Sword of Justice is a very powerful card, but loses you a lot of tempo. You really need to be progressing the game every turn with this deck. SoJ requires you take a turn off to make your future turns better. There are likely some situations where this is fine, but normally is it not ok. I also hesitate to run more than 2 weapons in the deck as drawing more than 1 is already a tempo loss. Truesilver is far better than SoJ in here as well.
Built the same deck minus millhouse but with +1 Avenging Wrath. I'm not doing so well. How the hell did this deck get to legendary...
It's actually a pretty technical deck for how simple it appears, use your Nob Sacs to protect important minions/get a second attack off a kings'd charge or some such. I found that I had good luck if I played smart enough to always have +1 more minion on the board than the opp, or did my best to do that. Divine Favor was usually used to net ~1.5-2 cards on the first play and the 2nd would usually yield 2.5-4 depending on control or aggro opps. I didn't run it that well (around rank 8 a few days ago) but it does have surprise NO one expects a BoK,
Totemicfunk more or less answered your question how I would. Your first inclination will be to just slam Wolfriders and Golems, and you'll probably lose. You need to play patiently and maximize the damage you get from your charge minions. Often this means you'll use your Hero Power more and use the Recruits to either trade for minions that could have traded for your Charge minions or soften a Taunt. The Recruits also allow you to threaten Blessings.
Surprise factor can win you a ton of games. Unfortunately I think people have caught on to my deck's shenanigans by now. Druid and Shaman are also incredibly popular right now. This deck will perform much better when Rogue and/or Hunter become more popular. It's still an excellent deck to grind the first 10-15 ranks.
I need help with this deck. Currently on Rank 13. Worked well till then.
I substituted Millhouse for Mukla, but with the 2 bananas to the enemy, he often gets taken out before he can even make an attack. Seems good only if you can draw him really really early.
I also have Tirion. But Tirion hasnt worked out for me very well, the game often ends before I get a chance to play him. Also playing him he often gets polymorphed/silenced/Frozen and ends up dead. The ashbringer has won me games sometimes though.
I also removed the arcane golems, as it seems like a risky play since it gives 2 crystals to the opponent.
I find myself being able to do tons of damage early game, having the early game lead. Then, when the opponent has control with creatures on the board, and especially multiple taunt creatures, I find myself unable to dish out any damage, and lose the game.
Help
TIrion, while powerful, costs a bit much to work well in this deck. I've ended up removing the Avenging Wraths for the same reason. I think Arcane Golem is one of the strongest cards in the deck and would hesitate before removing them. I typically try to play Golem on turns when I'm fairly certain my opponent won't be able to utilize the extra mana effectively. For example, I would not play Arcane Golem on a turn that would give a Druid player 5 mana on their next turn. I don't want to enable an early Druid of the Claw. If I'm putting them at 6 mana, however, Druid of the Claw is still probably their best play and the extra 1 mana will probably be irrelevant for the time being.
With Mukla, usually your opponent has to use the bananas on a minion and then trade that minion for Mukla. You're almost always fine with this because they had to trade 1 card + 4 mana at least typically to trade for your 1 card + 3 mana. Sometimes Mukla just wins you the game early on. He's also amazing with Divine Favor.
Taunts really are the bane of this deck. I've been testing a Tinkmaster recently as an additional way to remove Taunts.
yes perhaps I will try that. I find the most trouble when there are many enemy beasts on the table and especially with taunt.
What I do is usually mulligan for my 1/2 mana creatures, play creatures, protect with divine shield and buff when possible, and deal as much damage to the hero as possible. I also save leeroy and BoK for a finisher
How should i properly play this deck? Should i go for the enemy hero or take out their beasts (Guess this depends on the class im up against?)
Usually you want to go for the face. Your minions have high attack and low health for the most part so you don't trade particularly well. Try to use Recruits to trade for minions to let your heavy hitters get in more.
