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 20 Mid Budget Paladin Control GvG Wild Deck

Last updated on Feb 14, 2015 at 13:19 by Sottle 8 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Disclaimer: this deck has been archived.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 this guide you will find an outline for players who wish to play Control Paladin on a budget. The deck still features the core cards of the full budget version, but does suffer slightly in the late-game due to the lack of Legendary options.

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 Mid Budget Paladin Control GvG Wild Deck

Our deck costs 4,280 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 Piloted Sky Golem. 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 Stampeding Kodo, 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. You also have access to strong late-game tools such as Guardian of Kings, Antique Healbot and Lay on Hands to restore your health and draw additional resources, as well as Tirion Fordring to close out the game.

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.

Aldor Peacekeeper in combination with Stampeding Kodo can remove any minion of your choosing. Since this combo is very expensive, you can split it up over two turns, neutering your target on the first turn, and then killing it on the second.

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 Truesilver Champion. Other strong keeps in Control matchups are Muster for Battle, 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 Stampeding Kodo 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 Harrison Jones are both fine choices for this.

If you do not have access to Tirion Fordring then you can replace this with another late-game finisher that you do own. Ragnaros the Firelord, Ysera, or if on an extreme budget, a second Guardian of Kings can all work here.

4. ChangeLog

  • 14 Feb. 2015: The following Changes have been made: 1 x Lil' Exorcist and 1 x Blessing of Kings have been removed. 1 x Acolyte of Pain and 1 x Antique Healbot have been added.
Force desktop version
Force mobile version