Divine Paladin [S27]
- Last updated Sep 5, 2016 (Karazhan)
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Wild
- 18 Minions
- 8 Spells
- 4 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Aggro Paladin
- Crafting Cost: 3340
- Dust Needed: Loading Collection
- Created: 4/22/2016 (Explorers)
- Eightlimb
- Registered User
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- 10
- 26
- 60
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Battle Tag:
Eightlimb#2313
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Region:
EU
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Total Deck Rating
1135
Hi!
Make sure you check out my new decks after the Karazhan adventure!
Yogg-Saron Paladin 2.0
http://www.hearthpwn.com/decks/602899-yogg-saron-paladin-2-0
Midrange Dragon Paladin
http://www.hearthpwn.com/decks/629050-finally-midrange-dragon-paladin-karazhan
Remake 2016-05-11
Okey, after playing this deck some i remade a lot of the deck list. I just fucked the 1-drop synergie with steward and put in some 1-drop divine shield minions. this deck is a lot more consistent and it is easier to buff up your minions with rallying blade with this list.
Fool around with Sea Giant Justicar Trueheart. You could add Blood Knight, Tirion Fordring or what ever you like.
Make sure you check out my two newest decks!
Yogg-Saron & C'Thun Paladin:
http://www.hearthpwn.com/decks/586326-yogg-saron-cthun-paladin
Aggro N'Zoth Paladin:
http://www.hearthpwn.com/decks/586321-aggro-nzoth-paladin
Give it a +1 if you like it!
-Eightlimb
Love/hate with this one. Went 8-0 with it yesterday and 0-8 with it this morning.
Any substitution for Sea Giant / Blood Knight ?
Thanks for the update. I'm an FTPer, so I have to be careful how I spend my dust. Rags 2.0 worth crafting?
If you're an avid Paly player, yeah, he's a staple. I've had a lot of success in running him in midrange/anti-aggro/control decks. If you don't know if you'll stick with Paly, I'd advise just subbing in a cheaper heal card.
OK, thanks to both of you. Yes, as you probably guessed from my name and avatar I'm an avid paly player - BIg T was my first ever legend from a pack and I've been hooked on the class ever since :-)
Hey! nice deck! which card i can use instead of Keeper of Uldaman? didnt have league(
Hey man, first thanks for coming up with the list, I'm also very inspired by this archetype in new expansion, trying to have it working also.
I feel very strongly towards Competitive Spirit in this deck. Also not sure about Blood Knight, seems like anti-synergy. With such flood of big minions people tend to have lots of removals so it's likely be just polymorphed/hexed/BGHed and will just steal all Divine Shields.
I made a slightly more classic mid-range paladin and ive done insanely well with it.<snip>
Cool premise but the lack of 2 drops makes it super hard to establish early control
Try possibly cutting out the late game and playing with jugglers. They do a decent amount of work and with argent protectors they can be quite effective.
Yeah, its tooooo slow. 0-4 at 5 rank. All good combos I can use only at 7-9 mana, but for this manacost i just will not live. I must to use keys-combo-cards without combo at low mana, that live and control board.
Sry for my bad English.
How do you keep a board presence with heavy control decks?
0-5, too slow :(
Replacement for Blood Knight?
any replacements for keeper of ulduman?
Rags 2.0 worth crafting?
OK, thanks. Also, after hundreds of classic packs the RNG gods have still not graced me with even a single Blood Knight. I have yet to craft one, but perhaps now it's time?
I'm not sure what the general win condition is expected to be from this deck. Although Divine Shield is extremely valuable tempo, if you end up struggling to stay on board then you have no real way to finish the game. Blood Knight could be a potential win condition but it would require you to already have a lot of board presence anyway, in which case you're probably not going to need Blood Knight's effect to close out the game. Also, with this curve it seems like any time you have to use your hero power, you're going to REALLY suffer from it as you have no overly valuable minions from 1-4 mana. In addition, it's really spell heavy with some very expensive spells like Blessing of Kings, Seal of Champions, etc - these cards are great for trading up for value but require you to have a board presence first which the early game parts of this deck just won't reliably provide.
I kind of agree. It feels really tough to get your feet under you at the start with this deck. Sure you have the 1 drop but after that....? Presuming of course you hard mulligan for one of those in the first place.
Feels like this would work a lot better if somehow you could start the game with 4-5 mana.