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CThun & Nzoth Paladin Hybrid [Standard]

  • Last updated Jul 12, 2016 (Old Gods)
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Wild

  • 21 Minions
  • 7 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: N'Zoth Paladin
  • Crafting Cost: 14320
  • Dust Needed: Loading Collection
  • Created: 4/25/2016 (Classic Nerfs)
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  • Battle Tag:

    Eightlimb#2313

  • Region:

    EU

  • Total Deck Rating

    1135

View 26 other Decks by Eightlimb
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Hi!

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

Introduction This is a Tempo Control Hybrid Paladin deck that is build on the cord of this deck: http://www.hearthpwn.com/decks/516982-control-paladin-hybrid-standard Check it out for a more Control orientated Paladin deck! I have been working on that deck for the last couple of months and this is the WOG update on that deck list, with the addition of the C'Thun Twist. That deck have been extremely fun to play and i have had great success with it and i think this C'Thun combo will be as good and fun as its original. Since the start the main goal with that deck has been to make a sort of original tempo midrange control (hence the ”Hybrid” tag) paladin deck that is not your standard meta deck. The Stampeding Kodo has been the trademark for that deck from the start and i think it gives the deck some of its original face. So the Stampeding Kodo will stay. Even if there is better cards out there i think the kodos are a perfect exampel of the main thinking and playstyle behind the deck, removal control and tempo managment. and in this case, also a C'Thun twist!

The main line when it comes to playstyle is this (I will break it down more later in the guide). Until the late game turn 8-9 you will almost only play reactionary! (With exception for your C'thun cards!) Let your opponent play what ever threat or board presence card they want and just totally nullify it! Your midgame removing/tech minions will remove your opponents minions and at the same time give you tempo control and board presence back to you. Then in the late game you will start to drop your big threats until they run out of answers and you get the W!

Your C'thun cards just gives you a decent curve and board presence, but there main goal is just to push your C'Thun to 10+ attack to trigger your Twin Emperor Vek'lor and C'Thun is another lategame threat.

1-4 Drops:
Use your C'thun cards to get some board presence and manage your opponents earliegame! Use Aldor Peacekeeper, Humility, Truesilver Champion or even drop a Consecration to stabilize and manage the board. When going up agains a slower opponent keep playing reactionary. Do not hesitate to just hero power pass if you can not find any good value plays or have a C'thun card to play. To Conclude! Keep nullifying, avoid earlie face damage and start buffing your C'Thun.

5-7 Drops:
This is where you go from reactionary nullifying to reactionary removing your opponents threats and at the same time taking control over the board and tempo. In most matches I find that cards like Stampeding Kodo, Harrison Jones, The Black Knight and Big Game Hunter  gives you control over the board and at the same time posing a big enough threat that your opponent often needs to start to use removals, not to fall to much behind. If that is the case, it is perfect because it will leave the lategame wide open for you to grab! To Conclude! This is the stage in the game where you crush your opponent and sort of winns the game. The lategame is where you seal it, but this is where the work is done. As long as you got 5-7 drop answers (or Humility, Aldor Peacekeeper) in your hand, dont rush to the lategame. Keep smashing down you opponent until you got good control and can drop you lategame minions so they are posing a threat. Here is where you switch your play style from defensively to offensively.

8-9 Drops:
By this time hopefully your midgame has triggerd some removals from your opponent which will give your big minions some space to work with! A perfect setup is to dish out Ragnaros, Lightlord at turn 8, give yourself 8 health and trigger a big removal in the first round or two and after that just keep pushing with Twin Emperor Vek'lorTirion Fordring, Arch-Thief Rafaam and C'Thun until you get the W!


Fillers:
In the original deck some filler cards. In this deck we dont... The C'thun cards comes with the cost of some lost control cards and some of those filler cards. Check out the original to see what cards you are missing in this deck. http://www.hearthpwn.com/decks/516982-control-paladin-hybrid-standard

Possible card swaps: 
Sylvanas Windrunner is one card that you can change to anything you think is missing or suits your needs better.
Enter the Coliseum is a perfect option if you are missing any of the control legendarys.
Ragnaros the Firelord is a good option if you are missing Arch-Thief Rafaam or Ragnaros, Lightlord.

Mulligan:
I will not break this down to much…

Always mulligan for or save Disciple of C'Thun, Beckoner of Evil and Aldor Peacekeeper. Consider saving Humility.

Agains Warrior, Mage and Rouge always save Truesilver Champion.

Agains Druid always save The Black Knight and Humility

Agains Paladin, Shaman and Hunter always keep Consecration or Wild Pyromancer -> Equality combo.

Give this a +1 if you like this! I hope you guys have enjoyed this and find the guide helping and clarifying. Try this deck out for some new fun and original game play which you dont find in the popular meta deck, and make sure to check out the original deck in the above links. Please leave a comment on thouths or feedback and make sure to check out my other decks!

-Eightlimb