I'm really liking this deck so far. Divine Favor is so, so good in an aggro deck, it's crazy. The biggest issues I've been having so far are warriors (Turn 2 axe and the occasional whirlwind is pretty rough on this deck), and the rare earth elemental. Apart from that, it's been going well, rank 8 at the moment. (Up from 12)
Glad it's going well so far! You need to play cautious of Whirlwind against Warriors, but they should typically not be too bad since they run zero Taunts. Be mindful of Fiery War Axe and don't play Jugglers in a situation where War Axe is an easy answer. Most of your other minions you're ok getting Axed as that means they're dealing a ton of damage.
I guess I'm just playing the cards without giving it much thought haha (it is an aggro deck after all). But like Totemicfunk mentioned, it does require some finesse. I usually save the big hitters along with buff spell cards as finishers but that can vary from time to time. I'm not 100% sure when to play certain cards but I do like to start off with juggler/leper gnome if I draw them in the beginning. I guess I continue to play this deck and learn by trial and error! Thanks for the feedback, appreciate it!
EDIT: I was floating around rank 13 and fell to rank 18. Holy. Fucking. Shit. I do better with my crappy shaman deck with just a rag.
Ouch :(. Sorry to hear about the bad losing streak.
It sounds like you're probably playing the Charge minions right. Juggler is often not the correct card to open with unless you don't think your opponent can answer it easily. Argent Squire is your best card to open with. The deck's most powerful opening is turn 1 Squire, turn 2 Blessing of Might, Noble Sacrifice.
We have had a discussion similar to this Reginar in our own forums.
Are you currently struggling vs warriors.... and only shamans when they have an earth elemental?
Well, that's not entirely true of course, I lose to more than those two. But they do tend to be the most problematic. Shaman without earth elementals are a nuisance, with their lightning storms, lightning bolts, feral spirits and such, but that generally means they have to focus on defending while I just keep on pushing, and generally I tend to finish them off before they actually have some breathing room. The earth elemental however is just a major obstacle that is very hard to remove; once that one is down I am in a bad, bad position.
And yeah, warriors, it's just that the Fiery War Axe is very annoying as it allows them to get early control. Apart from that though, most other classes are fine. Rush hunters are not an excellent matchup with CoTH and explosive trap, and druids with druid of the claw are no fun either, but somehow it's manageable.
I do have to say I made some -slight- alterations to the deck, the main one being taking out an Avenging Wrath [/card] for an [card]Argent Commander. I really, really like the commander in here as it takes quite a bit of your opponents resources to keep him from hitting twice, and with a BoM he packs quite a punch for a late game finisher as well. I'm experimenting with swapping out an arcane golem for another commander, but I'm not too sure about it. The problem I have with golems is that I often find them sitting in my hand waiting for that final push (if there's no BoK around), and I end up not needing them. I'm hesitant to play them early in the game against certain opponents, as they bring druids of the claw to the field a turn earlier. A second BoK is also something I might want to fit in, they really catch your opponents off guard.
On a different topic, you mention the moment of playing jugglers. I'm wondering what you think is a good moment. Often I find myself with an opening hand consisting of, say, a juggler and a 1 drop. What would you do in this situation? I generally just play the 1 drop followed by the juggler next turn, depending on what opponent I'm up against. Coin into juggler and then the 1 drop the following turn also works, but I only do this against people who can't remove the juggler on turn 2, which is almost every single class.
Shaman really depends on how many Feral Spirit they draw. Shaman is usually a very reactive class, so Divine Favor is typically amazing against them. Earth Elemental is pretty rare, but if you have an Owl for it they basically automatically lose.
I addressed your concerns on War Axe in another post. I haven't had too many issues against, but it is definitely good against the deck. You're usually too fast for either variant of Warrior.
I've removed the Avenging Wraths as well. They are good if you can remove a Taunt with them or deal 6+ damage to the face, but I find that to rarely be the case. You really need a 6 mana card in this deck to be consistent and do a lot of work. I haven't tried Commander yet, but I could definitely see him working well. I mentioned this in another reply, but I try to play the Golems on turns that will make the extra mana irrelevant in most circumstances.
having major problems when the opponent whips out a defender of argus. Boom two taunt minions with +1+1. This happens when Im having the advantage of HP and im saving arcane golem and a blessing on hand. Without having anything adequate to deal with the multiple taunt minions , not being able to go for the opponent's hero - . I've lost the game.
