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23-4 Legend Odd Paladin Guide

  • Last updated Nov 24, 2018 (Boomsday)
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Wild

  • 18 Minions
  • 8 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Odd Paladin
  • Crafting Cost: 6060
  • Dust Needed: Loading Collection
  • Created: 11/24/2018 (Boomsday)
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  • Battle Tag:

    Debatable#1963

  • Region:

    US

  • Total Deck Rating

    3100

View 894 other Decks by Elementalcore100
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All of the matchups I will rate on a scale of 1 (Terrible) to 10 (Fantastic) at the end of each brief description.

The first game in the guide video was a game showcasing the new tech, the Paragon of Light, for all those interested the rest are all the deck shown in this guide but Hearthstone Deck Tracker was not cooperating and I couldn't fix it so the decklist that it looks like I am playing is an older version.

Overview:

Odd Paladin is the kind of deck that people in the Hearthstone Community hate, it is good. It is an aggro deck that isn't quite as fast as some aggro decks, but it has many ways to rebuild a board fairly easily with cheap minions, decent draw power, and the hero power people seem to hate so much XD. I would like to argue that the deck isn't actually overpowered but is just strong and I would like to see it played more because it is a good deck for all levels of players. Basically you just want to keep a good balance of 1 and 3 drop cards and then build up from there with constant pressure even after a removal card being used the turn before. I hope you all enjoy the deck and the guide.

Guide:

Gameplay:

Mulligan:

General: You want to keep the 1 cost minions in pretty much every situation as well as the Corridor Creeper. The Raid Leader and Stonehill Defender are flex keeps and it is totally up to you whether or not you want to keep it. 

Aggro: Keep the Unidentified Maul because it is a good weapon with 3 of the 4 abilities helping to control the board.

Control: Keep Divine Favor as a good source of card draw after your board is wiped because you will probably get 3 or more cards out of  it play into a control matchup. Also keep the Level Up because it forces them to have an option and can be a reliable form of like 8 burst damage as well if you have a decent board.

More Guide:

Druid: Don't flood the board to heavily from 6 mana on for the opponent for fear of spreading plague if you are playing against a druid that runs it (ex: Token DOES and Taunt DOESN'T). Other than that try to blow them out of the water as quickly as you can and if you have a good setup for Level Up there in no reason to not play it for several free 3/3's. If you do get a Level Up off the wider board isn't as big of a deal due to your larger minions so if they are all silver hand recruits and you have level up feel free to go for it. Other than that the constant pressure is hopefully enough to win you the game but the druids armor, taunts, and decent removal make this matchup a little rough. 3/10

Hunter: This deck shines into the Deathrattle matchup because it has no way of dealing with your wide board, even candleshot can only kill 1 minion at a time and there will be turns you can put out 3 or more. Unless they are able to get off the Witchwood Grizzly combo without you killing the bear or killing him first this is a free win. However, there is still secret hunter which is a different story. The secrets are all very punishing you, "snakes, why did it have to be snakes?" to explosive trap, to wandering monster (unless RNG is on your side) all the secrets are hard to deal with. Then, they get to make a ton of 3/3's as well so whoever can successfully get theirs off first  wins can sometimes be a win condition. However, Hunter has many ways to control the board of the smaller minions with Secrets, Unleash the Hounds, and has Rexxar who can wipe your board and then make unkillable beasts later... Still a 7/10 because of how favorable the more popular deck type (Deathrattle Hunter) is for you.

Mage: Big mage is kinda rough for you because they have SO MUCH removal and then elemental synergy to close out the game if you can't win fast enough makes it rough. However, in my experience I played several tempo mages even after the nerf and needless to say the deck took a pretty decent blow not being able to play the mana wyrn turn 1 and gives you as Odd Pally an exra turn to set up your wide board. Overall, big is kinda bad but Tempo is SUPER easy, but due to the consistency I THINK they will be played at because of the nerf it should be around a 5.5/10 (only because I played against several Tempo Mages so maybe I am misreading the meta)

Paladin: Primarily mirror matches so just play smart. However, I did play against some Even Paladins in the beginning and they only have a few sources of wide removal from what I remember (played them in like rank 5 at the start of my climb so I don't fully remember) so this one is pretty favored. 6/10

Priest: This one is a surprising one so let me explain why I think pretty much every matchup is favored. If, played right then you won't get Psychic Screamed because you will win early and many priests have more limited removal for very early and sometimes rely on Scream. They do have Wild Pyromancer and Spirit Lash in some cases (usually at least 1 or the other depending on the deck) which can be hard to deal with but with weapons you can deal with the Pyro and with consistent minion production you can recover from Spirit Lash. I never felt that concerned against priest because this deck is very consistent and linear, and even though on paper it looks like Priest should win, they all rely on combos to actually win and sometimes wipe the board (Wild Pyromancer and tons of cheap spells) which means the consistency kinda rains supreme here. That being said if you get Screamed with like 7 silver hand recruits you basically just lose or you don't have a weapon to deal with the buffed Wild Pyromancer. 7/10

Rogue: Odd Rogue is the man opponent here and you either get the minions you need to control his board, or you don't and he controls yours with his weapon and slowly snowballs the game with powerful 3 drops. I would say that the Rogue more often can us the weapon and the 3 drops to snowball so 4/10

Shaman: Even Shaman is a similar matchup to Odd Pally, but since he can get out a Sea Giant due to both of you having wide boards, if you don't have level up that is tempo you can't keep up with. No only that, but an early healing totem combined with a flametounge can easily clear away your 1/1 silver hand recruits and keep you from every gaining a foothold in the game. That along with all the other pings from Fire Plume Pheonix, Fire Elemetal, Knife Juggler, and Hagatha. Shudderwock has a lot of draw and early removal that can deal with your board before you get too much setup and has Hagatha too for late removal. I have a personal bad matchup into shaman with like every deck, but that being said I still think its a bad matchup. 3/10

Warlock: Zoolock can't deal with your wide board unless they get a nasty combo off or get Prince Keleseth or get Despicable Dreadlord. I know that sounds like a lot but really its not that hard to trade all your little minions into his little minions to slowly win the game. Unless he has an AMAZING start the only way you lose is to a Dreadlord. Even Warlock you can beat before it pops because it doesn't start rolling until turn 3 or 4 which means you have a lot of time to deal damage. That being said Warlock was one of the classes I played the least so maybe I just got lucky and played none with a defile and the zoolock does have 2 solid win conditions (Pop off early and the Dreadlord) so this matchup is 5/10.

Warrior: TOO MUCH ARMOR, TAKE TO THE HILLS!!! 1/10 (Pray its a Rush warrior or that he has like no removal somehow...)