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Midrange paladin

  • Last updated Jun 7, 2017 (Un'Goro Launch)
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Wild

  • 21 Minions
  • 6 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Paladin
  • Crafting Cost: 10400
  • Dust Needed: Loading Collection
  • Created: 5/18/2017 (Un'Goro Launch)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    12

View 9 other Decks by jferrante831
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This is a midrange paladin that focuses on generating a lot of card value in the early/mid game with Fire Fly, Hydrologist, Haunted Creeper, Shielded Minibot, Muster for Battle, Stonehill Defender, Piloted Shredder and Keeper of Uldaman to outvalue your opponent and using Spikeridged Steed or Sunkeeper Tarim to take a commanding lead and close the game out. Solemn Vigil is really helpful in maintaining card advantage vs aggro/midrange because we likely play it for 0-3 mana, and helps us reload vs control.  

Testing out Hungry Crab tech, its pretty much game winning vs murloc paladin if i have 1 in opening mulligan. If need be, I can eat my own Hydrologist but pirate warrior and egg druid run murlocs in Sir Finley Mrrgglton though holding onto it for that purpose alone might not be best. Lost in the Jungle and Argent Squire are both very good options to try, I will likely be testing them soon. Great for dealing with Alleycat or other token openings like pirates, or you can hold them if need be for extra Sunkeeper Tarim value because they are so cheap. 

Coghammer or Rallying Blade could be replaced if you want more minions or to try and fit an Equality in, though there are few times I find equality would really help. if you lose the board, equality really wont help much without [card=gold]consecration and generally keeper of uldamann and Sunkeeper Tarim serve as our removal vs control decks like renolock with giants/drake, or as a buff to trade up, though I rarely use keepers that way. I like [card=gold rallying blade[/card] a lot because it has synergy with Keeper of Uldaman or can be played on 3 to deal with Mana Wyrm, Tunnel Trogg and unbuffed Northshire Cleric, and we do have a few divine shield minions, which would make Argent Squire better.

Just added Vinecleaver as a little more token generation or as some reach in the late game. Its really good vs control and quest warrior and control priest as well to put a lot of damage on the board that they really can't remove efficiently. 

Not using a deck tracker, but overall I would estimate in the 60-65% winrate range. Haven't had much time this season, but took the deck to rank 3 last season in relatively few games. Pirate warrior can be a poor matchup if they have a strong opening of Ship's Cannon into n'zoths's first mate or Southsea Deckhand (with weapon) and pulling Patches the Pirate.  Worst matchups seem to be N'Zoth shaman because they either have really big/sticky minions or AoE. Still winnable, but you kinda have to play that risky and hope they cant clear. N'Zoth Renolock poses the same issues, but they have a little less AoE and really rely on Kazakus potions because we generate so much value in the early game. Turn 6 victory with Sunkeeper Tarim is not uncommon.