Argus is one of the best cards against you. He's saw reduced play when he was nerfed but has been coming back recently unfortunately. You can usually trade for at least one of the Taunts he makes.
As if all the brainless Hunter, Warrior and Murloc Aggro decks werent enough, now we take one of the best lategame/midrange classes and try to make it aggro at all cost. I guess its fun to play classes in a different way but come on, this can not compete with the other extreme Aggro decks out there when it comes to efficiency, not even mentioning how gimmicky it is and how it relies on your opponent not having any spells when u play millhouse manastorm.
To end this with some construcitve criticism on top of all the QQ: Id take out the 2x avenging wrath as they are likely to be a dead card until turn 6 an thus hurt your divine favor, also with this sort of aggro deck you wont be clearing the opponents board too much so he will liekly have lots of creatures out at turn 6 wich makes avenging wrath a lot less efficient as it will hit multiple targets for very small amounts of damage. Id put in 1x Sword of Justice and 1x King Mukla
edit: although youre right about sword of justice mostly being a control card, isnt truesilver champion the exact same thing only that sword of justice also syngerhizes with the aggro aspect of the deck? also if you put in sword of justice i would strongly recommend a Southsea Deckhand, with 3-4 weapons in the deck I can ses this doing great work, also it becomes a 3/2 charge for 1 mana if sword of justice is in play, great value.
People are incredibly unfair toward aggro decks. It's very easy to recall the times when you feel RNG screws you over and you lose to that infernal Murloc deck for the thousandth time, but you have to consider how consistently your opponent is winning with that Murloc deck at a competiitve level of play. I think you'll find that only the best players win consistently with aggro decks at high levels of play. Aggro decks try to end the game quickly and typically lose if they do not. Because of the short window in which they must win, any misplay or error in judgment can cost you the game. You will get free wins and opponents will rage, but it take significant skill to win consistently.
I have removed the Avenging Wraths largely for the reasons you mentioned. They can be very powerful, but are often dead or awkward. Most versions I've played include King Mukla. I've gone over many times why SoJ is not good in this deck (essentially it's too slow). I don't like Deckhand unless I'm playing SoJ, and I don't want to play SoJ. Truesilver is 8 damage for 4 mana pretty much guaranteed and can double as a board clear. You can't get much better than that in this deck. I would not run more than 2 weapons as drawing 2 gives you awkward hands.
I apologize but the deck is not viable. I am sure someone's said it already but there are classes that do aggro much better than the Paladin. Perhaps I am playing it wrong but it's too easy wipe the board on turn 4 and keep board control from there on out versus this deck.
As if all the brainless Hunter, Warrior and Murloc Aggro decks werent enough, now we take one of the best lategame/midrange classes and try to make it aggro at all cost. I guess its fun to play classes in a different way but come on, this can not compete with the other extreme Aggro decks out there when it comes to efficiency, not even mentioning how gimmicky it is and how it relies on your opponent not having any spells when u play millhouse manastorm.
To end this with some construcitve criticism on top of all the QQ: Id take out the 2x avenging wrath as they are likely to be a dead card until turn 6 an thus hurt your divine favor, also with this sort of aggro deck you wont be clearing the opponents board too much so he will liekly have lots of creatures out at turn 6 wich makes avenging wrath a lot less efficient as it will hit multiple targets for very small amounts of damage. Id put in 1x Sword of Justice and 1x King Mukla
edit: although youre right about sword of justice mostly being a control card, isnt truesilver champion the exact same thing only that sword of justice also syngerhizes with the aggro aspect of the deck? also if you put in sword of justice i would strongly recommend a Southsea Deckhand, with 3-4 weapons in the deck I can ses this doing great work, also it becomes a 3/2 charge for 1 mana if sword of justice is in play, great value.
I like the SoJ idea but it's too slow for what the deck is trying to accomplish. I disagree with it being a 'control' card... but ya. I agree that even rogue does aggro better than this iteration in the current meta.
