit Legend in the October 2018 season.  I currently have a 57% winrate with it, from Ranks 5 to Legend.

Despite drastically dropping in popularity after the Call to Arms nerf, I still find Even Paladin to be a competitively viable archetype.  However, this nerf did remove the primary means for Even Paladin to gain a lot of its early game tempo.  To compensate, the addition of more board clears allow for more comeback potential in case the early game goes poorly.

Even Paladin is still a quintessential midrange deck.  As such, against slower decks such as Even Warlock, you will need to be the aggressor and pressure their life total in the early stages of the game with cards such as Blessing of KingsVal'anyr provides an alternate win conditon against attrition matchups such as Odd Warrior; for these matchups, you will need to hit specifically Saronite Chain Gang to safeguard against silence.  Against aggro decks like Odd Rogue or Zoolock, on the other hand, the objective is simply to survive until you can outvalue them with your late game threats such as The Lich King, Tirion Fordring or even just Spikeridged Steed.

This particular variant of Even Paladin differs from other versions of the deck, such as the Greymane's Alliance deck recipe, in several substantial ways.  Since I highly value consistency when building a deck, the Silver Hand Recruit package (Drygulch Jailor and Lightfused Stegodon), as well as the Lifesteal package with Crystalsmith Kangor aren't included, as they don't generally much tempo on their own.  In addition, the Mech / Magnetic package with cards such Annoy-o-Module don't provide enough by themselves to justify running in Even Paladin in my opinion.  In place of these, this deck runs 9 different 2-drops, all playable on Turn 2, to maximize the chances of an optimal T1 Hero Power - T2 2-drop - T3 2-drop + Hero Power curve.

What makes my particular build unique is the addition of 2x Wild Pyromancer and 2x Sound the Bells!.  It used to be that Paladins only ran Wild Pyromancer to combo with Equality; Bells provide an additional activator for Wild Pyro, particularly useful against Soul of the Forest combos from Token Druid.  Having 2 Wild Pyros allows this deck to regain tempo when behind against Zoolock or Odd Rogue.  Meanwhile, I find Sound the Bells to be an amazingly versatile card; it can be comboed with Wild Pyro, used on Turn 2 for tempo, or on up to 5 minions in the late game to create efficient trades.