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BIG MONEY PALADIN!

  • Last updated Apr 26, 2019 (Rise of Shadows)
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Wild

  • 11 Minions
  • 16 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Paladin
  • Crafting Cost: 9620
  • Dust Needed: Loading Collection
  • Created: 4/25/2019 (Rise of Shadows)
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  • Total Deck Rating

    74

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So this is my version of the BIG paladin archetype that is different enough from strudel_hs's and Slavik's that I thought it worth posting because I'm having a fair amount of success with it. But credit to them for initially developing it. I climbed from 10 to 5 with relative ease using this deck. How it performs after level 5 I don't know yet. I'll get back to you all on that.

The key to making this type of deck work is survival in the early rounds and the ability to come back strong from behind. Our mid and late game are where the fun begins. This deck isn't completely impervious to getting beat down by an aggro deck that has good fortune prior to round 4. But that goes for pretty much any midrange or control deck.

What I've tried to do with this deck is maximize synergies and healing. Rather than one Lightforged Blessing, I run two. In my opinion they are essential to this deck. I've also added Blessing of Might. This helps with pesky minion removal early in the game and with healing late in the game. I only have one Mysterious Blade favoring Truesilver Champion instead. And any minion pulled by Duel! is almost guaranteed to win their duel because none have low attack power aside from Zilliax and Archmage Vargoth, which you optimally want to have in hand before using Duel!. That's why I keep two Call to Adventure, ideal for pulling a buffed Archmage or a buffed Zilliax. I like Bull Dozer a lot because it combos well with Zilliax but in the end I felt I got more consistent value/healing from Deranged Doctor.

This is very much a comeback deck. If you're used to playing aggro, this deck will feel a bit awkward. But if you're patient, I've built it so that it comes back hard. It hits hard and it heals hard. Hopefully you'll have the same luck with it that I've had because if you can survive to round 5 or 6, you're opponent is going to get VERY frustrated, which is always fun.

Mountain Giant is a card I went back and forth on because you end up with 12-mana unusable spells when pulled from Prismatic Lens. But so often you're able to put a 0-mana 8/8 body on the board that I felt it worth the trade off. When done early in the game it's pretty much game over at that point. It's fun to coin into Lens and put a big, nasty Giant on the board in Round 3. But I'm open to suggestions if anyone feels there's a better minion to put into the MG slot.

As for mulligans ... I typed up a long detailed guide but then it occurred to me that it's pretty straightforward. Mulligan for spells and weapons (except Blessing of Might) and put back your minions. Your weapons are really the priority as they are what will help get you to the mid rounds as well as Prismatic Lens and Duel!, which make the deck hum. Ideally you want a Desperate Measures on turn 1, Hero Power on turn 2 and Call to Adventure on turn 3 if you don't have a coin and Prismatic Lens on turn 3 if you do. If you feel it's likely you're facing an aggro deck (Shaman) keep a Consecration.