There are different styles to each class and each type of aggro. Maybe a Rogue is more efficient at a rush/aggro kind of gameplan. This deck is geared to be an aggro deck with the ability to buff minions and refill our hand efficiently. Our hero power also allows us to almost always have something on the board that if not cleared can be buffed.
I think maybe some people are just better with certain classes and cannot use a decklist to win. For Example, I am a pretty decent Rogue Player, but for some reason I just cannot play Shaman! While my win rate is okay I just know I have a long way to go with that class.
I cannot just say, listen you are playing this deck wrong because I cannot watch you play. But we also cannot say listen guys, use this deck and you are absolutely going to destroy the ladder! That would take the human aspect and decision making out of this game.
There are better versions of this deck on ladder, you're missing the Wild Pyromancer, Equality combo and Tinkmaster Overspark for one, and I think establishing board control with Light's Justice is better than with Noble Sacrifice.
This should have superior board control and staying power, you don't want to play any spells unless they do something a character can't; Blessing of Kings for example is just a bad Dark Iron Dwarf. If you need substitutes for the epics and legendaries then Consecrate and Aldor Peacekeepers are decent enough.
But man a Paladin deck without Equality is like a Mage deck without Fireball, I have won so many games thanks to Equality and Silverhand Recruit telling Ysera to piss off.
There are better versions of this deck on ladder, you're missing the Wild Pyromancer, Equality combo and Tinkmaster Overspark for one, and I think establishing board control with Light's Justice is better than with Noble Sacrifice.
This should have superior board control and staying power, you don't want to play any spells unless they do something a character can't; Blessing of Kings for example is just a bad Dark Iron Dwarf. If you need substitutes for the epics and legendaries then Consecrate and Aldor Peacekeepers are decent enough.
But man a Paladin deck without Equality is like a Mage deck without Fireball, I have won so many games thanks to Equality and Silverhand Recruit telling Ysera to piss off.
The amount of cards you subbed out completely changes this deck. While you do have an interesting opinion and seem to have success with your style deck, the [DKMR] Paladin does not need a wildpyromancer to clear early because it will be the deck with nonstop prescence on the board. Further more, Blessing of Kings has a similar use, but makes a minion much more difficult to deal with than having a Dark Iron Dwarf left over.
You put quite a large investment in clearing the board with the deck you listed above. The [DKMR] Paladin has chosen to use those card slots to buff minions. To each their own, there is no "one way" to play paladin. This is merely one of several. Hopefully Hearthstone will always have this dynamic.
There's obviously more than one viable Paladin aggro configuration, but the problem with your Paladin aggro configuration is that it loses to Druids because it doesn't have the ability to clear the board with Equality. Cards like Blessing of Kings and Blessing of Might are only really good when they're combined with Divine Shield so you can get effective trades out of them, otherwise you want cards like Dark Iron Dwarf because they give you a multi-pronged threat. Blessing of Kings gives Silence too much value, there went your 7/6 Divine Shielded Knife Juggler ...
I think I may be wrong about a few of the card choices tho', Lepper Gnome, Arcane Golem and Leeroy Jenkins may be a little too "all in" compared to Argent Squire and Aldor Peace Keepers, Spellbreaker seems to be a better drop than Ironbeak Owl and Redemption may be better than Noble Sacrifice or Light's Justice if you can get the synergy off of it.
You really, really need to play Tinkmaster Overspark tho', if you use his ability judiciously then he's either a Blessing of Kings on a Silverhand Recruit, a Silence vs Druid of the Claw or you'll get the "fizzle" on Silverhand Recruit or the Polymorph vs Druid of the Claw for 3 mana. I understand if you don't have the dust for him, but he is a fucking amazing minion.
I may be a little more "control-ish" with how I play the deck, but I think too many people are falling into the "compare everything in Hearthstone to Magic" trap and their aggro decks are too linear. If you don't get out of the gates with a very aggressive start, a deck like mid-range Druid is just going to laugh and roll over you.
I've also seen other people making some more interesting subs, for instance Aldor Peacekeeper instead of Dark Iron Dwarf and Blessing of Kings or Faceless Manipulator instead of Argent Protector which I think are really creative ideas to deal with cheesy bullshit like Magma Gaint and Sunfury Protector.
