[Alperon] Paladin Divine Tempo (Legend S9)
- Last updated Jan 10, 2015 (GvG Launch)
- 19 Minions
- 10 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5800
- Dust Needed: Loading Collection
- Created: 12/14/2014 (GvG Launch)
- Registered User
Total Deck Rating
If you are familiar with playing especially Paladin in arena you'll grasp this deck very fast. This deck has the potential to take everyone to Legend very easily. My winrate is over 70% and it is SO MUCH FUN to play this deck.
1. Card Changes:
- January 10, 2015: Tirion Fordring instead of Dr. Boom:
After a lot of testing i've made this change. The reason is simply: 1) Everyone is running Big Game Hunter as a conter to Dr. Boom. 2) Tirion Fortdring syncs well with this deck and can be a massive threat if not hard removed. It gives you another means to push forward or prevent lethal damage with his Divine shield and Taunt. Also he can be used to power up Blood Knight, if needed.
- January 7, 2015: Dr. Boom instead of a second Divine Favor:
There are currently a lot of Tempo decks like Mech Mage, Warlock Zoo around. Hunter decks are all around as well. That makes a second Divine Favor often a dead card in the hand. Dr. Boom can confront you opponent with a puzzle which he needs to solve somehow and where a hard counter is not possible. You can try out Tirion Fordring instead, should be good as well!
- Deceomber 27, 2014: Sea Giant instead of a second Blood Knight:
The Blood Knight is awesome in this deck but a second one felt sometimes too much. A Sea Giant is very awesome in this deck, i tested it now over a week and i must say i did not miss the second Blood Knight at all. It is a threat which needs to be dealed with and can not be silenced. Often is played behind some taunts, so even harder to remove.
- Deceomber 15, 2014: Avenging Wrath instead of Avenge:
You can not really decide when you want to activate Avenge. It can be outplayed very fast. On the other hand Avenging Wrath can be used active in many ways, to clear a board or finish of your opponent. Never regret this change.
2. The Goal:
The goal is to obtain and maintan Tempo. This means to be in the position of "driving " the interactions while your opponent is "reacting " to your actions. Whoever is in control of the Tempo of the match controls usually the game.
3. The Concept:
The Paladin has a lot utilities to reach this goal:
- You have sticky minions, usually with Divine Shield.
- You have cards which can increase the "persistence " of your other minions.
- You have the means to take back control over the board very fast.
- Since GvG the Paladins Hero ability ends up very threatening because of Quartermaster.
4. The Card Breakdown:
The card is very good to prevent damage and triggers with Knife Juggler. It does make sense to play it on Turn 1 if you have a minion to follow up the next turn. Can lead very fast to obtain the Tempo of the match.
Well known and his usage is obvious and very good. You can use him to trade with other minion to gain or maintan Tempo and board control. At times it does make sense to use him to activate your Blood Knight.
Be it a Control, Tempo/Midrange or an Aggressive deck, Equality is going to always have a space in this deck. Combined with Consecration you can usually clear the whole board of your opponent. Combined with Knife Juggler or Avenging Wrath you'll reach a similar result.
I love this minion. It is very sticky and it trades well. The Paladin needed someone exactly like him. If you have already control of the board you can use him to trigger your Blood Knight. You'll always find a use for him!
Probably the best 3-drop in the game. He destroys whole strategies of your opponent (Use him on a Fel Reaver and you'll smile for minutes!). He prevents threats of big minions or enables you to trade efficiently!
Awesome weapon! It helps to control the board and does make your minions more persistent or more annoying. Perfect for the early game to gain and maintain the control of the board. I am running only one of this weapon simply because of the next card, Muster for Battle
Muster for Battle:
This card in combination with Quartermaster skyrocketed the value of the Silver Hand Recruits by a lot. Before GvG everyone ignored, rightfully, your Silver Hand Recruits. Now by turn 4 them are scared what might follow. An army of 3/3 Silver Hand Recruits feels too hard to deal with at times, especially when your opponent needed to use all his removals for all the other threats you had put down before this combo. The only "problem" is that you obtain a Light's Justice as well. Combined with the Coghammer you are running 3 Weapons with big charges in your deck, leaving no room for a second Coghammer or Truesilver Champion.
