Aggro Paladin Standard Deck

Last updated on Apr 12, 2018 at 00:05 by Kat 30 comments

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. Aggro Paladin Card List

This deck costs 6,080 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards
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2. Aggro Paladin Mana Curve

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9
4
4
7
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1
0

3. Aggro Paladin 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. 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.

4. Aggro Paladin Mulligans & Matchup Specific Strategies

Mulligan aggressively for standalone 1-Mana plays like Righteous Protector, Argent Squire, and Lost in the Jungle. On top of this, Call to Arms and Unidentified Maul are strong keeps, especially if you have an otherwise strong hand.

5. Aggro Paladin 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 Drygulch Jailor.

Tirion Fordring can be included if you find yourself running out of resources before you can finish off opponents.

6. Changelog

  • 12 Apr. 2018: Deck updated for the Witchwood expansion.
  • 08 Dec. 2017: Deck updated for the Kobolds and Catacombs expansion. Removed 2x Smuggler's Run, 2x Defender of Argus, 2x Truesilver Champion, 2x Small-Time Recruits, 2x Meanstreet Marshall, 2x Selfless Hero, 1x Tirion Fordring for 2x Call to Arms, 2x Lost in the Jungle, 2x Knife Juggler, 2x Dire Wolf Alpha, 1x Val'anyr, 1x Sunkeeper Tarim, 2x Unidentified Maul, 1x Leeroy Jenkins.
  • 11 Aug. 2017: Deck updated for KotFT expansion. Removed 2x Grimestreet 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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