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N'Zoth Secrets Paladin Midrange Wild Deck

Last updated on Jun 27, 2016 at 18:11 by Sottle 7 comments

Table of Contents

This guide outlines how to play a Midrange build of the explosive Paladin Secret deck. Although Paladin Secrets are weak individually, the potential to play 4 or more of them for free with Mysterious Challenger is too powerful to overlook. This deck play a stable curve of minions, and plays in a Tempo focused style. For a more aggressive list, you can see our Aggro Secrets build instead.

This deck features N'Zoth, the Corruptor as an additional win-condition. This extra late-game card will increase your potency against other Control decks but can cause you to suffer against more aggressive decks that can out-pace your slower draws.

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. N'Zoth Secrets Paladin Midrange Wild Deck

Our deck costs 6,980 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards

2.1. Mana Curve

0
8
5
3
6
3
2
3

3. Strategy

This deck is one of several builds that are designed to take advantage of the explosive power of Mysterious Challenger. Although this deck can be played extremely aggressively, this guide focuses on a more midrange build, that aims to curve out smoothly and maintain consistent board presence with sticky minions.

In the early-game, your games will play out very similarly to standard Midrange Paladin, with you trying to seize the board with efficient cards like Shielded Minibot and Muster for Battle. These key cards have opened up so many options for Paladin since their introduction in the Goblins vs Gnomes set because they stabilise your early game so effectively, allowing you a platform to build any sort of strategy you prefer. Secretkeeper is also included in this deck to allow you to gain some value out of Secrets if you draw them in your opening hand. Ideally you will never draw Secrets and simply draw a smooth curve of minions instead, but this cannot be relied upon.

Part of the skill of this deck is learning how to use Secrets effectively when you draw them. Ideally, you would never draw a Secret until you play your Mysterious Challenger on turn 6, but this scenario is not reliable. You will have to learn how to get some value out of what are essentially bad cards that you have put into your deck because of the insane advantage that they represent when they are all summoned for free.

Noble Sacrifice is a reasonable card that can be used similarly to an early Taunt against aggressive decks like Face Hunter, or used to protect an early minion like Knife Juggler from removal. Avenge is perhaps the only Secret you can simply play on turn 1, as it will likely gain some value for you at some point in the game, especially if you can follow up quickly with Muster for Battle. Redemption is a very awkward card to use, as a lot of the time you will have small minions on the board which can be targetted to reduce the value of the card. Try to engineer situations where you only have 1 minion on board of high value, like a Piloted Shredder, and play Redemption in these scenarios only. Competitive Spirit is perhaps the worst card to draw, which is why it is only included as a single copy, since it will activate as soon as you start a turn with even just one minion on board, it can be extremely poor if your opponent is able to deal with most of your minions.

Aside from the concerns of the Secrets, this deck just plays out as a standard midrange deck. The correct play on most turns is simply the one that advances your board presence the most, you will look to play for Tempo in most situations, with value and card advantage being secondary concerns. It is important however, to play around opponents key AoE removal turns, since this deck cannot be relied on to consistently draw good cards, due to the inclusion of the Secrets. On key turns where the opponent can use AoE, such as a Paladin's turn 4, or a Mage's turn 7, you should hold back minions in your hand unless you can generate a board that is suitably resistant to their AoE options.

Curving out into your key midrange minions should allow you to maintain a decent level of control of the game. This deck plays most of the quality mid-game options such as Piloted Shredder and Loatheb, which even if you are not ahead, should be able to function well enough to keep the game close. This is important, since your goal with this deck is simply to maintain a level of balance in the game, until you can activate your explosive turn with Mysterious Challenger. This is not to say that this is your only win condition, since you are more than capable of winning games simply by curving out well, but instead if you are slightly behind going into turns 5-6, do not be concerned.

The majority of the minions you play in the deck have Deathrattle effects that generate more minions, or Divine Shields that make them difficult to remove, which is important since it allows you to somewhat reliably get value out of the Secrets in the deck. By increasing the difficulty your opponent will have removing your board entirely, you gain more value from cards like Avenge and Competitive Spirit, while Redemption has more quality targets due to the amount of Deathrattles.

One specific card in the mid-game that deserves special attention is Keeper of Uldaman. Keeper of Uldaman is a nice inclusion that can allow you to create more pressure in the mid-game by buffing a small token minion into a larger threat. However, you should carefully consider whether you need to hold on to Keeper of Uldaman in order to deal with a huge threat that your opponent is likely to play on a following turn.

Mysterious Challenger is the focal point of the deck, and if you are able to drop it on turn 6, the power in brings onto the board is incredible. In puts your opponent in a position that is almost impossible to navigate favourably, by combining the effects of several lackluster cards, to create one immense effect. If you summon all 4 Secrets into play at once, the chain of events is as follows; their first attack will trigger Noble Sacrifice, which will then die, causing another minion to receive an Avenge buff. The 2/1 Defender will then be revived using Redemption, and any minions your opponent is unable to deal with will receive a buff from Competitive Spirit on your next turn. This amount of power in a single card is almost unmatched in Hearthstone, and can be single handedly game-winning.

In case your Mysterious Challenger turn was not enough to seal the game, or in case you do not draw it, the deck also plays two other fantastic late-game options in Dr. Boom and Tirion Fordring. Tirion in particular can be incredible in this deck, since it allows you to get immense value out of Redemption, one of the more awkward cards to use in this deck.

And finally, if all of this is not enough to seal out the game you have N'Zoth, the Corruptor in your deck as a final win-condition. The key is not to be too greedy with N'Zoth and wait for all of your powerful Deathrattles available. Come turn 10, you will usually just be looking to make a final push if you have not sealed the game already. Due to this, even resummoning something as simple as a single Piloted Shredder and Sludge Belcher will often be enough to power through. If you ever have the ability to bring back Tirion Fordring after getting value from the initial Ashbringer then you should almost certainly do it.

3.1. Synergies & Combinations

Knife Juggler + Muster for Battle is an excellent combination that can be potentially game winning as a Tempo play in the early game.

The various secrets in the deck all combine to become much more powerful than they are individually, especially when all summoned at once through Mysterious Challenger.

3.2. Mulligans & Matchup Specific Strategies

Secrets should almost never be kept by choice in this deck, since the goal is to never draw them whenever possible. You should keep Muster for Battle in every situation, and look for other early-game plays like Shielded Minibot and Haunted Creeper. Knife Juggler is a decent keep if you have either Haunted Creeper or Muster for Battle to combo with it.

Against decks that you are certain are extremely aggressive, you can keep Noble Sacrifice. There is also potential to keep Secrets in combination with a strong card that combines with them, such as Knife Juggler + Redemption, or Competitive Spirit, The Coin, + Muster for Battle.

Although Mysterious Challenger is the key card in the deck, you should not be keeping it in your opening had, as tempting as it might seem. This will generally cause you to fall too far behind for the explosive turn 6 to catch you up.

3.3. Card Swaps

The Secrets package in the deck is entirely flexible, and you can experiment with whichever combinations you prefer. However, 7-8 is the right number of Secrets, and you should stick to those numbers.

Argent Squire can be included in the deck in place of Secretkeeper. Argent Squire is a more powerful minion individually, and a great target for buffs like Blessing of Kings, but Secretkeeper synergises well with your Secrets.

4. ChangeLog

  • 27 Jun. 2016: Deck Added
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