Try changing your deck up a bit or playing against Druids and you'll see what I mean about the deck being too linear to have a late game.
Hahahahahah seriously? Light's Justice? There's no Spiteful Smith, why are you running that card? That card is actually more useless than a Wisp or Angry Chicken, at least both of those have combo potential (Miracle Rogue and DoA or the like come to mind, respectively).
There's nothing wrong with the card, it's 4 damage before Truesilver and does roughly the same job as Noble Sacrifice, Redemption etc. at immediately establishing board control on T1 vs other aggressive decks like Warlocks or Hunters in order to protect your two drops like Knife Juggler or Wild Pyromancer. A lot of cards function pretty equivalently in that slot - right now I'm looking at Worgen Infiltrator - but your comment about Spiteful Smith or Wisp and Angry Checken just make you come off as an ignorant ass.
@Simba,
You may very well be right, I'm not certain whether or not a 4/3 is much better than a 2/1 and a 1/1 right now, I'm just trying out the subs. Yes big minions are hard for Druid to deal with, but Blessing of Kings doesn't make a big minion, it makes a big Silence target. Those Druid decks that run Ancient Watcher with Keeper of the Grove and Ironbeak Owl will make you strongly reconsider your opinion IMO.
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Sword of Justice is a very powerful card, but loses you a lot of tempo. You really need to be progressing the game every turn with this deck. SoJ requires you take a turn off to make your future turns better. There are likely some situations where this is fine, but normally is it not ok. I also hesitate to run more than 2 weapons in the deck as drawing more than 1 is already a tempo loss. Truesilver is far better than SoJ in here as well.
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Totemicfunk more or less answered your question how I would. Your first inclination will be to just slam Wolfriders and Golems, and you'll probably lose. You need to play patiently and maximize the damage you get from your charge minions. Often this means you'll use your Hero Power more and use the Recruits to either trade for minions that could have traded for your Charge minions or soften a Taunt. The Recruits also allow you to threaten Blessings.
Surprise factor can win you a ton of games. Unfortunately I think people have caught on to my deck's shenanigans by now. Druid and Shaman are also incredibly popular right now. This deck will perform much better when Rogue and/or Hunter become more popular. It's still an excellent deck to grind the first 10-15 ranks.
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TIrion, while powerful, costs a bit much to work well in this deck. I've ended up removing the Avenging Wraths for the same reason. I think Arcane Golem is one of the strongest cards in the deck and would hesitate before removing them. I typically try to play Golem on turns when I'm fairly certain my opponent won't be able to utilize the extra mana effectively. For example, I would not play Arcane Golem on a turn that would give a Druid player 5 mana on their next turn. I don't want to enable an early Druid of the Claw. If I'm putting them at 6 mana, however, Druid of the Claw is still probably their best play and the extra 1 mana will probably be irrelevant for the time being.
With Mukla, usually your opponent has to use the bananas on a minion and then trade that minion for Mukla. You're almost always fine with this because they had to trade 1 card + 4 mana at least typically to trade for your 1 card + 3 mana. Sometimes Mukla just wins you the game early on. He's also amazing with Divine Favor.
Taunts really are the bane of this deck. I've been testing a Tinkmaster recently as an additional way to remove Taunts.
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Usually you want to go for the face. Your minions have high attack and low health for the most part so you don't trade particularly well. Try to use Recruits to trade for minions to let your heavy hitters get in more.
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Glad it's going well so far! You need to play cautious of Whirlwind against Warriors, but they should typically not be too bad since they run zero Taunts. Be mindful of Fiery War Axe and don't play Jugglers in a situation where War Axe is an easy answer. Most of your other minions you're ok getting Axed as that means they're dealing a ton of damage.
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See my other replies to you.
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I hope so! Deck is definitely fun and is a wrecking ball in the right meta.
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Ouch :(. Sorry to hear about the bad losing streak.
It sounds like you're probably playing the Charge minions right. Juggler is often not the correct card to open with unless you don't think your opponent can answer it easily. Argent Squire is your best card to open with. The deck's most powerful opening is turn 1 Squire, turn 2 Blessing of Might, Noble Sacrifice.