This card is self-explanatory. A great board clear, awesome if combined with Equality.
This card is just awesome. Solely his existence changed the whole interaction of your opponent with your Silver Hand Recruits. They see the Recruits now as a potential threat. Yes, them are, thanks to this guy! It does make sense to play him with only buffing one Recruit. His value would be 4/7 for 5 mana, not bad at all! A second Recruits and it is purely awesome. And you know, in many cases you'll going to buff more than 2, so purely epic!
I've put this card inside instead of an Avenge. Avenging Wrath is more offensive and yields at times the damage which you need to finish of your opponent or remove threats which you otherwise need to trade valuable minions or to use your weapon for. Compared to Avenge You can decide when to activitate this card.
I really like him! At times he is really annoying for your opponent. In other times you can simply use him as an activiator for your Blood Knight which is fine enough. Some classes have really troubles with him. A Warrior has hard time to deal with him. He would need to use two charges of his weapon if he has no other means.
Dire Wolf Alpha:
He is an amazing card for trading, well known in Arena and in Play Mode, especially in the Zoo decks one of the MVPs. You know, this annoying Northshire Cleric and so on, no problem anymore. The Wolf is very useful to buff up your Silver Hand Recruits as well. He is so good that running two him does make sense.
Especially since GvG at least one silence in the deck is a must! The Ironbeak Owl is exactly that, a cheap silence to trade mor efficiently or remove Taunts for the finishing blows.
Very awesome synergy with the Silver Hand Recruits ever since. Now with Muster for Battle his value is even greater than before. Can be used to clear the board, to do a lot of damage on opponent minions and one of my most favourable targets for the Argent Protector.
In arena he is purely awesome. In Play Mode usually not so much, but since GvG again. He is so awesome that it is even worth running two copies of him. You have so many ways to trigger him, and do not forget about Enhance-o Mechano. At times it does make sense to remove your own Divine Shields to prevent them doubling due to the Battlecry.
Defender of Argus:
His buff is great, ever since! He can force your opponent to deal with minions he would rather like to ignore. He can buff minions so you are able to trade and gain/maintain the board control.
This card is just awesome in a deck which is able to "swarm " the board very fast or has the means to maintain a lot minion on the board. You know, the Paladin has those means :) You can screw the strategy of your opponent right away or finish him off instantly with some Windfury buffs.
When your deck is able to flood the board very easily this minion is awesome in the deck. It happens that we can fill the board very easily or at least have some sticky minions, therefore running one of him can create a lot pressure which needs to be dealed with. Unlike Blood Knight he can not be silenced and unlike Blood Knight you do not weaken in some cases own cards to be able to play him out.
5. The Matchups:
This matchup is not too hard. Keep building your board while removing his minions. To have an Equality + Consecration in your backhand is never wrong!
This is one of those "trading matchups". You'll need to kill his minions while building up your board the same time. It is important to keep him busy with your minions. You do not have any heals in this deck. Taking the board control leads to winning the game. Play around his traps!
There are a lot Mech-Mages around. Take care fast of his Mechwarper. Take care of the other mechs as well because of his Goblin Blastmage. A Goblin Blastmage can be VERY annoying, taking down your Divine Shields or killing your Recruits. Be careful with his Secrets. Have his Flamestrike in mind. Still, you need to make pressure. Being too careful is not good.
The mirror matches are very easy, be it the Control Paladin or the other Midrange variations, you beat them all! Not lost once so far. Do your trading game. Keep his Consecration in mind. Create value with your Blood Knight. Here you can be sure that he has some Divine Shields in his deck.
