+1
Favorite this Deck

Midrange Highlander Paladin

  • Last updated Mar 11, 2021 (Vol'jin Patch)
  • Edit
  • |

Wild

  • 18 Minions
  • 9 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Highlander Paladin
  • Crafting Cost: 12500
  • Dust Needed: Loading Collection
  • Created: 3/12/2021 (Vol'jin Patch)
View in Deck Builder
  • Battle Tag:

    Goodlake#1856

  • Region:

    US

  • Total Deck Rating

    70

View 39 other Decks by Goodlake
BBCode:
Export to

I took more or less the same version of this deck to legend in January and am now grinding through diamond with it this season. Not sold on Alura still deserving a slot post nerf, and the deck doesn't have too many efficient activators, but she still provides decent tempo/draw as long as you avoid Libram of Justice, the only real potential "low roll."

Your general strategy is to control the board, buff around removal and kill your opponent before he kills you. The deck has some decent spot healing but it's something to be mindful of when deciding to swing or trade. 

Prior versions of the deck had Snack Run, Lightforged Blessing and Lord Barov, but this list feels like it holds together a little more. Lord Barov might be better than Alura post-nerf, but I'm having reasonable success with this list. Something to consider, though, depending on your local meta.

Sir Finley of the Sands provides some of the most interesting choices available and there are definitely tiers to his choices. While there are some matchup-dependent exceptions, I've found it's usually not a bad idea to prioritize DH/Druid and to a lesser extent rogue, given your gameplan, but Paladin is sometimes correct against aggro rogue, for instance. Priest/Warrior are generally too slow to be impactful but it depends on your hand. Warlock is good against control. Hunter against OTK only, unless the other options are worse. Mage OK against Pure Paladin. Shaman is right out and never the correct choice, unless, like, your opponent is out of cards, has one huge minion on board and you absolutely need a taunt every turn...