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Infinite Control Paladin

  • Last updated Jan 5, 2019 (Level Up Nerf)
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  • 16 Minions
  • 12 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Paladin
  • Crafting Cost: 12660
  • Dust Needed: Loading Collection
  • Created: 12/23/2018 (Level Up Nerf)
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If you want a deck which is slightly better at mid game board presence and otherwise less of a win condition than OTK pally look no further!

This deck tries to take a game to fatigue where you outvalue basically any deck with OP 2 drops and exponentially (-ish but not really) growing undatakah armour. Undatakah gains previous deathrattles from immortal prelate, leading to plated beetle armour stacking up on it giving you 10-20 armour each time it dies once you have played it a few times.

Its basically a worse, memeyer OTK paladin that I have used to beat top tier decks a whole load slower than OTK pally would. Maybe slightly better vs aggro?


Improvements/Changes (Version 2):

 Tracking a 75% win rate on my climb from rank reset so far. Almost undefeated against hunters (6W/1L). Most losses come from priest but it seems unavoidable unfortunately, managed to beat one topsy turvy priest by baiting removal and making a taunt wall his APM was insufficient against.

I have changed the deck to include a more tempo oriented mid game that focuses on killing the opponent a bit quicker and more reliably. I think this improves the hunter matchup considerably and helps vs other control decks.

Blessing of kings vs sound the bells: I prefer sound the bells for its additional combo synergy with wild pyro and being able to be far more flexible with buffs and trading up. Switch these around at your own discretion.

Acolyte of pain vs crystology: Acolyte is a natural fit and helps the deck get a lot of mid game consistency and at worst slows down their early game and provides another silence target. Having minions on board is nice.

Deathrattle flex spot: I am using mechano-egg as a one off right now as it seems to just be a good card that people don't like to kill (giving a good steed target) so does suprisingly well vs aggro and control. Other options include additional draw (crystology) or a more defensive card like rotten applebaum.

Augmented Elek vs Faceless manipulator: Both perform similar functions, one is a far better tempo choice (you get something on the board) and less random or highrolly. Pick the faceless, Elek was a mistake to include over it.

This refinement is about as far as I can take the deck I feel. I have had a very solid win rate across the board and only seem to lose to Random BullshitTM , typically including discovering multiple additional silence or transform effects through deathknights or unfortunate midgame draws. The usual priest and fast combo decks are still the bane of this deck so don't play if your local meta heavily features them.


-It's important to get taunt on your prelates and undatakah as soon as possible, consider if you can get away with leaving a board up if it means buffing/taunting your prelates.

-Call to arms can sometimes be better saved for the end game, letting you draw your pyromancers naturally and getting power spike turns of multiple buffed prelates.

-Try and play Undatakah before you have played prelate too many times. The nature of the deck means that you will slowly reduce the chance that you get plated beetle as an additional deathrattle on the Undatakah.

-Augmented elek lets you duplicate your highest buffed immortal if you are low on buffs.

You also get consistently powerful call to arms which is nice.



Videos and gameplay:

 I would like to draw peoples attention to this game (https://hsreplay.net/replay/qGcLAny48A82RLsRELgTAh) against a control priest that ended up going the distance. 41 minutes long, 40 turns, Hakkar and 4 amaras later I ended up winning with 140 armour spare. Really shows how you can go the distance against priest (if they don't have psychic scream for some reason).

Thanks to Kiwiinbacon for the video! see it here: