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S16 h0z's Control Heal Paladin Easy Climb

  • Last updated Jul 11, 2015 (Blackrock Launch)
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Wild

  • 20 Minions
  • 7 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 8720
  • Dust Needed: Loading Collection
  • Created: 7/3/2015 (Blackrock Launch)
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  • h0zz
  • Registered User
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  • Battle Tag:

    h0z#1578

  • Region:

    US

  • Total Deck Rating

    111

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Hello, this is my control heal paladin deck. It is built to counter popular aggro decks such as face hunter, aggro paladin, mech shaman, and tempo mage. It also does well against control matchups because you will out-heal your opponent. This deck has the same concept as wallet warrior: control the early and mid-game with high value spells, minions, and weapons and then overwhelm your opponent with strong legendaries. Just like wallet warrior you can out-heal aggro decks and then slowly close out the game as they run out of steam.

I will write a more detailed guide if this gets any upvotes and people want to know how to use it. I am currently climbing up the ladder and will post updates if I hit legend with this deck.

 

https://www.youtube.com/watch?v=ExbCh7fqIlo

 

Mulligans:

vs. aggro decks keep Zombie Chow, Shielded Minibot, Argent Protector, Consecration, Antique Healbot, and Sludge Belcher.

vs. control matchups keep Zombie ChowShielded Minibot, Argent Protector, Aldor Peacekeeper, Truesilver Champion, Hammer of Wrath, Piloted Shredder and Equality.

 

Guide under construction...

General Tips:

If you are against a paladin, ALWAYS try to remove their entire board because more often than not they will use blessing of kings and get free damage in or get value out of quarter master. If it means using up 1 durability on your truesilver champion on a silver hand recruit, use it because more often than not it will end up benefitting you more than hurting you even though it seems like a bad play.

When you are facing an extreme aggro deck like aggro paladin, mech shaman, or face hunter always play the game very slowly. It is always better to heal up or taunt up rather than trying to gain tempo over them because if you try to play minions and race them you will lose, this deck is meant to control the board and win late game with high power legendary minions. Playing reactively against aggro decks is the best way to beat them.

When facing heavy control decks like wallet warrior, ramp druid, or handlock it is generally better to get your smaller minions out on the board early to bait out their silences and removal so that your legendary minions can get their full value. Other than that, normally it is luck of the draw against big control decks and who can get their removal on good targets first. However, you do have a slight advantage over other control decks because your hero power places a minion on the board.

 

 

Matchups:

Warlock: Pretty easy win if it is zoolock, a little bit harder if it is handlock. When playing against zoolock, play very slowly and always heal up rather than playing a minion because more often than not if you try to gain tempo against an aggro deck you will immediately lose. It is ok to play Sludge Belcher instead of Antique Healbot on turn 5, but beware that it can get silenced, so you need to weigh the risk of it getting silenced and taking however much damage they have on the board versus having a crappy 3/3 minion on the board. Handlock is a bit trickier because sometimes they will simply gain so much tempo that you cannot come back unless you have your removal. ALWAYS save equality, avenging wrath, and consecration for their giants as it will most likely swing the game in your favor and you'll win off the tempo gain.

Mage: Almost all of the mage decks on ladder currently are some variation of flamewaker tempo mage which is fairly easy to defeat with this deck. Try to save your Truesilver Champion for when they play flamewaker so they get no value out of it, that will almost single handedly secure your win against a tempo mage. Freeze mage is auto-win for you, all you need to do is save your equalities for their doom sayers and try to not play all of your big legendaries until they have used their blizzards/flamestrikes and then you are good to go. Always remember to heal as much as possibly right after they use Alexstrasza on you and then remove antonidas the turn he is played and you will have secured your win.

 

F.A.Q.

Q1. Why not add all of the healing cards like Seal of Light, Holy Light, and Earthen Ring Farseer?

A1. Simply put they are not good enough value for this deck and they remove slots that are needed. 2 mana for 4 hp + 2 damage and 2 mana for 6 hp is not good at all.

Q2. What can I replace X with?

A2. There is a replacement guide below. Anything that isn't listed in replacements generally has no good replacement.

 

Replacements:

Avenging Wrath can be replaced with Stampeding Kodo.

Tirion Fordring cannot be replaced, the deck will not win nearly as much if you don't have him, but if you don't have him the next best thing is Sunwalker.

Lay on Hands can be replaced with Solemn Vigil.

Sludge Belcher's can be replaced with Sen'jin Shieldmasta's.

 

Win % against decks (rough estimate):

hunter: face 70%, midrange 50%, if you steal a secret with kezan it is almost an auto-win

warrior: control 50% (about even matchup since both of you will be gaining tons of health/armor), patron 60%

paladin: midrange 50%, aggro paladin 60%

mage: freeze 90% (easiest matchup), tempo 60%, mech 50% (sometimes hard if they get a perfect start hand such as mechwarper x2 + clockwork gnome + piloted shredder)

warlock: handlock 50%, zoo 60%

shaman: midrange 50%, aggro mech 60%

rogue: oil 50%, aggro rush 60%

priest: Most priest decks are pretty hard to beat because they can gain tempo and stay alive very easily to the point where you cannot keep up. You will probably win about 50% of games against priests.

druid: ramp 65%, since druids rely on slowly whittling your health down with medium size creatures and then using Force of Nature + Savage Roar, they will almost never kill you because you can always be at full hp from heals and taunt up to stop combo