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Equality Murloc Midrange Paladin Deck

Last updated on Jul 12, 2017 at 09:05 by L0rinda 18 comments

Table of Contents

Since the introduction of Journey to Un'Goro, the Midrange Paladin archetype has had a very wide range of options at its disposal. This version occupies the slower end of that range, and makes use of Equality to deal with problematic board states.

1. Card List

This deck costs 8,760 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards

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2. Mana Curve


3. Strategy

This version of Midrange Paladin plays very differently depending on the opponent you are facing. For that reason, the guide is split into two parts.

4. Playing Against Aggressive Decks

4.1. Aim of the Deck

Against Aggro decks, your aim will be to survive until you can start to make large Taunts, and then heal up the damage that you took earlier in the game.

4.2. Early Turns

The early game is all about defending. To do that efficiently will involve playing on curve and not trying too hard to gain value from the deck. Rockpool Hunter, as a 2/3 minion, is still a reasonable play, even without buffing another Murloc. Many Aggro decks use minions with only 1 Health, which makes Stonehill Defender a great early play. Although it is often tempting to take Tirion Fordring from the options offered from the Stonehill Defender, it is usually worth taking something that solves your immediate needs. For instance Sen'jin Shieldmasta is a 4-drop, which means that you can play it on the following turn.

Choosing between Murloc Warleader and Aldor Peacekeeper on Turn 3 can be a complicated decision against Aggro. Although it is key to not be overly greedy, and to make sure that you play a minion on this turn, if you have both in your hand, you will have to consider which one will do better work if delayed until later. In general, it will be hard to get many Murlocs to stick to the board, and the Warleader will be the correct play. It can also be the case that the Peacekeeper can get more value against a bigger minion on later turns. However, you should be aware that if you played a Vilefin Inquisitor on Turn 1, the Warleader can definitely be better later in the game than the Peacekeeper.

4.2.1. Survival

There is so much power in the late game that finding any means necessary to survive one extra turn can often turn a seemingly lost game into a win. There are many desperation interactions in the deck, but getting Taunt from Gentle Megasaur is one of the most common. Hydrologist can also throw a Spanner in the works. It is worth remembering that even if you can see that Noble Sacrifice or Redemption can be played around, your opponent might make a mistake and allow you to win the game.

4.3. Later Game

After you have survived the early onslaught, you should be able to close out the game relatively easily. Doing this against minion-based aggression will mean you will drop a big Taunt on two or three consecutive turns, and then using Ragnaros, Lightlord, or Lay on Hands to get out of range of any remaining stray damage. Against burn decks, it might be correct to play the healing first, depending on the board state and exact nature of the opponent's threats.

4.3.1. Alternative Win

It is worth noting that from time to time your hand will be such that you can curve through Vilefin Inquisitor, Rockpool Hunter, Murloc Warleader, and Gentle Megasaur, and kill the Aggro deck before it kills you. It should not be a primary concern to try to do this, but if you notice that you can win a race, it will force your opponent to trade into your minions, which will buy you plenty of time to get to your big Taunts and healing cards.

5. Playing Against Midrange or Control Decks

5.1. Aim of the Deck

Against slower decks, your aim will be to apply pressure to your opponent, while simultaneously getting a lot of value from your cards.

5.2. Early Turns

Your hand will dictate your early turns to some degree, but there is usually no need to hurry. A first turn Vilefin Inquisitor usually allows you to use your Hero Power every turn to build a threatening board. Your deck contains Gentle Megasaur, Murloc Warleader, and Sunkeeper Tarim as ways to make a wide board of 1/1s into a menacing proposition, and so you can force your opponent to use their AoE spells while you are building your own hand size.

5.3. Mid-Game

If you have taken the first few turns slowly, you will find that you have a wealth of options during the Mid-Game. The longer you can stall your decisions for, the more value you can gain. For instance, if you are not sure what you are looking for with Hydrologist, and have not yet forced your opponent to use their AoE, it will often be more valuable to use your Hero Power. Not only because you save a card if you can force the AoE from them, but also because you will be able to make a more informed decision about the Secret you require to keep your board state intact.

You will have a lot of time to try to get the most out of your deck, and so considering as many of the available interactions as possible from Turn 5 to Turn 8 will be key to winning the game. The deck has an absolutely huge number of interactions, and will take a long time to master. Familiarise yourself with the individual card strategies at the end of this guide and use those as a basis to build upon. Even more than usual in this deck, the more ways you learn to use your cards, the more you will get from them.

