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Aggro Paladin Standard Deck

Last updated on Aug 11, 2017 at 19:56 by Pesty 20 comments

Table of Contents

This guide contains instruction on how to play Aggro Paladin. Aggro Paladin is fairly uniquely placed amongst Aggro decks due to its ability to continue to draw resources throughout the game, which is an ability many Aggro decks lack. Because of this, it is an excellent choice to climb with when faced with numerous Control decks in the meta.

1. Card List

This deck costs 6,800 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards

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2. Mana Curve

0
15
0
6
6
2
0
1

3. Strategy

Aggro Paladin is a deck that is capable of quickly rushing the opponent out of the game, despite this, it is not at all one dimensional, and through the various card draw engines in the deck you can often continue to outvalue a more Midrange or Control deck even into the later turns. It functions through endless small minions that can be buffed into attacking threats and a consistent card draw engine which means that you very rarely run out of resources.

3.1. Key Skills

3.1.1. Trade or Face?

The style of the deck is very aggressive and as such your first priority should be damage to the opponent's hero. Having said that, that does not give you complete freedom to simply attack directly on every turn. The right mentality to get into is to consider how your opponent punishes you for attacking them in the face. They might be able to pick up a more favourable trade, they may be able to sweep your board with an AoE spell and keep a minion in play themselves, they may be able to buff their existing minion, and so on. Once you have established these potential punishes in your mind, you need to evaluate how often you win the game in the scenario where they have the cards you considered and weigh that against how likely they are to have them. In the scenarios where you cannot think of a strong punish, or in the scenarios where you think you still win the game if they have it, then you are free to push damage as you see fit. This is a skill that will develop with time, and you will find yourself encountering punishes you had not thought of for the first few games, but over time you will gain a feel for how aggressive to be with this deck.

In this deck, you should aim to use your Weapons to trade wherever possible and retain your minions where you can. Also, although it may seem obvious to use a Divine Shield to trade where possible, this is not always the correct play as a Divine Shield is amazing protection against AoE from your opponent, so always consider what their AoE options are before making any trades and adjust your attacks accordingly.

3.1.2. When to Buff

How to play out a hand that includes cards like Smuggler's Run and Grimestreet Outfitter can be complicated. As a general rule, Grimestreet Outfitter is a card that you can happily just develop on curve even if it does not hit a huge number of minions. Smuggler's Run on the other hand is often best paired with a card draw turn using Small-Time Recruits or Divine Favor so that you can get the maximum amount of value from it. Again this will depend on the matchup you are facing however, as even a small amount of additional tempo can be useful against another fast deck, meaning you can play these cards out for little value. Against more resilient decks like Reno builds and heavy Control however, you can set out to grind them out over a longer period by relying on a huge hand buff and cards like Tirion Fordring.

3.1.3. Weapon Management

This deck does play a large number of weapons, and as such managing how to use the durability of these weapons can be complicated. Since in many matchups this deck wants to push through damage as quickly as possible, holding onto a weapon when you have another in hand can feel clunky, especially if you start to draw additional weapons afterwards. However, there is a balance to be struck, since other cards in your deck such as Southsea Deckhand rely on you having a weapon equipped to be effective. You need to constantly weight up your hand and the likelihood of your draws to assess whether you would rather hold on to a weapon or use it up. The former is punished by drawing additional weapons, while the latter is punished by drawing the aforementioned minions.

3.2. Mulligans & Matchup Specific Strategies

Mulligan aggressively for standalone 1-drop minions like Righteous Protector, Argent Squire, and Selfless Hero. On top of this Rallying Blade also a strong keep, especially if you have an otherwise strong hand.

Smuggler's Run should not be kept in general as it is often too much of an initial Tempo loss against other aggressive decks. However, if you already have an otherwise strong hand of minions, or are up against a deck you are confident you will not fall behind early against, it can be very effective.

Rallying Blade is a strong keep with The Coin, especially alongside Argent Squire.

3.3. Card Swaps

If you are facing a hostile meta for Bittertide Hydra, full of classes like Priest and Rogue that can deal with it easily then it can be cut for Aldor Peacekeeper, or Emerald Reaver.

Additional finishers such as Leeroy Jenkins can be included in the deck. The consistency of Small-Time Recruits drawing you small plays filters your deck to improve the overall quality of your topdecks.

4. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

5. ChangeLog

+ show all entries - show only 10 entries
  • 11 Aug. 2017: Deck updated for KotFT expansion. Removed 2x Grimstreet Outfitter, 2x Worgen Infiltrator for 2x Righteous Protector, 2x Acherus Veteran.
  • 06 Aug. 2017: Moved guide to new Archetype format.
  • 06 Apr. 2017: Deck updated for the Journey to Un'Goro expansion. Removed 2x Argent Horserider, 2x Keeper of Uldaman, 1x Small-Time Buccaneer, 1x Sir Finley Mrrgglton for 2x Worgen Infiltrator, 2x Bittertide Hydra, 2x Defender of Argus.
  • 01 Dec. 2016: Deck added.
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