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Shaman really depends on how many Feral Spirit they draw. Shaman is usually a very reactive class, so Divine Favor is typically amazing against them. Earth Elemental is pretty rare, but if you have an Owl for it they basically automatically lose.
I addressed your concerns on War Axe in another post. I haven't had too many issues against, but it is definitely good against the deck. You're usually too fast for either variant of Warrior.
I've removed the Avenging Wraths as well. They are good if you can remove a Taunt with them or deal 6+ damage to the face, but I find that to rarely be the case. You really need a 6 mana card in this deck to be consistent and do a lot of work. I haven't tried Commander yet, but I could definitely see him working well. I mentioned this in another reply, but I try to play the Golems on turns that will make the extra mana irrelevant in most circumstances.
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Argus is one of the best cards against you. He's saw reduced play when he was nerfed but has been coming back recently unfortunately. You can usually trade for at least one of the Taunts he makes.
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People are incredibly unfair toward aggro decks. It's very easy to recall the times when you feel RNG screws you over and you lose to that infernal Murloc deck for the thousandth time, but you have to consider how consistently your opponent is winning with that Murloc deck at a competiitve level of play. I think you'll find that only the best players win consistently with aggro decks at high levels of play. Aggro decks try to end the game quickly and typically lose if they do not. Because of the short window in which they must win, any misplay or error in judgment can cost you the game. You will get free wins and opponents will rage, but it take significant skill to win consistently.
I have removed the Avenging Wraths largely for the reasons you mentioned. They can be very powerful, but are often dead or awkward. Most versions I've played include King Mukla. I've gone over many times why SoJ is not good in this deck (essentially it's too slow). I don't like Deckhand unless I'm playing SoJ, and I don't want to play SoJ. Truesilver is 8 damage for 4 mana pretty much guaranteed and can double as a board clear. You can't get much better than that in this deck. I would not run more than 2 weapons as drawing 2 gives you awkward hands.
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Sorry I didn't know about this thread earlier. I believe I've answered everyone now.
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I apologize but the deck is not viable. I am sure someone's said it already but there are classes that do aggro much better than the Paladin. Perhaps I am playing it wrong but it's too easy wipe the board on turn 4 and keep board control from there on out versus this deck.
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Decks (Current as of 12/28):
Sonic boom! | Iron Juggernaut | Rogue
I like the SoJ idea but it's too slow for what the deck is trying to accomplish. I disagree with it being a 'control' card... but ya. I agree that even rogue does aggro better than this iteration in the current meta.
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Sonic boom! | Iron Juggernaut | Rogue
Here is the thing,
There are different styles to each class and each type of aggro. Maybe a Rogue is more efficient at a rush/aggro kind of gameplan. This deck is geared to be an aggro deck with the ability to buff minions and refill our hand efficiently. Our hero power also allows us to almost always have something on the board that if not cleared can be buffed.
I think maybe some people are just better with certain classes and cannot use a decklist to win. For Example, I am a pretty decent Rogue Player, but for some reason I just cannot play Shaman! While my win rate is okay I just know I have a long way to go with that class.
I cannot just say, listen you are playing this deck wrong because I cannot watch you play. But we also cannot say listen guys, use this deck and you are absolutely going to destroy the ladder! That would take the human aspect and decision making out of this game.
There are better versions of this deck on ladder, you're missing the Wild Pyromancer, Equality combo and Tinkmaster Overspark for one, and I think establishing board control with Light's Justice is better than with Noble Sacrifice.
This should have superior board control and staying power, you don't want to play any spells unless they do something a character can't; Blessing of Kings for example is just a bad Dark Iron Dwarf. If you need substitutes for the epics and legendaries then Consecrate and Aldor Peacekeepers are decent enough.
But man a Paladin deck without Equality is like a Mage deck without Fireball, I have won so many games thanks to Equality and Silverhand Recruit telling Ysera to piss off.