During this portion of the game against Control, it is not as bad as usual if you end up wasting some Mana to get better value from the deck.

5.4. Late-Game

If the earlier stages of the game have gone well, the end of the game will come when you have many more resources than your opponent and you will eventually build a board that they cannot deal with. During the course of the game, you may have to build boards three or four times. As long as you do not over-commit, eventually one should stick, and your opponent's position will simply fold up.

6. Individual Card Comments

6.1. Golakka Crawler

This guide has to cover all possible metagames, and so plays one Golakka Crawler. If you are facing a lot of Pirates, you can easily run a second one in place of Lay on Hands. Likewise, if you are not running into many Pirates, you can drop it for another Ivory Knight in a slow meta, or Wickerflame Burnbristle in an aggressive one.

6.2. Hydrologist

There are currently five Paladin Secrets in Standard. They are Eye for an Eye, Getaway Kodo, Noble Sacrifice, Redemption, and Repentance. Due to this limited choice, Hydrologist is one of the best cards in this deck. In the absence of any other information, Getaway Kodo is often the best choice, but all of the other Secrets can be very useful.

6.2.1. Eye for an Eye

Eye for an Eye will beat Mage decks which rely on Ice Block. Their Block does not protect them on their turn, and you should be able to get them to 1 Health regularly.

6.2.2. Getaway Kodo

If you play Getaway Kodo carefully, you can get a lot of value from it. Try to trade away your 1/1 minions and only leave important minions on the board. You will often get another Hydrologist, which is usually absolutely fine.

6.2.3. Noble Sacrifice

Noble Sacrifice protects your minions for one turn. It can also be used to kill of an injured enemy minion. It tends to be one of the less picked options in this deck.

6.2.4. Redemption

Redemption works very well with Tirion Fordring in particular. It can also be good earlier in the game with many of the Taunt minions if an additional 1/1 Taunt will absorb a lot of damage.

6.2.5. Repentance

Repentance is very good in later turns against decks which curve into a large minion, which can then be killed with a 1/1 token. If you can time it well, it can also negate an Acolyte of Pain.

6.3. Ragnaros, Lightlord

A common play when you are low on Health with Ragnaros, Lightlord on the board is to not trade any minions, even if you have a large Taunt ready to attack with. Making sure the 8 points of healing go to your face is very often better than the immediate trade. One trick to remember in desperate times is that if you cast Equality, all damage is removed from your minions, and you can guarantee that your Health total receives the heal.

6.4. Stonehill Defender

The card you choose from Stonehill Defender is often crucial to the outcome of the game. It is usually best not to greedily take a Tirion if you have played the Defender early in the game. Psych-o-Tron can be a better card than it first appears though, as there is often wasted Mana on Turn 5 in this deck due to the low number of 3-drops and no 5-drops in the deck. Wickerflame Burnbristle will be offered often due to the class bonus for Discover, and is a very good solution to aggressive opponents.

6.5. Sunkeeper Tarim

Sunkeeper Tarim is a great card as both an attacker, and as a defender. If you can keep a wide board, he will often function in the same way as Equality and allow you to trade your small tokens into much bigger enemy minions. Tarim also stands alone well against two or three large minions, as without any backup, it takes three 3/3s to get through its 3/7 stat line.

The mere presence of Tarim in the deck means that control decks cannot let you keep pressing your Hero Power button without an answer. Your option to turn everything into 3/3s and then attack means you can threaten a lot of damage to force an opponent to use an AoE, even when Tarim is not in your hand.

6.6. Vilefin Inquisitor

Vilefin Inquisitor is a very important part of this deck. If you can play it on the first turn, you will set up a scary Hero Power against Control decks, and have a defensively shaped 1/3 minion against Aggro. From time to time you will be able to buff it on Turn 2 with a Rockpool Hunter, and be in a great position.

7. About the Author

L0rinda has extensive experience with Hearthstone. After starting out with Arena and becoming one of the most prominent streamers in that format, he moved over to Constructed and now primarily spends his time as a caster for Blizzard, Starladder, and Dreamhack.

8. ChangeLog

+ show all entries - show only 10 entries
  • 12 Jul. 2017: Deck Guide updated for new Icy Veins format. 1x Primordial Drake and 1x Stampeding Kodo replace 1x Vinecleaver and 1x Lay on Hands in list.
  • 13 Apr. 2017: Deck added. A Midrange Paladin deck with many interactions. StrifeCro took this build to top 50 Legend.
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