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Control Pal-A-Guin

  • Last updated Dec 1, 2014 (Naxx Launch)
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Wild

  • 19 Minions
  • 9 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3680
  • Dust Needed: Loading Collection
  • Created: 11/13/2014 (Naxx Launch)
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  • Battle Tag:

    IronPenguin

  • Region:

    US

  • Total Deck Rating

    12

View 3 other Decks by TheOnlyIronPenguin
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"Pal-A-GUIN... From IronPenGUIN.. Really?" Shut up, just read about the deck.

Wow I'm so happy this deck is getting so many views! Leave a rating or a comment to let me know what you think! I'll be updating this with more info and helpful stuff when I get a chance, probably when I finish my university midterms. Enjoy!

twitch.tv/gusandsamplay

Intro

The Paladin class is one of my favorites to play in Hearthstone because I feel it's one of the few classes you really have to think about and plan ahead with to win. Unlike some classes *cough* Mage *cough* which are more straightforward, Paladin reminds me of a game of chess, where you have to consider what your opponent will do and respond to it appropriately.

The Deck

Alright enough chit chat, lets get down to business. This deck is a Control Paladin deck with a focus on the late game. The way I play it is that I always want to be able to make it to about turn 7 with at least 10-20 health and have your opponent at about 15-20. By turn 7, opportunities for combos and big time game ending plays appear (which I will go into detail about later). Also, once turn 7 hits you can surprise your opponent with your heals, coming from your Guardian of Kings and your Holy Light. Keep the board relatively clear with cheap minions and your Truesilver Champion, use your taunts to go for the face a majority of the time, and once you get enough mana lay the smackdown with Tirion Fordring and Ragnaros the Firelord.

Combos

Equality + Consecration -- This combo is the ultimate board clear, for obvious reasons. Equality to knock the HP of all enemy minions (and your own) to 1 and a Consecration to mop 'em up. However, unfortunately this is a 6 mana combo, and usually when I desperately need it (usually against Zoo decks) I'm too far gone by the time I get enough mana. Which brings me to my next combo...

Wild Pyromancer + Equality -- The poor mans board clearing combo, yet equally effective as the combo mentioned above. This combo costs 4 mana (opposed to the 6 required above) but is a little less selective about which minions it destroys, wiping both sides of the board clean. Lifesaving against Zoo, and even late game Handlock. This even works great for any big scary minions your opponent happens to throw at you. I usually throw down this combo at about turn 6 if needed to have a nice clean empty board by the time my big hitters come to play.

Tirion Fordring/Sunwalker + Redemption -- This combo WINS GAMES. Period. End of story. More so Tirion than with a Sunwalker, but the same effect is achieved. Think about it. It takes a total of 4 HITS ON ONE MINION if played correctly. 1 hit takes down the divine shield, 1 (or more hits) to destroy the minion. SURPRISE BITCH, REDEMPTION! 1 more hit to take down the divine shield AGAIN, and 1 last hit to fully take down the taunt. This combo has ridiculous value, and most of the time if I can pull it off with Tirion, my opponent concedes immediately. Also, a plus with Tirion is you get TWO Ashbringers. Game over.

Also, this isn't really a combo but if you want a quick start with a bit of board control, a turn 1 Redemption into a turn 2 Knife Juggler can really catch your opponent off guard, turning an easy 1 for 1 trade early into some sexy board control for you. Kinda situational, but I do use that sometimes.

IMPORTANT! SOMETHING TO BE CAREFUL OF:

When setting up a Redemption combo, it is almost necessary to clear the rest of your board to get the combo you want to work. It's not the biggest deal, because before turn 6 or so your biggest minion will probably be a Harvest Golem. No tears shed over losing that. With that being said DO NOT USE YOUR HERO POWER IF YOU HAVE A REDEMPTION PLAYED! You dont want to have a sick Tirion + Redemption play lined up only to have your Redemption wasted on a 1/1 Recruit. You may have extra mana at the end of your turn but you MUST resist the urge to call in a recruit. I say this painfully from experience and having messed up great plays because I called in a Recruit without thinking. Don't let this happen to you. It sucks. Big time. Trust me.

Card Replacements

For those of you without Ragnaros the Firelord I would recommend any hard hitting finishers or more big taunts to combo well with RedemptionLord of the Arena is a decent choice, as well as Avenging Wrath (if you have it). Avenging Wrath can honestly fit well anywhere in this deck so if you have it but don't have, say, a Faceless Manipulator you'll be fine.

More coming soon!

Mulligans

Coming soon.

Win Rates

Coming soon.

EDITS

-1 Ragnaros the Firelord +1 Avenging Wrath

-1 Sludge Belcher +1 Sen'jin Shieldmasta