Control Paladin Archetype Guide

Last updated on Feb 14, 2018 at 12:13 by Kat 22 comments

Control Paladin is a very slow archetype that aims to make it through the early and mid-game using minimal resources, in order to have the strongest possible late-game turns. Early turns usually consist of using the Paladin Hero Power to slow opponents down and letting them overcommit to the board so that Equality can be used in combination with Wild Pyromancer or Consecration to reset the opponents board.

Once the late-game has been reached, Control Paladin has access to huge amounts of healing with Forbidden Healing and Ragnaros, Lightlord. Once a stable position has been reached, high-value cards can be freely played to slowly edge opponents out of the game as they run out of cards.

Many Control Paladin variants also focus on assembling a late-game win condition as games progress. This usually involves playing Deathrattle minions to defend the board during the game so that N'Zoth, the Corruptor can eventually be used to flood the board and finish off opponents. In the Wild format, a similar strategy can be used with specific Murlocs and Anyfin Can Happen.

Below, you will find link to our deck lists for Control Paladin, starting with our featured deck, which we consider the most common variant.

N'Zoth Control Paladin Deck is a slightly faster variant of Control Paladin. It contains many Deathrattle minions that can be used to fight for board control throughout the game. When enough Deathrattle minions have been killed, N'Zoth, the Corruptor can be used to repopulate the board to finish off opponents.

✶ Featured Deck

Wild N'Zoth Paladin Deck

  • Guide written by Kat and last updated on Feb 14, 2018 (K&C meta)
  • Costs 15.6k (4 basic, 4 common, 10 rare, 4 epic, and 8 legendaries)
  • Mana curve:
  • Card breakdown: 3 Weapons • 7 Spells • 19 Minions
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Paladin Cards Neutral Cards
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This Wild N'Zoth Paladin Deck is much more potent than Standard variants. It has access to powerful Deathrattle minions exclusive to the Wild format for explosive late-game turns using N'Zoth, the Corruptor.

✶ Featured Deck

Deathknight OTK Paladin Deck

  • Guide written by Kat and last updated on Feb 07, 2018 (K&C meta)
  • Costs 10.3k (4 basic, 4 common, 11 rare, 7 epic, and 4 legendaries)
  • Mana curve:
  • Card breakdown: 2 Weapons • 8 Spells • 19 Minions
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Paladin Cards Neutral Cards
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Deathknight OTK Paladin Deck uses Control Paladin tools to stall the game while drawing a combination of cards to use Uther of the Ebon Blade to summon the Four Horsemen in a single turn to win the game.

✶ Featured Deck

Wild Anyfin Paladin Deck

  • Guide written by Kat and last updated on Aug 10, 2017 (KFT meta)
  • Costs 8.6k (6 basic, 2 common, 12 rare, 6 epic, and 4 legendaries)
  • Mana curve:
  • Card breakdown: 2 Weapons • 10 Spells • 18 Minions
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Paladin Cards Neutral Cards
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Wild Anyfin Paladin Deck is a combo deck that uses a Control Paladin shell. It aims to stall the game while playing copies of Bluegill Warrior, Murloc Warleader, and Old Murk-Eye and allowing them to die. When enough Murlocs are killed, Anyfin Can Happen can be used for a large amount of burst damage to kill opponents in a single turn.


Aim of Control Paladin

Control Paladin aims to stall during the early and mid-game and then use powerful board clears and healing effects to stabilise in the late-game. Once the late-game has been reached the aim is to out-value opponents using powerful minions in addition to the Paladin Hero Power, N'Zoth, the Corruptor can optionally be used as a final win condition to overwhelm opponents.


Control Paladin Strengths and Weaknesses

The way the Paladin Hero Power lines up against other popular control classes such as Priest or Warrior makes Control Paladin fairly strong against other control decks. Control Paladin also fairs well against Aggro decks, providing the game can be slowed down enough to enter the late-game, the large heals available will comfortably be enough to survive the limited damage potential of Aggro decks.

As with most Control archetypes, Control Paladin is particularly vulnerable to Midrange decks. Midrange minions cause moderate damage in small numbers and force the use of board clears prematurely. This usually results in opponents having plenty of minions left over to continue pressure after most removal tools are used and are then to free to do repeated damage, well beyond that of the healing effects available.


Key Cards and Crafting for Control Paladin

Tirion Fordring and Ragnaros, Lightlord are the key Legendary minions used within Control Paladin. Tirion is one of the highest value minions in the game and is essential for any Paladin deck that consistently survives to turn 8. Ragnaros provides a solid healing effect attached to a very strong minion, the board can usually be manipulated to target the random healing effect and the threat of being able to heal multiple turns in a row is too much for opponents to ignore.

Doomsayer and Forbidden Healing are the Epic cards commonly used in Control Paladin. While they are very frequently used, it is sometimes possible to play a single copy or cut the cards completely in some cases.

Control Paladin also has some very important Rare cards. Both Equality and Wild Pyromancer are essential cards and function as a cheap and powerful board clear when played together. Aldor Peacekeeper is the final core Rare card, its powerful Battlecry effectively neutralises any minion on the board, which helps to compensate for the lack of hard removal available for Paladins.



  • 07 Aug. 2017: Added new guide format for the Control Paladin Archetype.
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