This Paladin deck is all about surviving the early game so that you can secure the win late-game.
Your core cards to surviving the early game are:
• Mad Bomber • Wild Pyromancer
Mad Bomber for obvious reasons, it can potentially kill any one health point minion early game. Wild Pyromancer needs to be played differently though, you can use this card to combo with many other cards, for example:
Main Combos
• Wild Pyromancer + Equality = Board Wipe. (Not so effective against Divine shielded minions) • Wild Pyromancer + Consecration = 3 Damage to all enemy minions, this combo can be extremely good against Divine shielded units or units with Death Rattles for instance Harvest Golem.
You can also combo with other cards such as:
• Wild Pyromancer + Coin at turn 2 to deal with early 1 hp aggression such as Leper Gnomes, Bluegill Warriors, Abusive Sergeant and of the such. • Wild Pyromancer + Avenging Wrath for the 1 extra AOE damage.
Other cards that could potentially help you after the early game aggression are:
• Aldor Peacekeeper - Negating damage and to get some board control back. • Truesilver Champion - Killing minions while attempting to sustain in health. • Hammer of Wrath - Killing minions + card draw. • Twilight Drake - Generally a big threat on the board and very hard to deal with unless the opposition has some sort of silence.
Mid to late game is where you shine, you will be able to drop down big threats every turn for them to deal with and at the end of the day they will run out of removal to handle it, board control and rushing you will be their priority afterwards, meaning the use of spells such as Equality + Consecration or Avenging Wrath will prevent that.
Other combos that I haven't mentioned yet are:
• Equality + Mad Bomber - High risk, high gain. • Aldor Peacekeeper + Stampeding Kodo - Can kill any unit of your choice.
As for removal cards I'm currently running:
• Big Game Hunter - This card is situational, you can replace it with faceless manipulator if you feel its not having much of an impact, but once u hit about rank 7+ many people are using Molten/Mountain Giants so I prefer it over faceless manipulator. • Tinkmaster Overspark - Obvious card for obvious reasons, the best neutral removal card in the game at the moment, Even if you get a 5-5 Devilsaur its much easier to deal with then it is to deal with bigger creatures with insane effects.
As for Card Draw I am currently using Nat Pagle, 2x Hammer of Wrath and Lay on Hands, I feel that it's more then enough.
This deck also contains high sustainability, as it runs 1 Holy Light (6 Health), 2 Guardian of Kings (6 health each) and one Lay on Hands (8 health), a total of 26 life gain.
The Deck itself is very high budget but can do fairly well against every other type of deck, whether it be rush, aggressive or control decks, this deck is very hard to play though as you need to have very good decision makings since a couple mistakes can cost you the whole game.
Hope you guys enjoy trying it out and good luck in your games!
I'm currently rank 2 and climbing, murloc rush is my worst match-up but I have at least 50-55% win rate against it.
Against aggro mage my win-rate is quite high, as I can generally hold my own against it early and as soon as I hit turn 4-7 I regain board control and heal myself up and since pyroblast is now 10 mana, there's no way of dying by turn 8.
Hunter aggro is probably one of the better match-ups atm, I think from my past 10 games against it I've won about 7.
I don't really feel like I need silences in my current deck since I do use Tinkmaster Overspark, but If you really do intend to run a minion with silence I would recommend running a spellbreaker over an owl, since the owl can be a dead card in many situations.
If you run Defender of Argus/Sunfury Protector in your deck though, I'd recommend trying out some Ancient Watchers with Owls in it and see if you like it or not.
It's very hard to find proper replacements for both Nat Pagle and Ysera, I think adding a Loot Hoarder instead of a Nat Pagle not so good because you might aswell add an early drop minion such as a Sunfury Protector to give your Twilight Drakes/Guardian of Kings a taunt.
You could replace Cairne Bloodhoof for a Sunwalker and as for Ysera I would probably just add any other big threat, Mountain Giants could work if you don't have any other big legendary.
The main reason i'm not running Mountain Giants at the moment is because I've seen many Control Warlocks around my rank meaning that many people would be running Big Game Hunter to deal with the Giants.
Glad to know that its working out for you, I tend to update some cards daily depending on what I see is trending a lot in ranked.
For instance since I haven't been versing as much aggro hunter/control warlock as before and have encountered quite a lot of warriors/rogues, I have added an acidic swamp ooze instead of the mad bomber and a faceless manipulator instead of the big game hunter.
It doesn't look very consistent for a deck. Sure it has alot of nice cards and the typical paladin combos, but I feel like it could do without some of the cards. Mad Bomber and Kodo are very out of place, sure they have the combos you mentioned but those are very situational. Paladin has more than enough ways to clear the board without needing to use risk cards like that. Twilight drakes are nice as they typically net you a 4/4-4/8 ranked creature however I feel as though they are out of place. With the current meta of rush decks they provide no defense against those and you have no sunfury or argus to make them taunts, personally I'd swap them out for a couple of sen'jins. Holy light is a bit redundant I feel, 20 healing from the 2x guardians and 1x lay on hands is more than enough. I feel a better card could be put in its place to help fix your curve some. The final card I have an issue with is the avenging wrath. I used to use 2 of them in my paladin deck as well, up until recently when I swapped them both out with sunwalkers. For 6 mana I feel that avenging wrath isn't useful in as many situations as a 4/5 taunt with divine shield would be. Both cards have their own pros and cons though, so really its a matter of preference. The only reason I don't use 1 of each is due to consistency.
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I came into this world kicking, screaming and covered in someone else's blood, I have no problem leaving it the same way.
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This Paladin deck is all about surviving the early game so that you can secure the win late-game.
