Wild OTK DK Paladin Deck List Guide - Rise of Shadows April 2019

Last updated on Apr 08, 2019 at 00:00 by Kat 2 comments

This guide contains detailed Strategy, Mulligan, and deck-building information to help you play OTK DK Paladin in The Rastakhan's Rumble expansion.

OTK DK Paladin is a deck that has been on the fringe of being a competitive deck throughout many different expansions, ever since Uther of the Ebon Blade was released. It is primarily a Control deck that uses strong Paladin removal tools to keep opponents in line while slowly drifting towards its win condition. To win the game the deck aims to summon all four Horsemen from the The Four Horsemen Hero Power. To achieve this, cards like Ancient Brewmaster are used to slowly collect all of the Horsemen in hand so that they can be played in a single turn to end the game.

The deck is not as strong as it once was following the nerfs to Equality. However, the deck can still perform at high ranks and is a great choice if you regularly see Control decks.

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Mulligan Guide

Wild OTK DK Paladin is a fast combo deck that utilises a large amount of card draw in addition to a range of stalling tools. You should look for draw tools in your Mulligan as it will allow you to naturally draw into any other cards you may need.

Call to Arms is the most important card to have and you should Mulligan aggressively for it every game. If you already have a copy of it in your hand, you can look for your draw spells, Potion of Heroism and Flash of Light.

Against Token decks like Odd Paladin, you can additionally keep a copy of Wild Pyromancer to ensure you do not get overwhelmed by 1/1s.

Against Control decks, you can also keep Uther of the Ebon Blade to ensure you can rush toward you combo as quickly as possible.

Strategy

In the early game, you should look to play any early minions you have, like Righteous Protector, Loot Hoarder, and Bloodmage Thalnos. However, you should avoid playing Wild Pyromancer as it is a key card if you need to clear the board later in the game.

Moving into the mid game, you can optionally choose to use Truesilver Champion if your opponent's board is beginning to get out of hand. If you have not drawn it or against passive opponents, you can continue cycling through your deck using Potion of Heroism and Flash of Light. Against opponents that you do not expect to put on much pressure, such as other combo decks, you should use your Flash of Light on one of your minions rather than your own Hero. This will allow you to draw an additional card from Lynessa Sunsorrow later in the game.

Going into Turn 5, you will almost always want to play Call to Arms. The tempo generated by the card is reason enough to play it, however, it is a great tool for thinning your deck and improving your draws overall for the future. In addition to thinning your deck, it will often draw Loot Hoarders and Bloodmage Thalnos to provide even more card draw. Although it is unlikely, you should make sure have enough space in your hand to prevent overdrawing if you do pull multiple card draw minions out of your deck.

From turns 6 through 8, you should try to play any copies of Spikeridged Steed from your hand on any of your minions you are able to. As it is such a clunky card, it is important to prioritise getting it out of your hand to synergise with Lynessa Sunsorrow and Shirvallah, the Tiger. The effect of the Steed will naturally provide enough of a wall to stall the game enough to continue assembling your combo.

Lynessa Sunsorrow is a deceptively useful card that goes a long way toward drawing into your final combo. Not only will it gain all copies of Spikeridged Steed cast to greatly stall opponents, it will also receive all copies of Flash of Light and Potion of Heroism that you have cast on your own minions, including their card draw effects. Because of the card draw, you should try to keep note of which spells have been cast to ensure you do not overdraw with Lynessa.

One of the most recent additions to the deck, Time Out!, is one of the most important tools to survive long enough for your final combo. In most games, you will want to save Time Out! for your final few turns, once you are no longer able to stall your opponent on the board. This is also very useful against other combo decks aiming to kill you around the same time. However, in some scenarios, it can also be used much earlier in the game. Against aggressive opponents that assemble a large board presence, using Time Out! in the mid game can stall a turn and give your opponent an additional turn to commit to the board before using your board clears.

Heading into the late game, your aim should be to play Uther of the Ebon Blade as soon as possible. The reasons for doing so are twofold. Against Aggro decks, playing Uther is often enough to win the game, the 5 Armor combined with the Grave Vengeance provides a large amount of healing and Control that Aggro cannot recover from. Against slower decks, Uther early allows you to start using The Four Horsemen Hero Power as soon as possible as part of your win condition.

The primary win condition for the deck is to assemble The Four Horsemen to win the game. While this may seem like an impossible task, the deck has many tools to help with this which require correct usage. The slowest and most consistent way to achieve this goal is to use Ancient Brewmaster and Zola the Gorgon to add copies of each Horseman to your hand after you summon them. When doing this you should take note of which ones you have in hand so that you do not accidental create duplicates. When you have 3 different Horsemen in hand, you can play all 3 and Hero Power to win the game, ensuring you use your Hero Power last to prevent you from summoning a Horseman you already have in your hand. If at any point you summon a Horseman and your opponent fails to immediately kill it, your win condition becomes much easier to achieve.

Card Swaps

The deck is quite flexible overall outside of key cards like Uther of the Ebon Blade, Ancient Brewmaster, and Zola the Gorgon. However, it should be noted that Youthful Brewmasters cannot reliably be added to the deck due to the use of Call to Arms.

You can try adding additional 2-Cost minions like Plated Beetle to ensure more consistency with your second copy of Call to Arms.

If you are struggling against aggressive opponents, Shrink Ray can be included as an additional tool to control the board.

Quick Tips and Tricks

  • Remember to play your Horsemen before using your Hero Power when closing out the game.
  • Check that you do not already have a copy of a horseman in your hand before you use Ancient Brewmaster or Zola the Gorgon before it.
  • Try and use your other removal tools before resorting to using Shrink Ray.
  • Using Flash of Light on a minion rather than your Hero will allow an additional card draw from Lynessa Sunsorrow.
  • Use Call to Arms as soon as possible to improve your draws overall.

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Changelog

  • 08 Apr. 2019: Deck has been moved to Wild for the year of the Dragon.
  • 03 Mar. 2019: Deck has been updated for the March play season. Removed 2x Equality for 2x Shrink Ray.
  • 06 Feb. 2019: Deck has been reviewed following the February balance patch.
  • 01 Jan. 2019: Deck has been reviewed for the January play season.
  • 08 Dec. 2018: Deck updated for the Rastakhan's Rumble expansion. Removed 1x Prismatic Lens, 1x Aldor Peacekeeper, 1x Bladwald Pixie, 2x Stonehill Defender, 2x Giggling Inventor, 1x Sunkeeper Tarim, 1x Shrink Ray for 2x Flash of Light, 2x Potion of Heroism, 1x Time Out!, 2x Spikeridge Steed, 1x Lynessa Sunsorrow, 1x Shirvallah, the Tiger.
  • 01 Oct. 2018: Deck added.
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