Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Season 18 Legendary Paladin Midrange GvG Wild Deck

Last updated on Jan 14, 2015 at 17:56 by Sottle 10 comments

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

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.

This exact decklist was used in my recent victory in the Gfinity Premium 1v1 Cup, and was my choice of lead in most rounds due to its consistent matchups against most other decks.

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. S18 Legendary Paladin Midrange GvG Wild Deck

Our deck costs 9,680 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards

2.1. Mana Curve

0
1
5
6
8
7
1
2

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 Zombie Chow, 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 Coghammer and Defender of Argus 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 serves a similar purpose here, 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.

The best possible use of Coghammer is when your opponent has two minions on board, in these spots you can equip Coghammer, give one of your minions Divine Shield to allow it to trade for free, and then remove the other minion with the weapon itself. A tempo swing of this magnitude will often see you able to spiral the game out of your opponent's control. With that said, do not be afraid to equip Coghammer without getting good value out of the Battlecry if you feel having the weapon equipped will be valuable for the upcoming turns.

Entering the mid- to late-game turns, you may find yourself low on cards due to the lack of card draw in the deck. To avoid these situations you should try to get value out of your Hero Power wherever possible, especially if you hold Quartermaster in hand. Your 1/1 tokens are extremely good in this deck as any one that sticks to the board is a potential 3/3 through Quartermaster. As an additional answer to the card draw problem, this deck features 1 Cult Master. This allows you to turn any Silver Hand Recruit that sticks to the board into a free card draw and synergises extremely well with Muster for Battle.

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.

In the late-game, this deck has two 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, and can potentially be buffed by Captain Greenskin to create a huge amount of damage over time. 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. This deck currently plays no Big Game Hunter targets due to how common this card is in the meta. By never playing a minion with more than 6 attack, you can keep your opponent's Big Game Hunter sitting dead in their hand.

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.

Muster for Battle + Cult Master can be used to draw 3 cards over the course of 2 turns if your Recruits survive.

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

Captain Greenskin can be used on any of the deck's weapons to create a lot of value over several turns.

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 Coghammer or Muster for Battle. Essentially, you should just look for something to play on turns 1-4. Some good potential good curves to look out for include Zombie Chow, Shielded Minibot, Coghammer, Piloted Shredder and Zombie Chow, Knife Juggler, Muster for Battle.

Against aggressive decks, you should mulligan more aggressively for your Zombie Chow, 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 Piloted Shredder, Aldor Peacekeeper, or Quartermaster 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 weapons in the deck are fairly flexible, you can play either 2 Truesilver Champion, 1 Coghammer, or vice versa.

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. However, keep in mind that currently the decks strategy is deliberately aimed at avoiding Big Game Hunter.

Force desktop version
Force mobile version