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[S11 Top 100] The Light Compels You, Meta!

  • Last updated Mar 28, 2015 (Undertaker Nerf)
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Wild

  • 19 Minions
  • 8 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 9520
  • Dust Needed: Loading Collection
  • Created: 1/31/2015 (Undertaker Nerf)
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  • Total Deck Rating

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FIRST TIME LEGEND (Trying to figure out how to put the image real quick, but here's the link to the Photobucket pic.).  I'm currently still ranking up and am rank 84 as if when I'm posting this.

http://s1280.photobucket.com/user/akuma_werewolf/media/ScreenShot2015-02-21at22416PM_zps7cbcd71d.png.html

The deck is a bit generic in some places, but this is the version that I made and found that it found fits my play-style quite nicely and it's pretty fun.  Took a few hours to grind from Rank 5 to Legend.  Along the way the deck has shown that it is really strong against the meta - that is that it's good against Mid Range Hunter, Mech mage, and Ramp Druid. 

The Cards

Zombie Chow - This card is quite insane in creating tempo.  This 1-drop minion can easily take out most two drops, and sometimes can take even more (Like a Leper Gnome and Loot Hoarded against Zoo).  Although it can be an incredibly annoying card to top-deck, getting it in the starting hand is incredibly strong.  I run two mostly for the chance to draw it in the first couple turns.

Equality - In my opinion, this is one of the most diverse control cards in the game.  It can be used to combo with a Consecration to wipe a whole board, it can be used to make your 1/1 Silver Hand Recruits deadly killers, and so on and so forth.  Just always keep in mind that timing is essential with this card, because it can easily backfire if you have minions on the board too. 

Ironbeak Owl - Paladin doesn't have many ways to get past Sylvanas or large taunts (Other than Equality, really).  Ironbeak Owl helps calm down your opponents board a bit and can be used to get past that annoying taunt to push in that little bit of damage needed.

Knife Juggler - Knife Juggler has a lot of synergy with Paladin.  Each time you use your hero power, it'll do one random damage.  On top of that, it's great with Muster for Battle and can help keep your opponent's board under control.

Shielded Minibot - I put this back in because I honestly was just underestimating it.  Even though sometimes it really does end up being a 2/3, the times that it doesn't make the card worth it.

Muster for Battle - This was the card I was most excited for for Paladins.  3 1/1s and a 1/4 weapon doesn't need much explanation.  It's important to note that this card is quite insane against Aggro and can help you not get overwhelmed by turn 3.  Plus, combo it with Quartermaster and it's just insane.

Aldor Peacekeeper - This is a card that's great both against Aggro and Control.  Against Aggro, it allows you to kill a 3-damage minion (Like Knife Juggler) without letting one of your own minions die, thereby giving you a pretty nice boost in tempo.  If they run a Savannah Highmane or other late game cards, it can also quite easily slow down their tempo by a lot.  Against Control, it weakens late game nukes and allows you to win trades.

Coghammer - This card is one of the best early game cards.  It is great for stopping aggro and making trades that will put you at a major advantage.

Truesilver Champion - This one is obvious to anybody who knows or plays Paladin.  But in case it isn't, here you go.  It's a 4/2 weapon, which is already quite strong.  But, on top of that it gives that 2 health each time.  4 health plus a 4/2 weapon is great value.

Consecration - Another quite obvious card.  It's Paladin's only board clear, and is insane when combo'd with Equality.

Defender of Argus - This card proves both a taunt for defense and a +1/+1 buff for offense to two minions.  You have to be careful though, there is always a chance that the opponent is running a Black Knight.

Kezan Mystic - Though the stats are weak, this card is incredibly strong when it works.  This card can even turn a game completely on it's head in your favor with the gigantic tempo swing it provides.

Harrison Jones - This was my first legendary, so I might have some biased for it.  But, I find this card absolutely insane.  Although the card is quite situation - as the effect does nothing against Priests, Mages, and sometimes Shamans and Warlocks - it is a game-winner in itself.  It can create massive card advantage if it's a weapon with more than 2 durability, and even if it only takes out 1 durability you still get a lot of value out of it.

Quartermaster - A lot of the time with this deck, you will be creating the 1/1 Silver Hand Recruit.  And so, after several turns of creating them or after playing a Muster for Battle, your field will suddenly have several 3/3s.  Most commonly I like to use this card with at least 3 other Silver Hand Recruits on the field, but sometimes 2 based on the situation. 

