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Paladin Crafting Guide

Last updated on May 31, 2018 at 06:48 by Kat 44 comments

Table of Contents

On this page, you will find a list of the most useful Common, Rare, Epic, and Legendary cards for the Paladin class, in terms of crafting. We separate cards by their rarity; Common, Rare, Epic and Legendary, but each individual card is given a rating of priority. It is important to know that a Rare or Epic card that is given a "High" or "Top" priority rating should be crafted before a Legendary with a "Medium" rating. In fact, if you have 1,600 Arcane Dust to spend, crafting 2 or 3 Epics and a handful of Rares is usually better than spending it all on a single Legendary. If a card is not mentioned, you can safely assume that it is rarely, or never, used in the Constructed meta.

You will also find a guide on how to best allocate your gold or money between the various Card packs and Adventures. This can vary greatly from class to class and has a great effect on how quickly and efficiently you can build a competitive deck.

1. Class-Specific Cards

In this section, we list the class-specific cards that are important for you as a Paladin.

1.1. Commons

  1. Righteous Protector - Priority = HIGH: Righteous Protector is a very powerful 1-drop. It has great stats for its cost and is excellent at helping protect higher value targets.
  2. Lost in the Jungle - Priority = MEDIUM: Lost in the Jungle provides multiple minions for just 1 Mana, which can be awkward for opponents to remove. It has great synergies with cards like Lightfused Stegodon and Level Up!, but even without these cards it is still strong in its own right.
  3. Hydrologist - Priority = MEDIUM: Hydrologist is a great card for most Paladin decks, that provides dynamic access to Paladin Secrets without having to put them into your deck. As the card is also a Murloc, it is an essential card for Murloc Paladin decks.
  4. Drygulch Jailor - Priority = LOW: Drygulch Jailor is a strong card for aggressive Paladin decks. It provides a total of 4 minions for a single card, resulting in excellent synergy with cards like Corridor Creeper and Lightfused Stegodon.

1.2. Rares

  1. Equality - Priority = HIGH: Equality is a crucial card that functions as Paladin's primary form of board clear. In combinations with Consecration, Wild Pyromancer, or Avenging Wrath, it can clear even the largest of boards. Control Paladin decks usually play two copies, although you can get away with one, or none, in more Midrange, or Aggro style decks.
  2. Spikeridged Steed - Priority = MEDIUM: Spikeridged Steed is a strong card that can fit in all Paladin decks. Due to the huge boost in Health, it is best when used on powerful minions, however it is still very solid when used on even the weakest minions. Despite its strength, only one copy of the card is usually necessary due to the high Mana cost.
  3. Divine Favor - Priority = MEDIUM: Divine Favor is a key card in outright Aggro Paladin decks. You rely on Divine Favor to even up the card draw, since the Mana curve in these decks is so low that you will often play out your whole hand very quickly.
  4. Unidentified Maul - Priority = MEDIUM: Unidentified Maul can provide a range of effects that are useful to aggressive Paladin, such as summoning additional minions or buffing existing ones.
  5. Aldor Peacekeeper - Priority = LOW: Aldor Peacekeeper is a strong minion both for Tempo and Control. The ability to neutralise a high attack minion to an ignorable one, or to create favourable trades for yourself is a very strong utility.
  6. Crystal Lion - Priority = LOW: Crystal Lion is very solid for a 6 Mana card and the ability to have its Mana Cost reduced with Silver Hand Recruits in play allows it to gain value in any Paladin deck.

1.3. Epics

  1. Lay on Hands - Priority = LOW: Lay on Hands is a key late-game card for Paladin, functioning both as a stabilising tool if you are running out of health, as well as a card draw engine to refill your hand with additional options.
  2. Call to Arms - Priority = LOW: Call to Arms is a powerful card. If you are able to Recruit multiple 2-Mana minions then it is almost always worth the. As the card also pulls cheap minions out of the deck, it also increases the chance of drawing more powerful and useful cards later in the game.

1.4. Legendaries

  1. Tirion Fordring - Priority = HIGH: Tirion is a crucial card in all but the most aggressive Paladin decks. It is one of the most powerful minions in the game in terms of raw value, and can easily swing a lost game back into your favour.
  2. Sunkeeper Tarim - Priority = HIGH: Sunkeeper Tarim is a strong card in all but the slowest Control Paladin decks. The effect, in combination with the minion's stats, will often allow it to defend against up to 3 opposing minions, while also potentially being able to buff any Silver Hand Recruits and other small minions you have on the board.
  3. Val'anyr - Priority = MEDIUM: Val'anyr is an excellent card that is very difficult to remove. It offers great value over time as it used many times as a weapon and a minion buff. Although it is incredibly powerful, it is an optional card to boost the strength of any Paladin deck and not essential for any archetype.

