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Legendary Paladin Midrange No Naxx/BrM/LoE/Kara Wild Deck

Last updated on Nov 07, 2015 at 20:57 by Sottle 1 comment

Table of Contents

The following guide outlines a Midrange Paladin deck. This deck is focused on getting off to a quick start and curving through a natural progression of threats to maintain pressure on your opponent, while dealing with your opponent's minions more efficiently than they are able to answer yours. The Grand Tournament introduces Tuskarr Jouster as a more proactive Healing card, as well as the surprisingly excellent Murloc Knight.

The lack of Naxxramas does not make a huge impact on this deck. Zombie Chow is your primary insurance policy against aggressive decks, and the lack of this card will hurt your chances in those matchups, but Annoy-o-Tron comes into the deck to serve a similar purpose.

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 Midrange No Naxx/BrM/LoE/Kara Wild Deck

Our deck costs 9,320 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards

2.1. Mana Curve

0
0
6
5
10
4
2
3

3. Strategy

Midrange Paladin is a deck that aims to get off to a quick start by controlling the board early with fantastic early game minions and spells. From here, you curve into a very powerful set of mid-game threats, before sealing the game with Tirion Fordring or the explosive power of Quartermaster.

In the early turns, you will look to secure an early board presence with solid early-game minions like Shielded Minibot and Annoy-o-Tron, 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.

If you do not hit your Muster for Battle then your turn 3 can be a little awkward, since your other 3 Mana cards such as Aldor Peacekeeper and Big Game Hunter are situational. However, once you can navigate through this turn, your curve with the deck becomes very smooth, especially when you consider the ability for your Hero Power to fill in the gaps as you see fit.

Using your Hero Power is particularly important in this deck, as without doing so you can find yourself quickly running out of resources. Every 1/1 you summon with this deck represents a threat to your opponent, as left unchecked it can be buffed into a 3/3 using Quartermaster. Learning when and where you can afford to use your Hero Power instead of playing a 2 Mana card is very important, and perhaps the hardest skill to learn with this deck. You should look out particularly for situations where a 1/1 will do the same job as a real minion, as well as how beneficial it is for you if your 1/1 lives, and finally whether playing an additional minion would be overcommiting against AoE.

Murloc Knight is a surprising new card introduced in The Grand Tournament. Although on the surface it appears to be a card for Murloc decks, it turns out to be good enough to simply include in a Midrange deck such as this one, purely for the stats it generates. Even a poor 2/1 Murloc Raider represents 12 points of stats for 6 Mana when you combine the Murloc Knight itself, the Murloc, and the Silver Hand Recruit, with the potential for future additions, and of course, much bigger Murlocs than a 2/1. Although you can play this card on curve on turn 4 if you think your opponent has no answer to it, it is usually better served to hold it until you can Hero Power with it immediately.

Should you fall behind on board, the deck does play some catchup mechanisms in the form of Consecration in combination with Equality. The deck only features one copy of Equality since you aim to be ahead on board more often than behind, and you want to avoid having dead cards in your hand. 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.

Tuskarr Jouster is a strong new card that helps out with stability in the deck. Unlike most Joust cards, it has fine stats for its Mana cost, even if it loses the Joust. Against the decks that you really need Healing, it is very likely to win the Joust, since their deck will be filled with low cost Aggro minions, meaning it fills the role of an Antique Healbot. However, unlike Antique Healbot, you are able to play it as an on curve minion against decks where you do not value the healing as highly, simply to retain initiative on the board.

Justicar Trueheart is a fantastic new addition to the Midrange Paladin deck that single-handedly allows you to dominate Control matchups. After playing Justicar, it becomes way too easy to fill the board on every turn, and the value of your 1/1 tokens starts to overwhelm your opponent. You essentially ask your opponent to have AoE on every single turn, or threaten to push through a ton of damage with a Quartermaster. Against matchups like Control Warrior or Control Priest, this amount of incremental value over the course of the late-game turns is able to seal the game for you.

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. Sylvanas Windrunner is another frustrating card to deal with if your opponent does not have a Silence available, which is a key reason for the inclusion of both. If your opponent has the answer for one of them, they likely will not have it for the second. Finally, 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.

3.1. Synergies & Combinations

Muster for Battle + Quartermaster is a potentially huge play since it puts 25 points of stats into play immediately.

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 Aldor Peacekeeper or Muster for Battle. Essentially, you should just look for something to play on turns 2-4. Some potential good curves to look out for include Shielded Minibot, Aldor Peacekeeper, Piloted Shredder and Knife Juggler, Muster for Battle, Piloted Shredder. The threat of Muster for Battle on turn 3 when you hold The Coin is always very high, since your opponent will know you have the potential to play Quartermaster on the following turn.

Against aggressive decks, you should mulligan more aggressively for your Annoy-o-Tron, 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. Truesilver Champion is also a fine keep, but more so if you have The Coin.

Against Control decks you can afford to be a little greedier with your mulligan choices. You can keep more slow and situational cards like Piloted Shredder, Aldor Peacekeeper, or Truesilver Champion 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 choices of finishers at the top of the Mana curve are flexible and can be exchanged based on your preference, budget, or availability. Troggzor the Earthinator, Ragnaros the Firelord, Kel'Thuzad, Ysera, Dr. Boom, or any other number of high cost cards can be substituted in these spots.

If you find your Dr. Boom is getting targetted by Big Game Hunter consistently, you can remove it from the deck for an additional mid-game minion, or another late-game card that dodges Big Game Hunter such as Kel'Thuzad.

Tuskarr Jouster can be replaced with an Antique Healbot if you favour the more consistent healing effect.

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