Very tricky but gladly not many around right now! He can steal a lot of your minions, even more than before! Try trading your way up, make pressure. Be careful of his 4 Mana Shadow Madness, 4 Mana: Auchenai Soulpriest + Circle of Healing, his 5 Mana: Holy Nova, 6 Mana: Cabal Shadow Priest. As if this would be not enough, you need to always keep his Wild Pyromancer in mind. Yes, a hard match up! Is it winnable? Sure! Even beat Zetalot with it:
Like usual, trading around. The Mech/Pirate Rogue is more minion heavy. Be careful of his Tinker's Sharpsword Oil - Combo, so keep his board clear. The rest like usual.
Pretty easy, in most cases he needs to use a lot of removals to keep you checked, but that is not enough. Usually if he is lucky he uses his both Lightning Storm by turn 5, and still, you have a lot steam to come back, again and again. You'll love your Muster for Battle + Quartermaster Combo here. Enhance-o Mechano is great then as well.
It is very easy! The Mech-Zoo has less burst and stickyness than his pre-GvG version. The Nerubian Egg is missing! You need to trade efficiently the board clear and thats the strength of this deck anyway. More than any other opponent: If you control the board you win the game.
In the case of Handlocks it is not that hard neither! Winrate: 22 out of 24 matches. While he is happily Life Taping you simply put your pieces on the field, a lot Divine Shields included. It is very hard to deal with all the Divine Shields for the Handlock, leading him to die very fast. Usually it ends like this:
You generally overwhelm him fast! Keep his Brawl in mind and be careful with his Death's Bite. Generally you'll have more pressure than he has answers.
6. The Mulligans:
The mulligans are in the most cases like this:
- 1 Mana: Noble Sacrifice is not bad if you go first with a good 2 Mana follow up. It is good if you have a Knife Juggler as well.
- 2 Mana: Argent Protector, Shielded Minibot, Annoy-o-Tron, Dire Wolf Alpha & Knife Juggler.
- 3 Mana: Coghammer (If you have a good 2 Mana Minion). Muster for Battle (If you have either Knife Juggler or good 2 Mana Minion).
- Druid: Keeping an Aldor Peacekeeper is never wrong! At times does make sense to keep an Equality as well.
- Hunter: Ironbeak Owl & Muster for Battle can help out a lot!
- Paladin: Keep one Blood Knight in your starting hand! This is the one case where you can be pretty sure that he is going to feed your Knight :) Might win you the game right away.
- Priest: You'll love your Dire Wolf Alpha here. Helps to kill some annoying targets.
- Shaman: Keep one Consecration, you won't regret it!
- Warlock: Always keep an Ironbeak Owl, can be useful against Mech-Zoo & Handlock.
- Warrior: Keeping Quartermaster does make sense here since the match up stars slow.
There are some cards that i did not add but which might be good as replacement or are worth for considerations:
- Blood Knight:
A second [card[Blood Knight[/card] was in the original version and got replaced for a Sea Giant[/card[. It worked well only the [card]Sea Giant felt ore versatile.
- King Mukla:
King Mukla presents a very good body for 3 mana. His drawback has a lower impact than it has before. First, Gadgetzan Auctioneer seems to be completely out of the meta after his nerf. Second, Spare Parts are simply a competitions for the Bananas. furthermore you can combo him with Divine Favor. Worth to experiment!
- Dr. Boom:
Instead of Avenging Wrath you could use Dr. Boom. In my opinion he is slower and does not combo with Equality. Therefore i decided for Avenging Wrath instead. Nontheless he might fit very well in this deck.
- Tirion Fordring:
Similar to Dr. Boom. He is slower and presents a riddle to be solved but Avenging Wrath has an immidiate impact on the board, can clear it or finish your opponent right off. Your opponent does not expect a 8dmg burst. Nontheless he is very good!
- Cult Master:
Divine Favor can end up to be a dead card in some matchups like versus Warlock Zoo or Mech Mage. Cult Master is more active in this matchup and could be used as a replacement.
Jeeves might be another replacement for Divine Favor, but i am not so sure of it. If it is a deck which has his hands full, for example like Handlock, i prefer Divine Favor instead. Against other decks like Warlock Zoo it has the potential to backfire and lets him benefit more out of the cards drawn than you.