2. Neutral Cards

In this section, we list neutral cards that are always good to craft if you are playing Paladin. Note that many of these cards will be usable in a wide range of decks across multiple classes. This means that crafting these cards over class specific ones is often a good idea if you plan to play a range of classes.

2.1. Commons

  1. Tar Creeper - Priority = MEDIUM: Tar Creeper is an excellent defensive tool for its cost. It is great for slowing down Aggro decks and also protecting your own high-value minions. It is a great card to craft that is regularly used in most classes.
  2. Rockpool Hunter - Priority = MEDIUM: Rockpool Hunter is an excellent early-game card when used in combination with other cheap Murlocs available to Paladins, such as Vilefin Inquisitor and Hydrologist. However, outside of Murloc Paladin decks the card offers little value.
  3. Acolyte of Pain - Priority = LOW: Acolyte of Pain is a strong minion in Paladin to provide some card draw. When combined with Aldor Peacekeeper you can draw multiple cards off our Acolyte quite commonly. However, since there are many other solutions for card draw in Paladin, this is not a high priority.
  4. Fungalmancer - Priority = LOW: Fungalmancer is a strong card in Paladin due to the amount of 1/1 tokens you put into play. This card is also played in a wide variety of classes, and is a useful card to have in your collection.

2.2. Rares

  1. Stonehill Defender - Priority = HIGH: Stonehill Defender is an excellent card for all but the most aggressive Paladin decks. Due to class cards being significantly more likely to be offered from Discover effects, it is highly likely you will be able to get extra copies of powerful Legendary minions such as Tirion Fordring, and Sunkeeper Tarim.
  2. Wild Pyromancer - Priority = MEDIUM: Wild Pyromancer is an excellent card in Control Paladin decks, due to the full clear potential it provides in combination with Equality. However, it offers little use in more proactive decks as you will often do as much damage to your own board as your opponents.

2.3. Epics

  1. Doomsayer - Priority = MEDIUM: Doomsayer is a common card in Control Paladin decks as it helps stall the early-game against very aggressive decks. It also has strong synergy with Solemn Vigil, providing cheap card draw due to its board clear effect triggering on your turn.
  2. Gentle Megasaur - Priority = LOW: Gentle Megasaur is an excellent card for Murloc Paladin decks, however it offers little value in any other deck.
  3. Corridor Creeper - Priority = LOW: Corridor Creeper is good tempo tool. It is more commonly used in Paladin than other classes due to the ease in which cheap 1/1 minions can be generated to reduce the Cost of the card.

2.4. Legendaries

  1. Baku the Mooneater - Priority = LOW: Baku the Mooneater is an essential card used across Odd archetypes for multiple classes. This card is a high crafting priority if you wish to play Odd Paladin.

3. Gold Allocation Guide

3.1. Pack Type

The Journey to Un'Goro expansion provided many strong cards for Paladins. Cards like Rockpool Hunter, Hydrologist, Primalfin Lookout, and Gentle Megasaur add a huge boost to the Murloc Paladin archetype, while Stonehill Defender and Sunkeeper Tarim greatly bolster Paladins late-game potential. Overall the expansion is a great choice for Aggro and Control Paladin players alike.

The Knights of the Frozen Throne expansion added Righteous Protector to the Paladin toolkit, however the rest of the expansion if very underwhelming for Paladin in general.

Kobolds and Catacombs added many powerful tools to help support aggressive Paladin decks such as Call to Arms, Unidentified Maul, Drygulch Jailor, and Crystal Lion in addition to the powerful Legendary weapon, Val'anyr . The expansion is good for Paladin overall, especially for those who wish to play Aggro Paladin decks.

The Witchwood expansion is a fairly mediocre expansion for Paladin players. The most notable additions were Genn Greymane and Baku the Mooneater to enable Odd and Even archetypes. It is generally best to spend dust to craft these two key Legendaries and invest your gold elsewhere.

Overall a mix of Classic, Kobolds and Catacombs, and Un'Goro packs is best, as all sets contain many powerful cards for the class.

4. ChangeLog

  • 31 May 2018: Updated for the Witchwood expansion.
  • 02 Jan. 2018: Updated for the Kobolds and Catacombs expansion.
  • 02 May 2017: Updated for the Journey to Un'Goro expansion.
  • 21 Feb. 2017: Updated to reflect the changes in MSG meta.
  • 02 Sep. 2015: Updated to include The Grand Tournament and Blackrock Mountain cards.
  • 20 Feb. 2015: Complete overhaul in format, and update for the Goblins vs. Gnomes meta.
  • 08 Sep. 2014: Removed Tinkmaster Overspark.
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