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Kangor's New Mech Control Paladin

  • Last updated Nov 23, 2018 (Boomsday)
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Wild

  • 19 Minions
  • 8 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Paladin
  • Crafting Cost: 13640
  • Dust Needed: Loading Collection
  • Created: 11/14/2018 (Boomsday)
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  • Total Deck Rating

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After a couple of Lynessa Control builds I created my own version of Mech Control Paladin. I revised it a lot and have had great success with it on high ranks on the way to Legend. 82% winrate on the latest version (screenshot)! There are of course better control classes right now, but I found this to be the best Paladin Control Deck I have played, and I played a lot!

Forget Deathrattle Paladin. It just gets wrecked by Aggro Decks and rightfully so, because it is waay to greedy. If you don't believe me, look at the stats: https://hsreplay.net/archetypes/261/deathrattle-paladin#tab=matchups

This is a revised version of my previous Boomsday Control Paladin https://www.hearthpwn.com/decks/1190549-the-best-boomsday-control-paladin

Gameplan

You want to merge mechs together as much as possible without overextending, so that you resummon some great, great mechs with Kangors Endless Army. If possible, I wait for at least one egg to be played before resummoning. This gives you the greatest, wonderful army, to speak in the voice of our time.

Card discussion

My most recent addition was Crystalsmith Kangor. Before, I had another plated beetle in. I am free to play, so I was not sure whether I needed the Crystalsmith, but I cannot overstate the importance. Your hero weapon heals you for 10 health each time you swing it! Steed on Crystalsmith often makes aggrodecks instant concede when they don't have removal. Divine Shield + 8 health usually needs at least 3 smaller minions in order to kill it. 3 times 3 doubled is 18 health lifesteal. And then we get a Stegodon on top :) And if you manage to Zilliax a Robosaur while Crystalsmith is out, it's just instant "Back to full health baby!"

Doomsayer vs. Plated Beetle: if you face a lot of Rogues, it can be quite hard to get a Doomsayer off and you might want to take two Plated Beetles. They usually give you better trades in this matchup. If you face other types of decks and have success with Doomsayers, take 2 Doomsayers. Try out and see what fits your needs.

Tar Creeper vs. 2nd Pyromancer: Tar Creeper is probably the best early taunt minion and together with Stonehill Defender hugely increases your chances of having a taunt at turn 3. If you go first and hard mulligan for early taunt, the chance of having a taunt at turn 3 is 49% with 2 Stonehills. Add a Tar Creeper and you are at a solid 64%.

The 2nd Pyromancer looks clean on paper, but is rather inconsistent. There are not many spells in the deck so essentially you need to draw Pyromancer + Equality in the early game to do something against aggro. Again, if you go first and hard mulligan for Pyromancer + Equality (which you probably won't), the chance of having the combo at turn 4 is 28%. Until turn 9, the chance of having the combo is less than 50% (statistics are found at the bottom). At that time, you are usually dead against aggro. So we have estabilished that it doesn't usually help against aggro. But against Control Decks I don't need it either. You can use the Combo Pyro + Equality or Equality + Consecration. Having 1 Pyromancer frees up one Consecration for other uses but having two seems to add little value. With 1 Pyromancer, the chance of drawing a Pyromancer or Consecration until turn 6 is already at 76% in the above setup and only increases to 86% with a second one. Drawing it together with equality is the problem with 47% (1 Pyro) vs 53% (2 Pyro). So I think Tar Creeper is the better option here.

I cut meatweagon because it is such a slow card. I can play egg and magnetize another mech onto it afterwards, but with meatwagon, I need to kill it first to even get the egg that afterwards gets me the Robosaur. Also it prevents you from using Doomsayers, so you have to rely on Plated Beetles. I usually found myself keeping it in my hand against all midrange or faster matchups.

I recently made a few changes following comments and the Youtube video from Old Guardian, who took my deck and build a more anti-control version, which I also want to recommend. His channel is awesome because he explains his thought process very clearly and you can learn a lot from his very patient plays!

I replaced a Wargear with a Skulking Geist because the Geist can single-handedly increase your chances of winning immensly if you are up against a lot of Druids, Odd Warriors, Priests, Deathrattle Hunters or Cubelocks!

If you face a lot of aggro, consider cutting even the Lich King for another Doomsayer/Beetle and Harrison for a Gluttonous Ooze.

Mulligan

I usually keep Doomsayer/Plated Beetle, Stonehill Defender, Consecration as well as weapon vs aggressive classes

Keep weapon removal against Druid, Warlock I would take the gamble that it is not Cubelock nowadays.

Against Warlock and early giants I keep Equality to be able to kill it or Doomsayer and Stonehill to kill/delay the giants.

Against other control matchups I would keep draw (Acolyte, Stonehill and Crystology) and an egg. Crystology is great because it draws you more card draw in 90% of the cases (Acolyte or Stonehill).

On the other side of the board, the fact that people usually think you are Odd Paladin and mulligan for removal gives you quite an edge in the early game. Warlocks for example might opt to not keep their giants because they are really bad against aggro. Comment Nov 2018: This is now less true with the emergence of again more Even Paladin.

I hope you enjoy playing tis Control Paladin deck and give me an upvote if you like it or add suggestions below!

I also found a fan video! Thanks CobraRogue!

Organizing Fireside Gatherings

If you want to host a public Fireside Gathering, check out my start-up Let's Meet. You can create an event in no time, post the registration link on the Blizzard page and keep track of how many participants are coming. It's also great for organizing big partys, weekly role playing evenings or regular sports with friends, but that might be the wrong crowd here. Ok ok I stick to "It's great for e-sports"

Statistics for drawing Pyromancer + Equality with 3 cards mulliganed and going first

      Chance of drawing
Turn Total cards left in deck Cards which are not Pyromancer no Pyro at least one Pyro Pyro & Equality
Mulligan 1 30 28 93% 7%  
Mulligan 2 29 27 87% 13%  
Mulligan 3 28 26 81% 19% 3 cards are mulliganed
Innitial Hand 1 30 28 75% 25%  
Innitial Hand 2 29 27 70% 30%  
Innitial Hand 3 28 26 65% 35%  
Turn 1 27 25 60% 40% 16%
Turn 2 26 24 56% 44% 20%
Turn 3 25 23 51% 49% 24%
Turn 4 24 22 47% 53% 28%
Turn 5 23 21 43% 57% 33%
Turn 6 22 20 39% 61% 37%
Turn 7 21 19 35% 65% 42%
Turn 8 20 18 32% 68% 47%
Turn 9 19 17 28% 72% 51%
Turn 10 18 16 25% 75% 56%