20 damage Holy Wrath again. In GvG another giant is introduced. It is very possible to make it viable with certain GvG new cards.
Muster for Battle is perfect for such Giant Paladin. You can lower your life point by hitting minions with the weapon it provides with, to play Molten Giant much sooner in a game. It also increases number of minions on board, helping you play Sea Giant.
Mech Yeti is an interesting card that has been used in many new mill deck to commence hand destruction. Why is it here? Because it works well with both Mountain Giant, Clockwork Giant as well as Pyromancer in this peculiar deck! The bulky Yeti itself is good enough as a medium minion whilst Spare Parts are overall reasonably useful.
Clockwork Giant, will it work? Well it works when your opponent plays super slow deck, or he insists on very conservative strategy and ends up saving too many cards in his hand. Loatheb and Mech Yeti may also make this card easier to come into play.
In the Naxx version, this deck only has one Guardian of Kings as a proper healing minion. With increased number of giants, I no longer need the bulky 5/6 Guardian. The healing robot is more cost-efficient, heals more and noticeably can be played if you drew upon this using Holy Wrath in the late game.
You can add whatever high-cost legendary cards you want, like Mister Boom and Alex.
Same as ever, cast Holy Wrath into your foe's face whenever you feel safe enough, or just lucky.
You have as most 3 board clear throughout the deck, no single-target removal, decent amount of burn and loads of giants at your disposal. Hence forbearance in removal is quite important when you come to play it. Sometime you ought to be super greedy for a preferable board wipe, and just let the giants to draw attention.
As for defense, Molten Giants with Taunt usually turn the tide, and Deathwing can be the player's last resort.
Just enjoy the blast.
After the Undertaker nerf, I obtained Mister Boom and Alex. Mech Yeti is out, although its unique deathrattle is always good for this deck. Be warned that kicking out Mech Yeti will make this deck much worse against Warrior, and you'll have no minions to play before turn 5 without coin, so you might still want these steady 4-drop. Remember, you cannot have a turn 4 Mountain Giant if you don't have a coin, as Paladin cannot draw like handlock.
Alex replaces Deathwing, as the hard healing is valued over the destructive board wipe. Also the healbot is doubled up. In a game filled with cancer aggro, you won't use Alex's burn often.
Clockwork Giant heavily punishes Priest and handlock in the starting hand( yet dead card if it's zoolock), while the sheer number of Giant and the Holy Wrath together may drive your opponent with slow decks into insanity.
Still, such Paladin would take way more damage than normal version, and its early game is too weak to hold. Equality removal is quite ineffective against minion resistance( deathrattle summon or divine shield) while this deck has no silence minion at all. With Mister Boom being popular, the giants are severely hindered by BGH.
To look at the good side, it has traits that normal Paladin decks lack. Great burst, heavy minions and full utility of Equality. Such fun deck really makes you rethink the competitive construct. It's a shame that conventional Paladin doesn't have a good 12 combo burst to employ, so I have it here.