Abusive Sergeant × 2
121Leper Gnome × 2
121Light's Justice × 2
114Bluegill Warrior × 2
221Equality × 2
200Ironbeak Owl × 2
221Knife Juggler × 2
232Wild Pyromancer × 2
232Arcane Golem × 2
342Divine Favor × 2
300Tinkmaster Overspark × 1
322Wolfrider × 2
331Dark Iron Dwarf × 2
444Leeroy Jenkins × 1
462Truesilver Champion × 2
442Avenging Wrath × 2
600
The amount of cards you subbed out completely changes this deck. While you do have an interesting opinion and seem to have success with your style deck, the [DKMR] Paladin does not need a wildpyromancer to clear early because it will be the deck with nonstop prescence on the board. Further more, Blessing of Kings has a similar use, but makes a minion much more difficult to deal with than having a Dark Iron Dwarf left over.
You put quite a large investment in clearing the board with the deck you listed above. The [DKMR] Paladin has chosen to use those card slots to buff minions. To each their own, there is no "one way" to play paladin. This is merely one of several. Hopefully Hearthstone will always have this dynamic.
There's obviously more than one viable Paladin aggro configuration, but the problem with your Paladin aggro configuration is that it loses to Druids because it doesn't have the ability to clear the board with Equality. Cards like Blessing of Kings and Blessing of Might are only really good when they're combined with Divine Shield so you can get effective trades out of them, otherwise you want cards like Dark Iron Dwarf because they give you a multi-pronged threat. Blessing of Kings gives Silence too much value, there went your 7/6 Divine Shielded Knife Juggler ...
I think I may be wrong about a few of the card choices tho', Lepper Gnome, Arcane Golem and Leeroy Jenkins may be a little too "all in" compared to Argent Squire and Aldor Peace Keepers, Spellbreaker seems to be a better drop than Ironbeak Owl and Redemption may be better than Noble Sacrifice or Light's Justice if you can get the synergy off of it.
You really, really need to play Tinkmaster Overspark tho', if you use his ability judiciously then he's either a Blessing of Kings on a Silverhand Recruit, a Silence vs Druid of the Claw or you'll get the "fizzle" on Silverhand Recruit or the Polymorph vs Druid of the Claw for 3 mana. I understand if you don't have the dust for him, but he is a fucking amazing minion.
I may be a little more "control-ish" with how I play the deck, but I think too many people are falling into the "compare everything in Hearthstone to Magic" trap and their aggro decks are too linear. If you don't get out of the gates with a very aggressive start, a deck like mid-range Druid is just going to laugh and roll over you.
I've also seen other people making some more interesting subs, for instance Aldor Peacekeeper instead of Dark Iron Dwarf and Blessing of Kings or Faceless Manipulator instead of Argent Protector which I think are really creative ideas to deal with cheesy bullshit like Magma Gaint and Sunfury Protector.
Try changing your deck up a bit or playing against Druids and you'll see what I mean about the deck being too linear to have a late game.
Hahahahahah seriously? Light's Justice? There's no Spiteful Smith, why are you running that card? That card is actually more useless than a Wisp or Angry Chicken, at least both of those have combo potential (Miracle Rogue and DoA or the like come to mind, respectively).
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Decks (Current as of 12/28):
Sonic boom! | Iron Juggernaut | Rogue
There's nothing wrong with the card, it's 4 damage before Truesilver and does roughly the same job as Noble Sacrifice, Redemption etc. at immediately establishing board control on T1 vs other aggressive decks like Warlocks or Hunters in order to protect your two drops like Knife Juggler or Wild Pyromancer. A lot of cards function pretty equivalently in that slot - right now I'm looking at Worgen Infiltrator - but your comment about Spiteful Smith or Wisp and Angry Checken just make you come off as an ignorant ass.
@Simba,
You may very well be right, I'm not certain whether or not a 4/3 is much better than a 2/1 and a 1/1 right now, I'm just trying out the subs. Yes big minions are hard for Druid to deal with, but Blessing of Kings doesn't make a big minion, it makes a big Silence target. Those Druid decks that run Ancient Watcher with Keeper of the Grove and Ironbeak Owl will make you strongly reconsider your opinion IMO.