8. Gameplay Videos:
If you have any questions regarding this deck feel free to ask me or leave a comment. If you do like this deck an upvote would be very nice! :)
Man i have played this deck for weeks now. it is definantly still viable
I really like this deck. it is very viable and I have had a lot of success with it. however I did have to make a few changes. some of which I cannot name right now as I don't have my deck to look to. but from what I recall (and this may be the only change to the deck) but I have always thought that having two quartermasters is very wasteful and can be a dead card -like a second divine favour- but I have to say I was very surprised to find there was no truesilver champion! that shocked me as that is such a strong power card. it can save you from so much and it allows the minion killing without sacking yours. even in aggro decks I have seen double truesilver. so I had to add one of those.
I also added a guardian of kings for two reasons: late game and healing. yes a 5/6 for seven mana is a bit bad but when it heals you and there is no other source of healing? how do you beat the face hunters without healing. yes with the nerf of the Undertaker it is easier as they will remain at two life and within concencration range, but then you still need to deal with it.
I like the concept of the coghammer but is it really a substitute? I don't think it is. you also get the healing from the swing so you can kill a two attack minion for "free". that's why I always have a truesilver in my deck but I don't think its that necessary to have two of them. that would be too greedy.
mages are a problem to this as well so it isn't a way to get around it. I originally thought it would have the same chances but then playing them they didn't. and that's trying both of them. too much board clear and rush down. so back to the point, the changes to the deck are one less quartermaster and no coghammer. in its place is one truesilver and one guardian of kings.
I do believe that is all the changes i did but I may be wrong. if I am then I will post the deck and then you can try the change for yourself. but its not like i'm trying to poke holes in your deck. its really strong. but from my experience with playing paladin in hearthstone, those cards run you through the game and are a staple to stay alive. great deck and i look forward to both seeing what you reply and (if you do) seeing how the deck compares in your opinion
Amazing deck, got from rank 13 to rank 5.
I used Dr. Boom instead of Tirion because I dont have him.
Then at rank 5 I replaced:
2x argent protector
2x noble sacrifice and
1x cog hammer for 1x annoy-o tron, 2x mech warper and 2x tinkertown technician
Now with those changes I got to rank 3 today.
And now I have enough dust for Tirion, don't know if I should craft him and replace Dr. Boom with him or someone else because im doing so well.
You added in a Sea Giant because it is "very awesome". Then you took out a Dr Boom because "everyone is running BGH". Makes sense!
The awesomeness of the Sea Giant is not only due to his stats. It is that you can play him for 1-3 mana. To lose a 3 mana Giant to a BGH, no big deal. To lose a turn 7 to a 3 mana card is.
Be realistic dude -- Sea Giants do not usually get played at 1-3 mana. You'll be lucky to get him out at 5-6 mana most of the time. Everyone trades minions.
i m still playing this deck also this month cause i like it but i can t go over rank 8...
Changed Dr. Boom for Tirion Fordring. Ultimately in my opinion he fits a lot better in this deck.
Also changed the order of the categories. Card changes are now listed on first place :)
Always loved paladin and this deck has such a consistent and fun concept!
However I find that mages are really a trouble as compared to all the other classes, anyone else has the same situation?
Sadly the Blastmage can be really troublesome. Actually he is the reason why it can turn upside down. Need to play around him a bit!
Glad you like it! You could try out a Mind Control Tech instead of a Sea Giant. It plays a different role but can change the board state instantly the moment it is too full. About Leeroy Jenkins i am not so sure because you already have a burst with Avenging Wrath. Would rather try out Tirion Fordring or King Mukla. I know, it is not a cheap replacement but the problem is that both cards have unique abilities therefore no real replacement to be found.
The Frostwolf Warlord seems like an excelent budget replacement for Sea Giantm did not think of him. Truesilver Champion is a great weapon. Alternatively you could try out to run a Sword of Justice but the champion is probably a better one.
