Midrange Pally

Class: Paladin - Format: mammoth - Type: midrange - Season: season-41 - Style: ladder

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Deck Import

Mulligans

General Mulligans

These are some of the best cards in the deck to start out with, simply because of how potent they are on the board. Doomsayer works in every matchup because you need to draw out the game in order to win, which is exactly what it's designed to do. Stonehill defender is free value on a 1/4 taunt, which is never a bad thing. With it you can go into late game or kill off an aggro deck with ease. Finally, while corpsetaker is at 1 in the deck right now, it's still a great card to have. It can be replaced with a peacekeeper or a righteous protector.



Aggro Mulligans

Mulligan for any of your low cost taunt cards or a doomsayer, and a desperate stand. If they cant deal with the taunts early on, they have to essentially get through two of them with desperate stand. Also, desperate stand on a doomsayer saves you from one more damage and threatens to stall the game for two turns if the original one goes off.

Midrange Mulligans

Midrange is an interesting matchup. You want to be playing on tempo as much as possible in the matchup, which if you do, you'll win immediately. Righteous protector, stonehill defender, and doomsayer are all here to draw out the game and make sure you survive long enough to see your combo go off. Then collect your combo pieces and go for the W.

Combo Mulligans

Against combo you need to be getting as many bodies as possible. Fill up your board ASAP and try to get as much damage in (preferably 30 or more) before they get their combo. Also try to go for a skulking geist if their combo pieces revolve around 1 drop spells.

Control Mulligans

Against control, you need to be preparing for the late game on turn 1. You will have more heal than them with forbidden healing giving you 20 health, and with your truesilver champion trading into their minions for free. That said, having a doomsayer to stop their tempo is incredibly strong. Getting an equality threatens trading one of their bigger minions with one of your hero power guys. Stonehill gives you a body and gives you cards for the late game, and the black knight is for their massive taunts.

Quite simply, the goal of this deck is to outvalue the crap out of your opponent. Putting a bonemare or a spikeridged steed on a skelemancer basically wins you the game with how much stats you get off of it. If they polymorph or hex, then you’ll still have your bonemare or a tiron/lich king to play next turn. Not only this, but with desperate stand being a card, you can revive your skelemancer and reset the combo. Finally, skulking geist and the black knight are tech cards. Skulking giest because it’s great against jade and evolve, both of which are probably going to see play, along with some other decks that run 1 cost spells, and black knight because everyone will be running the lich king and frankly, paladins don’t really have much single target removal. With that said, the rest is pretty much self-explanatory.  Enjoy!

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