DONT FORGET TO LEAVE A +1 AND FEEDBACK :D
As always... Proof Picture for March 2015:
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NOTE: META IS A CONSTANTLY CHANGING THING SO THIS MAY BE STRONG ONE DAY AND WEAK ANOTHER.EXAMPLE: MORE MAGES = LESS PRIESTS ON LADDER
- Very Strong 75%+ Vs: Shaman, Mage, Warrior
- Strong 60%+ Vs: Warlock
- Decent 50%/50% Vs : Hunter (tech kezan to favor yourself), Paladin (this deck can often overwhelm the slower paladin's with QM)
- Weak 40%- Vs: Rogue, Priest
Card Description Guide
Great Video Guide by 'RubenVDB': https://www.youtube.com/watch?v=qbEgtB8DbLQ
Zombie Chow: 1 Chow is great for early game protection against aggro, maintaining a good mid game curve, and still getting value in the late game. The 5 health your opponent receives is not important because this is not a burst type deck. It often helps for better trades or burns opponents spells.
Equality: 1 Equality is a necessity for those must board clear situations. I feel 2 is too much for this mid range type of Paladin.
Argent Protector: This is a unique card I added that is not used in most lists, but I like it because it is good in early, mid, and late game. It combos well for killing belchers with shredder, can also protect your knife jugglers/cult master allowing you to get more value. It can be used to burn mirror entity vs mech mages as well.
Ironbeak Owl: A silence is a necessity to handle cards like Tyrion, Kel Thuzad, Taunts for lethal pushes, etc... it can also be used on your own Ragnaros to ensure the 8 damage attack wherever you need to place it.
Knife Juggler: This card is very valuable when combo'd with shredder and muster, a 2 mana 3/2 is just a great card overall. It works well with argent protector as well.
Shielded Minibot: One of the best 2 mana creatures in the game hands down, super valuable early, mid, and late game.
Coghammer: Another versatile card for the early, mid, and late game because of the weapon you receive to kill off minions/push for damage, taunt you might need to protect your life/cultmaster, or divine shield you can use to make very valuable trades.
Muster for Battle: Super valuable card, combos great with knife juggler, making better trades, and also has hidden value because players will often use AOE just to kill off the 3 1/1's (even though this deck doesn't run quartermaster). The weapon is great for making better trades as well.
Aldor Peacekeeper: Yet another good early, mid, and late game card for shifting tempo or dealing with big creatures.
Big Game Hunter: Must have because every deck in the meta runs Dr. Boom or other 7 attack + creatures, a 4/2 for 3 mana is still pretty good.
Mind Control Tech: This card is great for shifting momentum in a game, it's amazing vs druids and warriors that don't play around it, and also good against mech mages. It's also a solid 3 drop if you have no play or need an extra minion.
Truesilver Champion: One of the best paladin cards, great for a little extra healing, and killing off minions.
Consecration: Necessary AOE and can be used to push for a little extra damage on minions or face.
Cult Master: Paladins need a way to draw cards, some people use Acolyte of Pain but I feel that is too slow and often only gets 1 card anyways. Cult Master can literally win games if you pull off a great muster into Cult Master trade. It can be combo'd with Coghammer and Argent Protector as well. It basically acts as a taunt because opponents are forced to kill this first before any other minion. 4 attack can be really helpful as well.
Piloted Shredder: Super valuable/sticky 4 drop. 2 is necessary for maintaining board control/momentum in a game.
Loatheb: One of the best legendaries in the game, great vs combo druids, rogues, maintaining momentum, or sealing a win in the late game.
Sludge Belcher: Most valuable taunt in the game, combos well with Cult Master as well.
Sylvanas Windrunner: Super valuable legendary to help shift games in your favor or keep momentum going, if this gets silenced then Tyrion is even more safe to silence.
Dr. Boom: Dr. GG
Lay on Hands: The heal is needed vs aggro matchups, but the card draw is really the more important part.
Ragnaros the Firelord: I tested other cards in place of Rag like Captain Greenskin because we have so many weapons (not enough value IMO), Harrison (too slow because it's situational), and Ragnaros is my favorite choice because if Dr. Boom gets BGH'd then Ragnaros has the opportunity to simply win the game, also it's great for killing off big minions or winning the game with late game damage. It can be combo'd with owl as well.
"Why no Quartermaster?" - Quartermaster is a very good card in my opinion, but is often too slow or a dead card which does not synergize with what this deck is trying to accomplish. You need to be able to make plays every single turn and Quartermaster often requires you to make plays to set up for a future turn just for this card that carrys a lot of value, but not game winning value vs every deck.
Sometimes you are forced to play it to get the value even though you may need to develop other minions instead. The thing I love most about not playing Quartermaster is it carries hidden value because people are still afraid of it's powerful combo so they make questioning plays just to kill your 1/1's. (I've had people coin swipe/hellfire/consecrate/etc just to kill 1/1's)
Emperor vs Sylvanas: Sylvanas is the right choice here because it is a silence target and can act as a swing card / board clear. Emperor is a dead top deck and the mana gain isn't necessarily good because you don't always want to use up all the cards in your hand.
Kezan Vs Shredder: Kezan is the right META choice if you are facing a lot of Mages and Hunters, Shredder is the right choice other wise.
Coghammer Vs Healbot: Coghammer is the right choice again because of the taunt, divine shield, extra damage push, and availability for more efficient plays. Healbot might save you in the late game but you if you need saving then you probably lost anyways. This deck can race / beat aggro easily so it's not needed.
Mind Control Tech Vs 3 Drop: If McTech is replace I would suggest putting in another 3 drop to even out your curve and have a stable minion to play (even if the effect isn't used) to counter early game minions or to have a median sized creature later on for a smaller amount of mana.
Cult Master Vs ?: Cult Master is honestly a great 4 drop because the 4 attack can be used quite nicely especially when combo'd with Argent Protector, it can also win games if you follow up with a muster/cult perfect curve. You need a form of card draw other than Lay on Hands and this is the best option for this type of deck. Removing this changes the whole deck IMO. Once again, combo'ing this with Coghammer is amazing too.