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[LEGEND] Wild Secret Paladin [GUIDE]

  • Last updated Feb 25, 2019 (Level Up Nerf)
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Wild

  • 19 Minions
  • 10 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Secret Paladin
  • Crafting Cost: 10960
  • Dust Needed: Loading Collection
  • Created: 2/25/2019 (Level Up Nerf)
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Hey gamers,

I decided I wanted to try something different from the typical meta deck this season to and try to get legend with it, and since my favorite class is Paladin and the first deck I ever played in Hearthstone was Secret Paladin, I decided I would try to take it to legend this season. This was actually much more successful than I expected it to be, so I thought I'd post my deck.

 

Gameplan:

The idea of this deck is very simple. Try to control the early game with your powerful curve minions such as Righteous Protector, Shielded Minibot, and Muster for Battle. Once you've taken control of the board, you will be curving into one of the most powerful win-more cards ever printed:  Mysterious Challenger. If you get down Mysterious Challenger with some amount of board presence, your opponent will have a very hard time dealing with it. Then leverage the advantage Mysterious Challenger gives you by continuing to drop big threats such as Dr. Boom and Tirion Fordring.

 Mulligan:

Always keep Righteous ProtectorMad Scientist, Shielded Minibot, High Priest Thekal, and Muster for Battle. If you have Thekal, also keep Molten Giant. Against slower matchups, consider keeping Call to Arms. Against Big Priest, if your hand is good, you can consider also keeping Loatheb.

Card choices: I only mention cards I feel need explanation.

1x Autodefense Matrix - The reason I've chosen to use this secret over something more conventional like Repentance is because this card is better at keeping early tempo against aggro decks. The choice between this and Repentance should be made based on preference and local meta. If you see a lot more Warlock, Repentance may be a good choice.

2x Avenge - This is the undisputed best secret Paladin has, as it is not only a good stat buff, but has amazing synergy with the rest of the secret package. This should always be a two-of.

1x Noble Sacrifice - This is another fantastic secret to pull, as it has the potential to easily proc Avenge without giving up any board presence, and even give you another minion if you have either Redemption or Autodefense Matrix up with it. If I was able to find room for it, I would probably want to run two of these.

2x Knife Juggler - The other two drops in this deck don't need much explanation, but this one I feel I should be a bit more in depth about. This is in the deck because of it's amazing synergy with Muster for Battle and Call to Arms. It's also fantastic against aggro decks that run weak pirates like Odd Rogue or Kingsbane Rogue, and against Odd Paladin. This card's effectiveness could be argued because I only have one Call to Arms, however I feel even with that stipulation that this is one of the best early game cards I could use, and it earns its place.

2x Mad Scientist - Old versions of Secret Paladin you may remember from back before standard used to not include this card. I choose to put it in because it A: is a backup plan to pull secrets if Mysterious Challenger isn't available, and B: I value the power of pulling secrets over anything other strong two drops could provide for me. Pulling a secret straight from your deck gives a very strong tempo advantage, even if the quality is much lower than those of Hunter and Mage.

1x Divine Favor - This card is a staple in every aggressive Paladin deck, however many of those decks run two of it. The reason this deck does not run two of it is because cards like Mysterious Challenger and Call to Arms are preferred ways of getting through the deck. Also, the fact that this is usually a dead card against aggro leads me to personally not like playing more than one of it.

1x High Priest Thekal + 2x Molten Giant - I have chosen to merge this explanation together, as these cards would not exist in the deck without each other. The reason this combo is run is because the high power level of wild requires most if not every deck to run some way to high roll your opponent out of the game. This is Paladin's best way of doing that, as if you can drop this on turn 3, you have a very high chance of winning the game. The one drawback to this combo is that if you do not draw Thekal, Moltens are dead draws. This is very much still worth it though, because whenever you do draw Thekal, the board swing it can provide is so huge that it can't be passed up on.

1x Truesilver Champion - The reason I used this as opposed to something like the more popular Rallying Blade is because I find that A: I would rather be playing Muster for Battle or High Priest Thekal on turn 3, however I do not want to give up on a weapon entirely. And B: I just think that Truesilver is a very good card, as it is a very clean answer to things like Totem Golem and Naga Corsair, while also minimizing the damage you take from hitting minions with a weapon against aggro due to it's built-in healing effect.

2x Piloted Shredder - This is one clear flex slot for the deck. I currently have chosen to use this because it is the most sticky aggressive 4 drop, which means it works well with the secrets. However, if you see a lot of Warlock, Keeper of Uldaman is a good card to consider, as it can be used to check things like giants and cheated out Mal'Ganis. Spellbreaker is another good option to handle cheated out Voidlord.

1x Call to Arms - This is another card that is very often a two-of in Paladin decks. Another absolutely fantastic option for Paladin decks, the reason I only have one of it is because A: because the minions I run in this deck are not as high power level pulls as some other Paladin decks, and B: it's just hard to fit two copies in this deck. This is a card that if you want to try to find room for a second one yourself, I would not argue against it.

1x Loatheb - This is probably my favorite card in the entire game to use, so I try to throw it in a lot of decks, however I feel like it definitely earns the spot in this deck regardless of my bias towards it. Against decks like Big Priest and many Mage and Druid builds, playing this at the right time guarantees you a win, and that is something very few cards can claim to do. The ability to lock your opponents from using spells for a turn is absolutely insane, and this is a card that you should absolutely craft if you are serious about playing the wild mode.

2x Mysterious Challenger - This is chosen to be the main secret activation card for one main reason:  Unlike other cards that pull secrets, this one pulls ALL of the secrets. Not only that, but this beast has the stats to back it up, as even when you're out of secrets for it to pull, it's a very strong body to throw down.

1x Tirion Fordring - This card is chosen over something like Ragnaros the Firelord to be at the top of the curve because of the sheer value it brings. Ragnaros, while being a very good card in it's own right, is random at times and a lot easier to fully remove from the game than Tirion is. Tirion not only has taunt and divine shield, which make it a great card against aggro (if you survive that long) and control because it is resistant to a lot of board clears, but it also leaves behind an Ashbringer, which is a huge weapon and can often give you the necessary damage to threaten your opponent at the end of the game.

Proof of Peak:

 Winrate: