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Divine Zooladin

  • Last updated Apr 26, 2016 (Old Gods)
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Wild

  • 19 Minions
  • 7 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2800
  • Dust Needed: Loading Collection
  • Created: 4/22/2016 (Explorers)
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  • Battle Tag:

    KilogramHrs#1280

  • Region:

    US

  • Total Deck Rating

    122

View 21 other Decks by KilogramHours
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Divine Zooladin


Welcome to the new Archetype for Paladin, Divine Zooladin. The basis of this deck is spawning multiple minions that are extremely hard to get rid of over the course of the game, and defeat the enemy through overwhelming them through buffs and numbers.

Key Cards: 

Selfless Hero: Insanely powerful 1-Drop for Paladins. When dropped on turn 1, it puts immense pressure on your opponent to deal with it before turn 2 comes around. You can activate the Divine Shield onto your 2-drops for great tempo plays. Twisted Worgen is the key card you want to put the Divine Shield on. But it also works well with Argent Protector or Bilefin Tidehunter

Steward of Darkshire: Cornerstone of the deck. It gives you so much value for your small ping-able minions. It also has synergy with Rallying Blade, Stand Against Darkness, and Blood Knight.

Cult Master: Your main card draw engine. Trade into the enemy to gain so much card value. You should be able to draw into your removal cards like Equality, Consecration, or Keeper of Uldaman

Blood Knight: Extremely powerful minion as it gains so much value from Divine Shields. With Silence and Big Game Hunter nerfed, the opponent usually has to use costly hard removal to get rid of it. Also counters Divine Shield minions like C'Thun's Chosen or Psych-o-Tron.

Sea Giant: Another late game threat that has synergy with the minion generators you have, like Stand Against Darkness. Again, it is extremely hard to remove since your opponent can't use Big Game Hunter anymore.

 

First Impressions:

I've played a couple of games, and it definitely seems to be a viable deck. I replaced the Knife Jugglers with Argent Protectors because I believe the Synergy is more important than random uncontrollable juggles. The trades you can do are absolutely disgusting.

EDIT:

After playing around 10 games, I went 4/7. Not that great by any means. So I decided to completely change the deck to be a bit more Midrange than Aggro and changed the card draw to Cult Masters instead. 

Tell me what you guys think, and if you have any suggestions for improvements please speak up.