Your core cards to surviving the early game are:
• Mad Bomber
• Wild Pyromancer
Mad Bomber for obvious reasons, it can potentially kill any one health point minion early game.
Wild Pyromancer needs to be played differently though, you can use this card to combo with many other cards, for example:
Main Combos
• Wild Pyromancer + Equality = Board Wipe. (Not so effective against Divine shielded minions)
• Wild Pyromancer + Consecration = 3 Damage to all enemy minions, this combo can be extremely good against Divine shielded units or units with Death Rattles for instance Harvest Golem.
You can also combo with other cards such as:
• Wild Pyromancer + Coin at turn 2 to deal with early 1 hp aggression such as Leper Gnomes, Bluegill Warriors, Abusive Sergeant and of the such.
• Wild Pyromancer + Avenging Wrath for the 1 extra AOE damage.
Other cards that could potentially help you after the early game aggression are:
• Aldor Peacekeeper - Negating damage and to get some board control back.
• Truesilver Champion - Killing minions while attempting to sustain in health.
• Hammer of Wrath - Killing minions + card draw.
• Twilight Drake - Generally a big threat on the board and very hard to deal with unless the opposition has some sort of silence.
Mid to late game is where you shine, you will be able to drop down big threats every turn for them to deal with and at the end of the day they will run out of removal to handle it, board control and rushing you will be their priority afterwards, meaning the use of spells such as Equality + Consecration or Avenging Wrath will prevent that.
Other combos that I haven't mentioned yet are:
• Equality + Mad Bomber - High risk, high gain.
• Aldor Peacekeeper + Stampeding Kodo - Can kill any unit of your choice.
As for removal cards I'm currently running:
• Big Game Hunter - This card is situational, you can replace it with faceless manipulator if you feel its not having much of an impact, but once u hit about rank 7+ many people are using Molten/Mountain Giants so I prefer it over faceless manipulator.
• Tinkmaster Overspark - Obvious card for obvious reasons, the best neutral removal card in the game at the moment, Even if you get a 5-5 Devilsaur its much easier to deal with then it is to deal with bigger creatures with insane effects.
As for Card Draw I am currently using Nat Pagle, 2x Hammer of Wrath and Lay on Hands, I feel that it's more then enough.
This deck also contains high sustainability, as it runs 1 Holy Light (6 Health), 2 Guardian of Kings (6 health each) and one Lay on Hands (8 health), a total of 26 life gain.
The Deck itself is very high budget but can do fairly well against every other type of deck, whether it be rush, aggressive or control decks, this deck is very hard to play though as you need to have very good decision makings since a couple mistakes can cost you the whole game.
Hope you guys enjoy trying it out and good luck in your games!
- Godot.
I'm currently rank 2 and climbing, murloc rush is my worst match-up but I have at least 50-55% win rate against it.
Against aggro mage my win-rate is quite high, as I can generally hold my own against it early and as soon as I hit turn 4-7 I regain board control and heal myself up and since pyroblast is now 10 mana, there's no way of dying by turn 8.
Hunter aggro is probably one of the better match-ups atm, I think from my past 10 games against it I've won about 7.
@Dev
I don't really feel like I need silences in my current deck since I do use Tinkmaster Overspark, but If you really do intend to run a minion with silence I would recommend running a spellbreaker over an owl, since the owl can be a dead card in many situations.
If you run Defender of Argus/Sunfury Protector in your deck though, I'd recommend trying out some Ancient Watchers with Owls in it and see if you like it or not.
@Vaxsmoke
It's very hard to find proper replacements for both Nat Pagle and Ysera, I think adding a Loot Hoarder instead of a Nat Pagle not so good because you might aswell add an early drop minion such as a Sunfury Protector to give your Twilight Drakes/Guardian of Kings a taunt.
You could replace Cairne Bloodhoof for a Sunwalker and as for Ysera I would probably just add any other big threat, Mountain Giants could work if you don't have any other big legendary.
The main reason i'm not running Mountain Giants at the moment is because I've seen many Control Warlocks around my rank meaning that many people would be running Big Game Hunter to deal with the Giants.
Glad to know that its working out for you, I tend to update some cards daily depending on what I see is trending a lot in ranked.
For instance since I haven't been versing as much aggro hunter/control warlock as before and have encountered quite a lot of warriors/rogues, I have added an acidic swamp ooze instead of the mad bomber and a faceless manipulator instead of the big game hunter.
You have nothing to play the first 5 turns, is Nat Pagle really needed?
The deck looks fun though
It doesn't look very consistent for a deck. Sure it has alot of nice cards and the typical paladin combos, but I feel like it could do without some of the cards. Mad Bomber and Kodo are very out of place, sure they have the combos you mentioned but those are very situational. Paladin has more than enough ways to clear the board without needing to use risk cards like that. Twilight drakes are nice as they typically net you a 4/4-4/8 ranked creature however I feel as though they are out of place. With the current meta of rush decks they provide no defense against those and you have no sunfury or argus to make them taunts, personally I'd swap them out for a couple of sen'jins. Holy light is a bit redundant I feel, 20 healing from the 2x guardians and 1x lay on hands is more than enough. I feel a better card could be put in its place to help fix your curve some. The final card I have an issue with is the avenging wrath. I used to use 2 of them in my paladin deck as well, up until recently when I swapped them both out with sunwalkers. For 6 mana I feel that avenging wrath isn't useful in as many situations as a 4/5 taunt with divine shield would be. Both cards have their own pros and cons though, so really its a matter of preference. The only reason I don't use 1 of each is due to consistency.
I came into this world kicking, screaming and covered in someone else's blood, I have no problem leaving it the same way.