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Midrange Libram Paladin - Ashes of Outland

  • Last updated Apr 12, 2020 (Outland DH Nerfs)
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Wild

  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Paladin
  • Crafting Cost: 6160
  • Dust Needed: Loading Collection
  • Created: 4/12/2020 (Outland DH Nerfs)
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  • Battle Tag:

    munclesonkey

  • Region:

    US

  • Total Deck Rating

    16

View 4 other Decks by danklesminky
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This is a midrange paladin that I'm really happy with and I think is getting to the refinement stage. After playing a lot of pure paladin and watching streamers play it, I believe it's a bad deck and paladin is much better off playing classic midrange paladin. In the current meta you really want to play wild pyro, fill your deck with powerful cards to play on curve, and not hamstring your deck by adding bad cards in an attempt to solve paladin's problems of a late game win condition and card draw. You don't need them to win games. Here are my conclusions why:

1. Lightforged crusader is a bad card and not worth running a pure paladin list. You lose with this deck by getting out tempoed and your opponent building up a board that you can't clear most of the time, not because you can't generate random (usually terrible) cards.

2. Lightforged zealot is strong, but what's even stronger is wild pyro and libram of justice. It's an insane board clear that leaves your stuff alive and can often win games on the spot.

3. Archmage vargoth is really good in this deck. It synergizes with nearly every spell you run, and it's very easy to even just play archmage vargoth + double libram of wisdom early if you need something to do for a decent play. Doubling up a libram of hope with vargoth is often game winning.

4. Paladin is at it's best in the mid game, which makes sense as it is a midrange deck. Shotbot, hand of adal, underlight angling rod, archmage vargoth, and amber watcher are all extremely powerful cards and you want to be curving out early in order to maximize their impact on the board. I've seen a lot of people cutting cards like shotbot or the rod which are just insane for early game board control in order to slot in weak card draw or removal to try to solve a problem paladin doesn't have if you seize the board early with strong minions. Play the good early game stuff. All of it. Paladin's best chance of succeeding is maximizing your good plays on the turns where the deck wins.

5. Murgur Murgurgle is a really strong card, I just don't have it. If you have him put him in the deck. My suggested cut would be an aldor attendent.

I apologize for the long write-up. I've been really enjoying this deck and I have a lot of thoughts on it because I see midrange paladin being a real winner this expansion if more people are willing to play it and refine the deck. It doesn't have any obvious weaknesses as far as I can tell and can beat any opponent as long as you hit the early game stuff. Thanks for reading and let me know how your midrange paladin attempts are going as well.