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Heavy Dragons Control Paladin

  • Last updated Aug 4, 2015 (Blackrock Launch)
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Wild

  • 22 Minions
  • 8 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4680
  • Dust Needed: Loading Collection
  • Created: 7/19/2015 (Blackrock Launch)
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  • Total Deck Rating

    15

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Heavy Dragons Control Paladin (a.k.a. viable Holy Wrath deck)

This is a viable Holy Wrath deck. You will often be able to clear 5+ health minions or go for face damage with the Holy Wraths. The first few turns typically consist of summoning Silver Hand Recruits. Things get interesting around turn 5, when you can start bringing out the real minions. The overall playstyle is to stay alive and control the board into the late game. 

Typical Mulligans: 

Current Meta Matchups:

  • Patron Warrior - Keep those board clears handy. You must be wary of the Frothing Berserker burst damage. Almost all of your minions have anti-Grim Patron stats (3+ attack), except for Silver Hand Recruits and Sludge Belcher's deathrattle Slime. There's a total of 36 healing in the deck, so you can generally stay out of range of everything but a perfect combo. It's possible to control the board with only a few of your high-value minions. However, Warsong Commander+Grim Patron+Commanding Shout will wreck any of your minions. If you're having a lot of trouble with patron warriors, you may consider revising the deck with Twilight Drake, Sen'jin Shieldmasta and taunt-givers like Sunfury Protector or Defender of Argus (though this weakens your Holy Wrath).

  • Handlock - this is usually a great matchup; do your best to keep up using Mountain Giant, Equality, Doomsayer, etc. You must out-value the handlock in the early/mid game. By the end game, you will have more threats. In my experience, the win rate in this matchup is near 100%.

  • Face Hunter and Aggro Paladin - may the Light guide your card draws, bringing you board clears and healing. If you can survive the initial damage, you will certainly out-value them and crush their dreams. Use Doomsayer to slow the game down as much as possible. You're very likely to win if you have both [Doomsayer]s in the early game followed by board clears and heals.

  • Tempo Mage - the dream is to play Doomsayer into Mirror Entity right after the mage has played a bunch of minions. It's almost impossible to keep up against a tempo mage with perfect draw, as you'll need to simultaneously board clear and then heal to survive any burn spells. But, if they stall or you're able to clear the board, you're very likely to take the game.

  • Oil Rogue - rogues usually have few minions. Try to retain control of the board and stay at high health. They shouldn't be able to kill you unless they have a perfect combo. Watch out for Loatheb and try to retain some minions on board to counter it, since your board clears usually require spells. If the rogue has a good Loatheb turn and gains initiative, they can quickly perform an oil combo to finish you.

  • Freeze Mage - take this match slowly. Try to have a minion out every turn. If they bring out Ice Barrier, consider not attacking until you can do more than 8 damage that turn (otherwise, you just free up a secret spot for the second Ice Barrier). Holy Wraths can go to face and will help you pop an Ice Block if you want to. If the freeze mage has to use burn spells to deal with your minions, you're extremely likely to out-heal them and win the Fatigue battle. Keep healing in hand and minion(s) on board to counter Alexstrasza. If they keep their burn spells and have a perfect hand, they can deal more than 30 damage (especially the Malygos variant).

  • Control Paladin/Priest/Warrior - out-value them and the game will be yours. The play styles of these control decks are similar, but you usually have many more threats in the late game. In my experience, the win rate in these matchups is near 100%.

Other considerations:

  • Use your Doomsayers for tempo. The slower the game is, the better it usually goes. 

  • Your board clears are Equality+Consecration and Equality+Avenging Wrath. If you have a Silver Hand Recruit on board, you can clear a large creature with Equality and the recruit. Try to understand your opponent's deck and use your board clears at the right times.

  • I tried this deck with Molten Giants and no Doomsayers, but it's a much better strategy to stay near full health. Other tech cards like Big Game Hunter would weaken your Holy Wraths, but experiment as you'd like. I prefer to have very strong Holy Wrath damage.

  • I wouldn't try this deck with Deathwing, since you'll usually have a lot of cards in your hand. However, it seems possible to customize around the Ragnaros the Firelord slot, perhaps replacing with OnyxiaNozdormu, Malygos, or Ysera. I wouldn't want to replace Nefarian, since he's a great late game card that can also reduce the cost of Mountain Giant if you draw it late. Chromaggus is also great because it can provide additional copies of your late game threats and often comes out earlier than other large dragons due to the cheaper mana cost.

  • My favorite end game finisher (10 mana) is Equality+Doomsayer+Avenging Wrath. This bypasses most taunts when the opponent's health is low and the Doomsayer kindly lets them know that the end is coming. :)

  • I have been able to beat every kind of deck on ladder with this. However, aggro or tempo matchups are most difficult and require perfect gameplay and decent card order. This deck is very fun and definitely one of my favorites to win with. Good luck!