Sludge Belcher - This card is a great taunt that has a deathrattle to create another taunt.  It's just really good because it keeps your other minions, and yourself, alive.  This card is quite commonly one of aggro's worst enemies if they don't have a silence to deal with it.  And, if they do have a silence, it's still a 3/5 and your opponent has one less silence to deal with Tirion.

Avenging Wrath - Paladin lacks burst, and this card is actually very good in providing a bursty finisher.  On top of that, it goes really well with Equality so you don't have to be as afraid using a Consecration early.

Dr. Boom - Honestly, this card is just OP right now and is most likely going to get nerfed.  The way I see it, this card can go into almost any deck just because of how versatile and ridiculous it is.  Do I really have to get into details of why?

Lay on Hands - It's 8-health plus 3 cards.  Just everything about this card is a lifesaver against pretty much any deck.  Although it may not always win you the game when you're behind, it gives a nice fighting chance.

Tirion Fordring - If Tirion isn't silenced, it's an insane card.  In fact, even it if is silenced, it's still a big body.  6/6 Taunt with Divine Shield and creates an incredibly strong 5/3 weapon.  If you have it, this is a staple card in almost every Paladin deck.

Alexstraza - I decided to use this over Guardian of Kings because of how diverse it is.  Sure it comes way later than Healbot and Guardian of Kings, but it provides for a good finisher and can do the same job as Healbot and Guardian of Kings when you actually want to use it.  On the downside, you have to be very very careful for the opponents burst damage, because 15 health is barely out of range of many combos.

Mulligan

In most cases, you want to mulligan quite aggressively for Zombie Chow, Knife Juggler, Harvest Golem, and Muster for battle.  Keep in mind though that in most cases it is better to hero power on turn 2 than to Knife Juggler, seeing as Knife Juggler will probably just get killed instantly.  Against aggro decks holding onto a Consecration is also a good idea, and against control decks holding onto Aldor Peacekeeper to make a big play around turn 3-5 quite amazing. 

Substitutions

Healbot or Guardian of Kings over Alexstraza.  Healbot is faster and gives more health.  Even though it's weaker stat-wise, some people just want it for the heal.  Guardian of Kings has better stats but provides less health and is a little slower.

Spellbreaker instead of Ironbeak Owl.  The likeliness is that you will silence a late game card, in which Spellbreaker is also better late game because of the stats.  But, Ironbeak Owl is cheaper and allows you to play more that turn.

Piloted Shredder instead of Defender of Argus.  Piloted Shredder is a great tempo card because it's a 2 for 1 that is always strong (unless it's silenced). 

Big Game Hunter for Harvest Golem.  Big Game Hunter is more situational (mainly to kill Dr. Boom), but can shine better in some situations.

Cards that can be put in, though I don't know what to trade out for them yet - Cult Master, Bolvar Fordragon, Sylvanus, Loatheb, and/or Captain Greenskin.

Matchups

Quick note: With almost every matchup in the meta, you want to mulligan for the aggressive start of Zombie Chow and Shielded Minibot and Muster for Battle.  There are some other cards you want to look for or want to keep though depending on the deck though.

Mid Range Hunter - This deck has been seeing a very quick rise in popularity recently to the point that it may even be one of the strongest decks out there now.  The deck features new things like Loatheb and Piloted Shredder, along with what used to be less popular choices for Hunters such as Dr. Boom and Savannah Highmane.  The key cards in this matchup that you need (but don't necessarily want in your starting hand) are Aldor Peacekeeper and Consecration.  Also, Muster isn't particularly great in this match up because they run 2 Unleash the Hounds usually, so only use it if you need it or can combo it with Quartermaster.  Some cards that you definitely won't mind keeping in your hind are Ironbeak Owl and Kezan Mystic to take away their first secret, therefor slowing down their momentum by a lot.

Mech Mage - Of course I had to put this matchup in here, but I actually have a very high win rate against them (I don't have the numbers, but my guess is between 90-95%.  I haven't lost a single one so far since rank 5.  Now with them running Mirror Image, Kezan Mystic is even more powerful.  Consecration and Equalities are keeps in this matchup, as they will help a lot in clearing their insane board before it gets even more out of control. 

(More will be added soon)