N'Zoth Control Paladin Deck

Last updated on Feb 09, 2018 at 13:33 by Kat 22 comments

This deck is a late-game focused Paladin that aims to Control the flow of the opponent's development throughout the mid-game and then take over the game with high value minions in the late-game. It is well-rounded, in that it can survive the distance against aggressive decks but also packs enough of a late-game punch to compete with Control decks.


N'Zoth Control Paladin Card List

This deck costs 14,260 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards
Export string: AAEBAZ8FCqQD+gbgrALZrgLmrgKPtAK5wQKgzgKO0wLD6gIK+wHcA/QFzwb2B5vCAt/EAojHAvjSAurmAgA= (copy to clipboard)

N'Zoth Control Paladin Mana Curve


N'Zoth Control Paladin Strategy

N'Zoth Paladin is a deck that aims to stall and Control the board in the early game and then win the game in one fell swoop through the overall value of N'Zoth, the Corruptor. As with most decks built to synergise with an Old God, it is important not to overload your deck trying to synergise with it and miss out on playing other important utility cards as well as generally strong class cards. This deck plays two powerful Deathrattle minions in the form of Tirion Fordring and Cairne Bloodhoof, representing huge value if you are able to summon one with N'Zoth's Battlecry.


N'Zoth Control Paladin Mulligans & Matchup Specific Strategies

You should be primarily be looking for Call to Arms and Stonehill Defender in your opening hand in addition to Rallying Blade or Truesilver Champion to keep the board under control in the early game.

Against Aggro you can additionally keep early-game minions such as Plated Beetle or Loot Hoarder to help contest the board in the early game.

Against Combo decks that use key cards in their strategies such as Quest Mage, you can additionally keep Dirty Rat in your opening hand to help remove key cards from their hand later in the game.


Thinning Your Deck

As Control Paladin has access to very little consistent card draw, it is very dependent on drawing into key cards such as N'Zoth, the Corruptor and Tirion Fordring. To add more consistency, the deck utilises Call to Arms to pull cards out of the deck to improve the quality of future draws.

The deck contains just 8 minions that are targetable by Call to Arms, making it possible for there not to be enough minions remaining in the deck to get full value from the card. To minimise the likelihood of this happening, you should aim to play Call to Arms as soon as possible. Similarly, when coming to choose between playing Call to Arms and Loot Hoarder, it is almost always correct to play the former where possible, allowing the card draw from Loot Hoarder to be obtained after Call to Arms has been used, reducing the chance of drawing into 2-Mana minions.


Controlling the Board

Throughout the majority of the game, the board can be kept under control using a variety of Deathrattle minions, backed up by weapons like Rallying Blade and Truesilver Champion where necessary.

If things start to get out of control, the deck also contains two copies of Equality that can be paired with either Consecration or Wild Pyromancer to clear the board. Against Aggro it is often best to use this combo when things get out of control. However, against Control and Combo decks it is important to hold onto your board clears as long as possible to ensure you are able to respond to powerful late-game tools that can flood the board such as N'Zoth, the Corruptor, Bloodreaver Gul'dan, and Dragoncaller Alanna.


Ending the Game

As a Control deck, the primary win condition is simply to run opponents out of resources. This is primarily done through the efficient nature weapons and cards such as Tirion Fordring, Stonehill Defender, and N'Zoth, the Corruptor.

N'Zoth specifically provides the largest influence for ending the game and the timing in which you use it can be crucial. The primary target to be resurrected by N'Zoth is Tirion Fordring and anything extra you get back such as Cairne Bloodhoof and Plated Beetles are simply a bonus. As a general rule, against Aggro and Midrange decks it is a good idea to play N'Zoth shortly after Tirion has died if it is safe to do so, providing a huge boost in tempo that will often tip the game in your favor. Against Control decks, especially those with powerful board clears such as Twisting Nether and Brawl it is generally best to hold on to N'Zoth as long as possible and try to put as much pressure onto your opponent to force out their board clears first, allowing you to safely play N'Zoth afterwards.

Zola the Gorgon deserves a special mention as it is a great boost for helping boost other win conditions in the deck. The ability to add a copy of a minion to your hand pairs excellently with N'Zoth, the Corruptor to allow you to flood the board again if you are not able to end the game the first time. Failing that, it is also excellent in combination with Tirion Fordring and Ragnaros, Lightlord.


N'Zoth Control Paladin Card Swaps

Rallying Blade and Truesilver Champion are both interchangeable based on personal preference.

Harrison Jones, Skulking Geist, and Ivory Knight are all tech cards that can be swapped based on the current meta. Alternative tech cards to consider are Spellbreaker and Eater of Secrets.



  • 09 Feb. 2018: Guide revamped for the Kobolds and Catacombs expansion.
  • 07 Aug. 2017: Guided updated for new Icy Veins Archetype format.
  • 06 Apr. 2017: Deck updated for the Journey to Un'Goro expansion. Removed 2x Solemn Vigil, 1x Ragnaros, the Firelord, 1x Sylvannas Windrunner, 1x Humility for 2x Loot Hoarder, 2x Infested Tauren, 1x Forbidden Healing.
  • 19 Aug. 2016: -1 Justicar Trueheart, +1 Barnes
  • 12 Aug. 2016: Deck added.
Show more
Show less