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Legendary Paladin Aggro/Rush No BrM/LoE/Kara Wild Deck

Last updated on Sep 16, 2015 at 14:35 by Sottle 5 comments

Table of Contents

The following guide outlines a recklessly aggressive Paladin deck that aims to race the opponent for damage from the outset. It is relatively cheap to build and is capable of overwhelming any deck with the right draw. It is particularly strong at keeping up pressure against Control decks due to the power of Divine Favor to refill your hand.

The TGT version of this deck includes Argent Horserider, which is a hugely flexible card that can be used for board control, or for burst damage. On top of this, the deck now includes additional buff options through Seal of Champions.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Legendary Paladin Aggro/Rush No BrM/LoE/Kara Wild Deck

Our deck costs 4,360 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Aggro Paladin is a recklessly aggressive Paladin deck that aims to race the opponent for damage on turn 1. It features a very low curve of minions in order to flood the board early, and then plays numerous buff cards, weapons, and direct damage spells in order to compound your advantage and push damage onto the opponent.

Your early-game turns are extremely important, as you will need to lay a platform on which to build your aggression. The deck plays 9 1-drops to faciliate this, but ideally, you will look to drop Leper Gnome or Argent Squire on turn 1. Argent Squire is a fantastic starting point for this deck, as it is difficult to remove and lead to great opportunities for you to start pushing large amounts of damage to your opponent with Abusive Sergeant and Blessing of Might. Shielded Minibot provides much the same utility, as the Divine Shield will make it very difficult for your opponent to clear your board and prevent a buff the following turn. Shielded Minibot, followed up with a Blessing of Kings the following turn using The Coin can be a very destructive play.

With this deck you should generally be playing the aggressor, but still take favourable trades in the early game that help to consolidate your board. What this means is that if you have the option to trade 2 minions of equal value, you should instead make the attack directly to your opponent and force them to trade. However, if you have the opportunity to make a trade such as Leper Gnome into a 3/2 which is threatening to kill your Knife Juggler, you should take it.

Moving into the mid-game, you will start to develop annoying board states using the excellent Muster for Battle. Combining this card with Knife Juggler can create some very powerful turns for you. You should consider carefully during this period whether to use cards like Truesilver Champion to push damage to your opponent, or to clear your opponent's minions. There are merits to both plans, but usually, if you have an established board, using your removal to protect your existing minions is often a better plan, and will create more damage over time.

Argent Horserider is brought into the deck from The Grand Tournament expansion, this is an extremely flexible card that lets you include even more Charge damage in your deck, without sacrificing the ability to control the board. Argent Horserider can be used to immediately push damage to the opponent alongside a buff card like Blessing of Might. Alternatively, you can use it to consolidate a board position by using it as a removal tool that leaves a body on the board for your opponent to deal with. Your usage of this card will depend heavily on the amount of damage you have to back it up, and whether you feel you can engage in an outright race.

Divine Favor is a crucial card in this deck. Since you play such a low Mana curve, you will often find yourself running out of cards very quickly in this deck. Even though the deck plays enough stable damage that you will usually be able to press an advantage with one card per turn, the games in which you do draw Divine Favor will be much easier for you to win. This card can be particularly destructive against decks that often hold a large amount of cards in their hand, like Control Warrior or Handlock. Against decks that also operate with a small hand, you can use King Mukla to add 2 Bananas to their hand, and then capitalise on that by casting Divine Favor.

The deck plays very little late-game and you will rely purely on being able to swarm your opponent with low cost minions. In the late-game however, you can start to be walled out the game by large minions such as Sludge Belcher. This is where Ironbeak Owl comes into play, allowing you to Silence annoying Taunt minions and continue to push through damage. Against other aggressive decks, Ironbeak Owl is also usually a strong early minion that can help you to secure the board early against their Deathrattle minions.

This deck is constantly operating on a knife edge against AoE from your opponent, and there is no consistent rule as to when and how to play around these cards. Generally you just need to be aware of your opponent's options on each Mana cost and assess how bad they are for you. Cards like Flamestrike will come too late in the game to have an effect on you, but cards like Consecration or Unleash the Hounds can be devastating. However, if these options represent your opponent's whole turn, and you can keep enough fuel in your hand to refill on a following turn, it is sometimes ok to play into them and make your opponent have the right answer.

When looking to make the push for lethal damage, the deck has numerous ways of generating damage from an empty board. Truesilver Champion represents 8 damage over 2 turns, while your Charge minions such as Wolfrider, Leeroy Jenkins, and Southsea Deckhand can create even more burst. Because of Southsea Deckhand it is usually right to hold on to the last durability of a weapon of you do not have another one in hand, as Southsea Deckhand will become a dead draw as soon as you exhaust your Weapon.

3.1. Synergies & Combinations

Southsea Deckhand, Argent Horserider and Wolfrider can be combined with the numerous buff cards in the deck to create large amounts of burst damage.

The Divine Shield minions in your deck are excellent targets to receive buffs from Blessing of Might or Blessing of Kings, since it is likely they will be able to attack twice.

3.2. Mulligans & Matchup Specific Strategies

You will want to mulligan for as aggressive start as possible, with the priority being Argent Squire and Leper Gnome. If you have either of these cards, especially Argent Squire, then you can consider keeping additional cards like Blessing of Might or Abusive Sergeant. Shielded Minibot and Muster for Battle are also fine keeps if you have the 1-drops in place already, to be able to continue your curve smoothly.

Divine Favor is a hugely important card, and can be kept in your opening hand if the rest of your curve is good. It is a particularly good keep against Control decks that will do very little in the opening turns and develop a large hand.

Against Aggro decks, keeping Argent Squire in your opening hand is usually a strong option, as well as Ironbeak Owl, due to how much these cards help to secure the board for you early. Truesilver Champion is also a massive card in these matchups, as it serves as a huge damage swing in the late-game when the two aggro decks are simply racing each other for damage. If you exhaust both charges of the Weapon on your opponent's Hero, you swing the Health totals 12 points in your favour, which is a huge advantage.

3.3. Card Swaps

Wolfrider can also be included in the deck in place of Blessing of Kings or Consecration.

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