In my experience, I've had a lot of success running buff Paladin with as many minions as possible. You know 2 Smuggler's Runs and 2 Truesilvers, that's it. That way you can get off to the fastest start possible to beat those Pirate Warriors. I haven't tried the Pirate Package in Paladin, but it looks solid.
interesting deck choices, from my experience fight promoter is worse than ivory knight in this meta. Your decklist puts in some anti-aggro cards, but I'm pretty sure the pirate package does a better job. The three cards I consider garbage(not bad, just better alternatives) in that decklist are fight promoter, don han'cho(ikr you'd imagine don would work in this deck but all it does is make your great matchups vs control slightly better) and mct. You really couldn't cut an mct for brann?
I'm almost certain that your deck is better than mine vs control, but list is a better option vs aggro(can win vs midrange shaman and dragon warrior quite comfortably) and thus the whole field. Only time will tell which one of us is right.
Here's my best attempt at making paladins good.
Full deck guide: http://www.hearthpwn.com/decks/705138-my-best-go-at-making-paladin-playable
Why
Still UNPLAYABLE.
Thanks.
No Argent horserider looks bad man.
Check out my fun and innovative decks here:
Beat your opponent to a pulp with Revenant Warrior or outlast them with Demon Reno Warlock.
I'm having a lot of fun (currently at rank 7) with this build I refined during quite some games:
Give it a try!
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
the dread corsair is for the pirate package, turn 4/3 with coin truesilver corsair and patches is monstrous
Seriously tho, why
Because you don't have an other early weapon to enable small time buccaneer.