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Season 20 Legendary Paladin Control GvG Wild Deck

Last updated on Feb 14, 2015 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Disclaimer: this deck has been archived.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.

The following guide outlines a new Control Paladin decks for the Goblins vs Gnomes meta. It solves many of the problems Paladins had previously with a lack of early game, and is extremely highly favoured in most Control matchups.

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 Control GvG Wild Deck

Our deck costs 10,420 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Control Paladin is a deck that aims to make the game go as long as possible and gain incremental value through their outstanding Hero Power to slowly gain an advantage over its opponent.

The deck aims to control the board early with cards like Zombie Chow, Shielded Minibot, and Muster for Battle, which are superb tools to stop your opponent's early aggression. Previous to the Goblins vs Gnomes expansion, Paladin lacked early game tools to fight back against aggressive decks and tended to get overrun before they could establish a board position. The new additions to the deck help to combat this problem immensely.

Once you have successfully navigated the early game turns, you can start to compound your board position with additional cards like Blessing of Kings and Quartermaster to turn your small minions into powerful attacking forces, as well as Truesilver Champion to continue controlling the opponent's side of the board. Combining Blessing of Kings with a Shielded Minibot can create havoc for your opponent if they do not have access to hard removal. Additionally Quartermaster in combination with Muster for Battle can create a huge board that is still fairly resistant to AoE.

As you enter the late turns, with more Mana at your disposal, it is important to try and use your Hero Power wherever possible. For example, it is usually better to play Piloted Shredder plus Hero Power instead of playing Sylvanas Windrunner. Since you can only use the Hero Power once per turn, any turn you do not use it, you have essentially lost access to a 1/1 forever. As long as it seems the game will go long enough for you go get value out of your Silver Hand Recruits, then you should endeavor to keep Hero Powering as much as possible.

The deck plays a high number of tech cards such as Big Game Hunter, Harrison Jones, Mind Control Tech, and Ironbeak Owl. The reason for this is that your goal with Paladin is to stretch the game out for as long as possible, meaning you will get to see a large number of cards in your deck and potentially have access to more of these options at the right time. Each of these cards can swing the game in your favour if they hit.

The classic Paladin board sweep in the form of Equality plus Consecration is still present in this deck. However, Wild Pyromancer has been removed from the deck. Since you have additional cards to fight for the board, you will not need access to the combo as often. Wild Pyromancer also conflicts with Muster for Battle for obvious reasons, and Quartermaster since that card incentivises you to keep as many of your one Health Silver Hand Recruits around as possible. You should endeavor to be greedy with your Equality combos and use them to swing the late game in your favour.

Once you reach the late-game, Paladin is very highly favoured against almost every deck. The sheer strength of your Hero Power in comparison to other classes when the game comes down to a final battle for resources cannot be overlooked. On top of this, the deck plays an extremely high number of late-game threats in the form of Kel'Thuzad, Sylvanas Windrunner, Tirion Fordring, and Dr. Boom.

This deck also features a single copy of Antique Healbot. Antique Healbot is a strong addition, since many decks in the meta currently, such as Mech Mage, aim only to have the board control for the early game. If they achieve this, they can often kill you with burst damage regardless of how strong your board position is. Because of this, Antique Healbot is a fantastic tool to lock these decks out of the game once you have stabilised.

3.1. Synergies & Combinations

Equality plus Consecration is a powerful board sweep that will clear any board that does not feature Deathrattles or Divine Shields.

Muster for Battle plus Quartermaster will create 25 points of stats for 8 Mana, in a really good stat distribution. Quartermaster also synergises naturally with the style of the deck since you will use your Hero Power a lot over the course of the game.

Equality plus Kel'Thuzad is an incredible late-game combo. If you and your opponent both have minions in play, you can cast Equality, trade off your minions into their's and then play Kel'Thuzad to have your minions resurrected.

3.2. Mulligans & Matchup Specific Strategies

Against Aggro, you should mulligan aggressively for Zombie Chow, Shielded Minibot, and Muster for Battle. These are your key cards to gain a board presence early and start to fight back against your opponent's early minions. If your opponent is playing a hyper aggressive deck with numerous 1 health Charge minions, then Muster for Battle has the potential to shut them down single handedly.

If your opponent is playing a deck with an early board flooding strategy, such as Mech Mage or Zoo, then keeping Mind Control Tech can be very strong in order to swing the matchup in your favour early on.

In Control matchups you can afford to be a little greedier with your mulligans. You should consider keeping one powerful mid-game card, just to have access to it on time. The best potential candidates for this are Quartermaster and Piloted Shredder. Other strong keeps in Control matchups are Muster for Battle, Truesilver Champion and your usual early minions like Zombie Chow and Shielded Minibot.

3.3. Card Swaps

If you find yourself in need of the Equality board clears more often, you can cut 1 Shielded Minibot for 1 Wild Pyromancer. Be careful if you make this change though, since Muster for Battle should never be cast if you have a Pyromancer in play.

The tech cards like Mind Control Tech, Big Game Hunter and Harrison Jones are all extremely flexible. If you are not finding good uses for them against your opponents you can swap them for other cards that fit your situation better. The Black Knight and Kezan Mystic are both fine choices for this.

4. ChangeLog

  • 14 Feb. 2015: The following Changes have been made: 1 x Lil' Exorcist, 1 x Bolvar Fordragon, 1 x Cairne, and 1 x Quartermaster have been removed. 1 x Acolyte of Pain, 1 x Harrison Jones, 1 x Dr. Boom and 1 x Antique Healbot have been added.
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