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Paladin Crafting Guide

Last updated on Jan 02, 2018 at 16:44 by Pesty 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. Hydrologist - Priority = HIGH: 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.
  2. 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.
  3. 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 Muster for Battle, 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. Crystal Lion - Priority = HIGH: 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.
  3. 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.
  4. Aldor Peacekeeper - Priority = MEDIUM: 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.
  5. 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.
  6. 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.

1.3. Epics

  1. Call to Arms - Priority = HIGH: Call to Arms is an incredibly powerful card. Recruiting almost any 3 minions is worth the 4 Mana investment. 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.
  2. Forbidden Healing - Priority = LOW: Forbidden Healing is a flexible healing card that can potentially provide some of the largest heals in the game. For this reason it is excellent for Control Paladin decks and the potentially large heals allow for a greedier playstyle.
  3. 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.

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.
  4. Ragnaros, Lightlord - Priority = MEDIUM: Ragnaros Lightlord is a very powerful card in the right circumstances. The strong healing effect combined with the 8/8 body makes it a strong choice in any slow Paladin deck.
  5. Wickerflame Burnbristle - Priority = LOW: Wickerflame Burnbristle is a good card that can greatly slowdown aggressive decks and is a great target for buffs. Although the card is strong, it does not always have a significant impact on the game, making it better to invest dust into multiple cheaper cards on a tight budget.

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. 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.
  2. 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.

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, Wickerflame Burnbristle, 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.
  3. Defender of Argus - Priority = LOW: Defender of Argus 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.

2.3. Epics

  1. Corridor Creeper - Priority = HIGH: Corridor Creeper is an extremely powerful card that can fit into almost any deck. It greatly benefits from Paladins ability to generate large numbers of minions.
  2. 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.
  3. Gentle Megasaur - Priority = LOW: Gentle Megasaur is an excellent card for Murloc Paladin decks, however it offers little value in any other deck.

2.4. Legendaries

  1. Finja, the Flying Star - Priority = LOW: Finja is an excellent card in all Murloc decks allowing you to instantly reinforce your board with Murlocs from your deck. However, outside of Murloc Paladin decks the card sees no play.

3. Gold Allocation Guide

3.1. Pack Type

Whispers of the Old Gods added the excellent Forbidden Healing and Ragnaros, Lightlord cards to give a huge boost to Control Paladin. Aggressive Paladin decks also get some reasonable tools in the form of Selfless Hero, Rallying Blade, and Steward of Darkshire. The mix of Control and Aggro cards in the expansion makes Whispers of the Old Gods packs a good choice for any budding Paladin player.

Mean Streets of Gadgetzan offered Paladins the best of the Grimy Goons cards. Grimestreet Enforcer, Grimestreet Outfitter, Meanstreet Marshal, and Smuggler's Run are all reasonable cards and work well when played together. The only other noteworthy card in the expansion for Paladins is Wickerflame Burnbristle, making Mean Streets of Gadgetzan a very negligible expansion if you do not wish to play Grimy Goons themed decks.

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.

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

3.2. One Night in Karazhan Adventure Value

One Night in Karazhan did not offer much value for Paladin players. The only noteworthy card in the set is Ivory Knight, which can provide additional value and healing for Control Paladin decks.

4. ChangeLog

  • 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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