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Fast old school DK OTK Paladin

  • Last updated Jul 24, 2022 (Castle Nathria Pre-Patch)
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Wild

  • 14 Minions
  • 15 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: OTK Paladin
  • Crafting Cost: 11420
  • Dust Needed: Loading Collection
  • Created: 7/24/2022 (Castle Nathria Pre-Patch)
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This is my first go at a refinement of a OTK death knight paladin from 5 or so years ago for any other nostalgic people. I've tried to keep it low curve and card draw focused so it doesn't struggle against aggro and stands a fair shot against getting the combo off by turn 10-12.

I don't know much about the wild meta so it may be vulnerable to high tier decks but it's fun overall. There is some inbuilt resilience to disruption by virtue of an additional hand return effect, also letting you play one of them for tempo/hand space if needed in the early game.

Looking for any comments or thoughts on improvements and I'll probably be updating this with some win rate data as I play more and make other refinements. 

 Basic deck theory:

Mulligan for draw and especially crystology. Against guaranteed slow matchups consider keeping Uther and possibly coining him out if you go second. 

In the early game draw as much as you can and don't be afraid to "waste" cards to cycle quicker, especially if hand size is becoming an issue.

Use time out to ration board clears.

Play Uther turn 9 almost every time.

Hero power and bounce back a horseman until you have two different ones in hand, then garrison commander and play all 4 for a win through any defensive mechanic. 

Replacements:

Crystalsmith kangor is excellent anti aggro, so replace with more healing or a good early game drop that can ideally be drawn by crystology. 

Sunkeeper Tarim can be replaced with another copy of shrink-ray.

Either could be replaced by Reno or Shirvallah too, and they might be better. 

Zola the Gorgon could be replaced with an ancient brewmaster.

Other cards could be replaced with copies of novice engineer for even more draw.