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Token Paladin Shell

  • Last updated Aug 25, 2015 (TGT Launch)
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Wild

  • 16 Minions
  • 2 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 1680
  • Dust Needed: Loading Collection
  • Created: 8/26/2015 (TGT Launch)
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  • Total Deck Rating

    220

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There are what I consider to be the most important "token paladin" cards. The other things you add in around them could define the direction you want to take the deck. 

Shielded Minibot - One of the best board control cards in the game. Wouldn't cut it from just about any Paladin deck.

Muster for Battle - 3 tokens and a Light's Justice. Good combo with Knife Juggler, Quartermaster, etc. If you have other token generation options (Maiden + Garrison, etc) I'd use those first, since they're card-free. Save this for combos.

Warhorse Trainer - 2/4 for 3 is a good drop even by itself, plus it buffs your Recruits. Hero Power turn 2 into this turn 3 (trading with a Flame Imp, etc) is a decent alternative opening if you got a bad mulligan.

Murloc Knight - I wasn't convinced at first, but this card brings insane value. Your opponent has to remove it immediately. Good combo is turn 4 Maiden, turn 5 this + Hero Power.

Silver Hand Regent - Good alternative way to generate tokens. Garrison turn 2, this turn 3, turn 4 double hero power is nice. It can be hard to play this card effectively, generally should only be played if you can hero power at least once the same turn.

Cult Master - The draw engine of this deck, and what allows it to keep up with control in the late game. If you have to trade out your recruits with a taunt or something, drop this down and enjoy your free 5 or 6 cards. Be careful to play it when you will get the most out of it, since you don't always want to trade out. Insanely good when played correctly, number 1 card to cause opponents to forfeit.

Maiden of the Lake - some people doubt this card, but once you've used it you'll understand. Very difficult for your opponent to remove, but they have to since you'll get insane value from your hero power and inspire cards if they don't. Good against aggro. Enables a lot of strong combos. It might be okay to run only 1.