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Paladin Pirate Wild Deck

Last updated on Jul 08, 2015 at 20:19 by Sottle 1 comment

Table of Contents

The following guide outlines how to play Pirate Paladin. This is a more aggressive version of Paladin that falls short of being an outright Aggro deck, but still functions much quicker than a standard Midrange build. It was played recently to great success by Hotform, and offers a great alternative for people looking to play something a little different.

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. Paladin Pirate Wild Deck

Our deck costs 9,160 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Pirate Paladin is a deck that sits in a happy medium between standard Midrange Paladin builds, and the outright aggressive Paladins. It is primarily a Midrange style deck, but it plays a more aggressive curve, and functions more like a Warlock Zoo than a classic Midrange Deck. It aims to seize the board early through synergy cards and then aggressively push for damage in the later turns.

Your early-game turns are very varied in this deck, and it can require some intelligent mulligan decisions in order to optimise. One card that you should always aim to have in your opening hand is Zombie Chow, since this card loses value significantly in the later game. Otherwise, you will rely on various possible synergies between your early game cards to create an advantage on the board. Ship's Cannon has the potential to be extremely powerful if you have a strong curve of early Pirate minions, while cards like Bloodsail Raider and Dread Corsair can create excellent Tempo if you hold them in conjunction with Muster for Battle, Coghammer, or Truesilver Champion.

These synergies are important for succeeding in taking the board in the early-game, and you should strive to be greedy with your mulligans in order to activate them. Try to avoid simply keeping a curve of early cards that do not work well together and instead push more aggressively for a hand that works well in combinations.

With this said, it is still important not to get too greedy with your minions if you are not able to activate the powerful synergies. This deck relies on having a board presence, so you should almost always play out a Bloodsail Raider as a 2/3, or a Ship's Cannon with no follow-up Pirate in hand if it is your only option to develop a minion on the board.

Entering into the mid-game you will try to compound your board position and create additional Tempo using cards like Southsea Captain, Coghammer, and Truesilver Champion. These cards are all extremely powerful at compounding your early game and allowing you to maintain advantage throughout the mid-game. Although they all function in slightly different ways, they are all excellent tools to create 2-for-1 situations for you and allow you to keep up the pressure on your opponent.

This deck features two copies of the Equality + Consecration combo. Although this combo is classically used as a method to recover a board that you have fallen behind on, in this deck, it is much better to use it a little earlier than you usually would, to maintain an advantage on a board when it looks like you are about to fall behind. If you wait too long and simply clear your opponent's board once you have fallen behind, they will simply be able to refill the board the next turn, and you will continue to play from behind for the rest of the game, which is not the position this deck wants to be in.

Although this is a very early-game focused deck, it does feature a reasonable collection of powerful late-game cards to make sure you can compete in this period. Captain Greenskin is extremely strong in Paladin, and can turn any of the weapons in the deck into incredibly destructive forces. Although it can be tempting to hold this card to buff a Truesilver Champion or Ashbringer, do not be afraid to play it out to buff one of the smaller weapons if it fits your curve.

Additionally, the deck also plays the standard late-game pair of Sylvanas Windrunner and Dr. Boom. These two cards are staples in so many different decks because of how difficult they are to deal with efficiently, and because of how versatile they are. Powerful late drops like this are important in a deck like this as you do not have the consistent card draw of a deck like Zoo in order to be able to keep going indefinitely with only small minions. Your only card draw in the deck is Lay on Hands, which can be game-winning, but is also often too slow in a deck as fast as this one. Learning when to use this card is key to victory in a lot of games, and you should often dismiss the healing effect entirely, and simply focus on using it to draw the cards on a turn when you are far enough ahead to be able to do so.

Finally the deck plays Tirion Fordring as a final finisher. Tirion Fordring is a fixture in all but the most aggressive Paladin deck due to its overall value and versatility. In a deck like this, it is able to function as an aggressive card more than a defensive one, as it protects your smaller minions from minion combat and weapon removal, and represents an huge amount of total damage after factoring in the Ashbringer that is dropped.

3.1. Synergies & Combinations

This deck features numerous synergies between all the various Pirate cards, and making the most out of these interactions is key to the deck's success.

Captain Greenskin can be used to buff any of the various weapons in the deck to create additional value or aggression.

Equality + Consecration can be used as a guaranteed board clear for any board that does not feature Deathrattles or Divine Shields.

3.2. Mulligans & Matchup Specific Strategies

As mentioned previously, the mulligan strategy can be quite involved with this deck. In order to maximise your success with the deck you should mulligan aggressively for maximum synergy in your early game. For example, if you have Ship's Cannon, you should Mulligan more aggressively for additional Pirates, even at the cost of sometimes throwing away cards such as Knife Juggler. If you have Knife Juggler you should look aggressively for Muster for Battle, and so on. Some other combinations to look out for are Coghammer + Dread Corsair, and Bloodsail Raider + Southsea Captain.

You should pay close attention exactly how your early game turns are going to play out, and factor in what the deck you are playing against is likely to respond with in order to make the correct mulligan decisions, and with this deck more than most, this is a skill that will develop over time and increase your winrate accordingly.

When holding The Coin, you can afford to keep a Truesilver Champion, especially if you also hold Dread Corsair.

Against aggressive decks, you can afford to pay less attention to the synergy of your hand, since aggressive decks will be able to pick apart your starts more effectively. Instead you should focus on drawing the cards that are just non-situationally strong against Aggro such as Zombie Chow, Shielded Minibot, and Muster for Battle.

3.3. Card Swaps

If you are not facing a large amount of Aggro, you can remove the Zombie Chow from the deck in favour of an additional Southsea Deckhand or a Blessing of Kings.

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