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Season 20 Legendary Paladin Buff Midrange GvG Wild Deck

Last updated on Dec 16, 2014 at 13:19 by Sottle 14 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Disclaimer: this deck has been archived.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.

In the following guide, you will find instructions on how to play Midrange Paladin. This deck is more aggressive than classic Control Paladin builds, but still aims to control the board efficiently. It has a very well rounded set of matchups, and is capable of winning any match with the right draw.

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. S20 Legendary Paladin Buff Midrange GvG Wild Deck

Our deck costs 9,240 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Midrange Paladin is a deck that aims to aggressively gain a board advantage and then use powerful buff cards like Blessing of Kings and strong tempo cards like Coghammer to maintain your advantage and outpace your opponent.

In the early turns, you will look to secure an early board presence with solid early-game minions like Shielded Minibot and Echoing Ooze, 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, Blessing of Kings, and Dark Iron Dwarf 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.

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.

Although Blessing of Kings is included in the deck partially because of the fantastic combo it has on turn 6 with Echoing Ooze, you should not be afraid to use it outside of this situation. This deck has a multitude of great targets for the buff such as Shielded Minibot or any of the Silver Hand Recruits summoned from either Muster for Battle or your Hero Power. Any time you can buff a minion with Blessing of Kings and be ahead on board afterwards, you should probably do it.

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 or 5/5 through Quartermaster and Blessing of Kings respectively.

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.

Upon reaching the late-game, the deck has a number of tools to seal the game. Firstly, Loatheb can be used to lock down a developed board and prevent your opponent from being able to wipe you out with AoE or other spells. Secondly, Tirion Fordring can be played, after your opponent has exhausted their resources trying to keep pace with you, to seal the game. Finally, Captain Greenskin can be played onto one of your many weapons to create a huge amount of damage over several turns.

3.1. Synergies & Combinations

Echoing Ooze plus Blessing of Kings is a strong combination that creates 2 5/6 minions for 6 Mana

Dark Iron Dwarf can be used to raise the attack of one your opponent's minions, allowing it to be targeted by Big Game Hunter. This combination is one of the best answers to an opposing Loatheb or Troggzor the Earthinator when you are locked out of playing spells.

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

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 2-4. Some good potential good curves to look out for include Shielded Minibot, Coghammer, Piloted Shredder and Echoing Ooze, Muster for Battle, Blessing of Kings.

Against aggressive decks, you should mulligan more aggressively for your Echoing Ooze, 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 Blessing of Kings, 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 Truesilver Champion, Coghammer, or one of each.

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, Ysera, Dr. Boom, or any other number of high cost cards can be substituted in these spots.

4. ChangeLog

  • 16 Dec. 2014: Avenging Wrath and Avenge were removed from the deck as they were consistently underperforming
  • 16 Dec. 2014: Troggzor the Earthinator was substituted for Sylvanas Windrunner as having both Loatheb and Troggzor in the deck seemed redundant.
  • 16 Dec. 2014: The deck now runs one Truesilver Champion and one Coghammer instead of two Coghammer. We have also added Captain Greenskin to synergise with all the fantastic weapons.
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