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Legendary Paladin Control Dragon Wild Deck

Last updated on Nov 04, 2015 at 08:47 by Sottle 8 comments

Table of Contents

The following guide outlines how to play Dragon Paladin. This deck mimics the early behaviour of Midrange Paladins, but instead curves out into a powerful collection of late-game Dragons to take the game away from your opponent. It is very effective in Control matchups, but can struggle against Aggro decks if you do not draw well.

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 Control Dragon Wild Deck

Our deck costs 7,500 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Dragon Paladin is a deck that takes the early game shell of the popular Midrange Paladin build, but adds in Dragon synergy to provide different late-game threats, and bolster your mid-game Tempo by using cards like Blackwing Corruptor.

In the early turns, you will look to secure an early board presence with solid early-game minions like Shielded Minibot and Knife Juggler, as well as the fantastic Muster for Battle. Using combinations of these cards, your Hero Power, and the Light's Justice you are given from Muster for Battle you should often be able to create 2-for-1 minion trading situations in order to gain an advantage on the board.

Once you have managed to get some minions to stick on the board, cards like Truesilver Champion and Aldor Peacekeeper come into their own. These powerful tempo cards will help to maintain your advantage and create repetitive damage while simultaneously removing your opponent's minions. Truesilver Champion is particularly strong in this situation, as it is usually a guaranteed 2-for-1 if played on curve, and will clear the way for you to develop the board further, almost guaranteeing you to get a minion ahead on the board.

Entering the mid-game turns, this deck plays an extra strong Tempo gain card in the form of Blackwing Corruptor. If you are able to play Blackwing Corruptor with a Dragon in hand, then it will go a long way to cementing your board presence in the crucial turns of the game. Paladin often struggles during this period of the game, after Truesilver Champion has been used, but before their powerful late-game cards can come into play. In the past Paladins have experimented with various cards like Bomb Lobber and The Black Knight to try and take some initiative during these turns, but playing Dragon synergy allows you with a much cleaner option to solve this problem.

Due to the low amount of card draw in the deck, it is important to stretch out your resources as much as possible, especially as you start to reach the later turns of the game. During the early-game, you should be spending your Mana as efficiently as possible on actual cards, but if you find yourself ahead in the game, you can afford to, for example, play a 4-drop plus your Hero Power on turn 6, instead of spending all 6 Mana on actual resources. This will ensure that you have enough fuel to continue pressing your advantage.

Should you fall behind on board, the deck does play some catchup mechanisms in the form of Consecration in combination with Equality. This deck plays two copies of Equality as opposed to Midrange Paladin's one, as you aim to push the game longer in order to get value out of your large amount of late-game. Should you be desperate for a board clear in the late-game, but lack the Consecration necessary to do so, this deck also features a potential 3-card Combo in the form of Equality, followed by Knife Juggler + Muster for Battle.

A key card in the mid-game is Dragon Consort, the effect of this card is extremely powerful, and persists for as long as you need it to until you are able to play your next Dragon. Because of this, you should find a turn to get this card on the board as early as possible and view at as an investment for later. Part of the strength of Dragon Consort is that at 5/5 it still competes well with other minions around the same period of the game, such as Sludge Belcher, Loatheb, and Sylvanas Windrunner. Combining this with the ability to play one of your 9 Mana Dragons for 7 Mana instead makes this an extremely powerful card.

In the late-game, this deck has some of the most powerful minions available. Tirion Fordring is a nightmare for the opponent to remove if they do not hold a Silence effect, or hard removal such as Hex. Even in the worst case where your Tirion is destroyed by an opposing The Black Knight, your Ashbringer still kills The Black Knight on the counter attack. This deck also plays the ubiquitous Dr. Boom, which continues to be one of the hardest cards to deal with in the game. Even if the main 7/7 body is destroyed by a Big Game Hunter, you will still retain the two Boom Bots in order to fight for a board presence.

Finally, you have your collection of late-game Dragons in the deck. Chromaggus and Ysera are both win-conditions in their own right, and all serve a similar purpose in terms of swinging a late-game battle for resources in your favour. These minions are slow, but hard to remove, and will represent incredible value for you if they live even one turn. If you are able to get any of these minions out early using Dragon Consort then they will quickly start to generate a big advantage for you.

3.1. Synergies & Combinations

Dragon Consort can be used to summon your various late-game Dragons cheaply, creating you a strong advantage.

Knife Juggler + Muster for Battle will grant you three immediate knives, plus a 1 damage swing with your weapon and is excellent at clearing up a board of small minions, or for pushing fast damage to the opponent.

Equality + Consecration is a full board clear for any minions without Divine Shield or Deathrattle.

3.2. Mulligans & Matchup Specific Strategies

The mulligan strategy is fairly consistent in this deck. You will want to look for a smooth early curve of minions, along with your strong tempo cards like Muster for Battle. Essentially, you should just look for something to play on turns 1-4.

Against aggressive decks, you should mulligan more aggressively for your Ironbeak Owl, Shielded Minibot, and Muster for Battle. These cards are key to gaining a board advantage early, and if you can take the board early against an Aggro deck they should have little chance of recovery.

Against Control decks you can afford to be a little greedier with your mulligan choices. You can keep more slow and situational cards like Twilight Guardian, Aldor Peacekeeper, or Dragon Consort since the game will usually progress at a slower pace. However, you should still aim to have a 2-drop minion in your opening hand.

3.3. Card Swaps

The choice of late-game Dragons is fairly flexible. You can choose to include Onyxia or even Deathwing in one of these spots.

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