In my opinion Coghammer is far better than Sword of Justice, at least in this deck. It is far more suprising that you can trade with your minion with giving them a divine shild than to buff them "only" by +1/+1.
Dire Wolf Alpha is really helpful in a lot of cases and reminds to playing Warlock Zoo, there is a one of the MVP as well. You can trade to bigger minions due to him or buff other minions as well.
Knife Juggler You should not play on his own most of the time. There are match up where you can do it, for example a Hunter who goes first and plays nothing or only a Webspinner or against Paladin and Priests it is a good start as well. In other cases you should combo him with Noble Sacrifice or with Argent Protector, making the Knife Juggler to a 2 for 1 instantly.
When you are trading well you going to establish your board while removinghis minions, moving your opponent from an offensive state to a state where he only reacts to your moves.
Needs a bit time to get used to it, see it like an arena match where you have track of all your cards and want to trade well to maintain the board. For that you have the best means. Nontheless, there is nothing that can be done with a bad start against a good start of Warlock Zoo & Hunters, that with any class.
PS: While laddering i have realized myself that right now Divine Favor only seems to be a suboptimal card due to many Midrange decks around. Working with other variations to test them out and i'll update here soon.
Without Sea Giant my winrate with this deck was less than 50%, I guess.
HUGE troubles with Mages. Big troubles with Rogues. Locks, Shams, Druids and Hunters are OK. Priests and Warriors - easy.
Divine Favors never really helped. Aldors are not that useful. Couldn't really start well with Knife Juggler - everyone is trying to destroy him as fast as they can. Don't know what to do with coin on 1 turn :(
Now I've created Sea Giant (some epics were destroyed). Will see.
Mages can be troublesome, yes. a good Blastmage hit can ruin you the day. Aldor Peacekeeper is in most situations one of the best 3 drops in minion opinion. Against Midrange & Control deck he is very helpful, even in the case versus Warlock Zoo.
Divine Favor seems to be right now early season in the ladder a card which is at least not so good to run two of them. Looking right now into and testing out other possibilities, i'll post here soon!
Looking forward for any good news, since I've spent all my epics/legendaries to create this deck :D Really loved this deck at first glance.
Now I'm trying 2xScarlet Crusader instead of Divine Favor, also thinking about second Annoy-o-Tron... Cannot go further Rank 18
anybody else actually reached legendary with this deck ?
how op got it is beyond me. with my usual control deck I get rank 4-5 every season. with this deck i can't break rank 10 and I played around 50 games so far. my win ratio vs hunters/priests/lock and mages has gone down with this deck. in fact priest gets a free win most of the times. to me it seems its a hit and miss, you either have a strong start and wreck everything or you dont and get run over by every other class.
dunno it may be im not good enough, but I'm no noob been playing mostly paladin since closed beta.
edit: some card simply destroy this deck. Sludge belcher for example with only one silence that kind of card can mean one lost turn...
same here with midrange control i reach five and though i love this deck i can t go to usual rank... it seems to me it s lacking something when u face control... dunno lets wait what alperon says... usually anyway when u get the right draw is a great deck! maybe we wrong the way of playing
I am sorry that this deck is not working right now for you so well. While laddering i've realized that Divine Favor is not that good right now simply because there are a lot decks who are lacking draws themselves and/or playing with a few cards on their side (for example Warlock Zoo, Hunter and Mech Mage). Therefore testing out good replacements for it.
Priest are one of the harder match ups. This deck has the means to establish many strong board positions during the match, even if you got nearly wiped out once, one of the strengths actually.
Great deck. I made a couple of changes though which seem to be working for me. -2 divine favor -1 blood knight. +1 Tirion +1 Bolvar +1 Dr. Boom. I haven't played the deck enough to see how much Tirion or Bolvar would be worth in this deck. But Dr. Boom is great for board clears and hitting hard in general. Last game my opponent ignored all of my silverhand recruits and went straight for boom, this let me drop 2x Quartermasters on a full field.