Our Aggro Paladin deck list guide for the The Witchwood expansion features the most popular list for the archetype. This guide includes Mulligans, Gameplay Strategy, Card Substitutions, and Combos/Synergies!
Introduction
Aggro Paladin is actually a relatively old archetype that has been mostly driven by the power of Divine Favor. The card is exceptional against slower decks because you can risk dumping your entire hand and end up getting a full one back for a cheap cost. Back in the days when cards like Shielded Minibot and Muster for Battle were in Standard the deck saw a fair amount of play, but it would eventually be outclassed by decks that were faster and could buff entire boards rather than just single minions.
New to Kobolds and Catacombs
KAC has brought a few new interesting options to Aggro Paladin. Call to Arms is one of the early standout cards of the set and has been fit into many Paladin decks in Standard and Wild. Works great for aggro with all the cheap minions, but also works with cards like Doomsayer and Dirty Rat for control decks. Val'anyr has started to see play in aggressive lists, but it’s a bit too early to tell how necessary it is. Games are usually pretty short when you are playing this deck, and Val’anyr takes a couple of turns to really get going. The final big addition currently is Corridor Creeper. The card is likely a mainstay to any early game decks that are using cheap or token minions. It can reduce in cost FAST, especially if you start with it in your hand.
Update: Aggro Paladin (The Witchwood – April 2018)
The guide below is not up-to-date yet, however, the deck above is the currently most popular version. We will be updating the deck guide in the very near future, thank you for your patience!
Check out our List of the Best Standard Decks for Hearthstone Ladder
Is Val’anyr Required?
I have always kind of been on the fence about the new legendary weapon being in this deck. It can be very slow and at times you won’t even be able to land it on a minion because your hand will typically be empty late in the game. It’s powerful when you can pull it off but games with this deck on average end at turn 7. However, it can work really well with Leeroy Jenkins as a finisher. Leeroy will likely be one of the last minions in your hand so it is a likely target for the deathrattle and gives you very strong burst potential late in the game. If you have Val'anyr then I would play it in the deck, but if you are missing the card and are low on dust then I would just add Cobalt Scalebane instead!
Aggro Paladin Mulligan Guide and Strategy
We are looking for a fast start so Argent Squire, Righteous Protector, and Lost in the Jungle are the best 1-drop keeps. If you have a 1-drop you can also keep Acherus Veteran, Knife Juggler, and Dire Wolf Alpha. If you have a 1 and a 2-drop then you can start considering keeping Rallying Blade (especially with a Divine Shield minion or two), and if you are looking at a good curve Call to Arms is a very strong new tool that can just win you games early on.
You can absolutely consider keeping Corridor Creeper in your mulligan. This is especially the case if you have Lost in the Jungle and Southsea Deckhand because you’ll likely get the Creeper down to 3-mana in the first few turns (if 2 Recruits, Deckhand, and Patches are destroyed).
Aggro Paladin Win Rates
Winrate stats are currently unavailable for this deck at the moment!
Playย Strategy
This is a very aggressive deck so look to be pushing the board quickly. You won’t always be in a position to have the ideal start, so while it’s great to be able to have a weapon and get the charge from Southsea Deckhand it’s always better to just play something on turn 1 and also get Patches out of your deck as soon as possible. If you’re on the coin, I like to coin out a Knife Juggler and if I have it follow it up with Lost in the Jungle or a couple of 1-drops to get the extra damage.
Don’t just throw your minions on the board, you have to consider positioning with this deck. You are running Dire Wolf Alpha so always place your bigger minions to the left because your Silver Hand Recruits will always spawn on the right. When possible you’ll want to use these to trade as much as possible.
You should be expecting AOE from any type of Control deck in the mid-game so playing one minion and hero powering is a good way to preserve some of your cards. If you are expecting AOE it’s usually best to play a Divine Shield minion into it so it has a chance to survive and make it to your turn. If you are facing an AOE turn and you are going to make a trade, it’s sometimes better to just pitch in your 1/1s rather than lose a minion that could survive the trade but then die to the AOE. This is also a good strategy if you have Corridor Creeper in your hand.
Don’t put all of your buffs onto one minion. It’s generally best to spread them around unless you are trying to save a particular minion from AOE or a damage spell. I’d rather buff a 1/1 than Knife Juggler because my opponent is going to have to decide whether or not they want to leave the buffed minion up or take out the Juggler. This leaves me with one of the stronger minions rather than them just taking out my Juggler/buff all at once.
Be pretty aggressive with your weapons and taking them to the face, this is especially the case if you have another weapon in your hand.
Card Substitutions
It’s very early in the refinement process of this deck so don’t feel like you need any of the Epics or Legendaries just yet. In the early meta you can get away with a lot of variation in your aggro decks.
- Val'anyr – I’m still on the fence about if this card is even necessary for this deck. A lot of the times you aren’t even going to reach turn 6 to make this card actually useful, and even if you do you’ll have to swing it twice to get value out of it.
- Corridor Creeper – A card that is being thrown into every aggressive/midrange deck right now. Can be ridiculous if you are facing another aggro deck because the cost of this card will go down very quickly. This seems like it could be one of the stronger cards to come out of the set, but you can afford to wait a bit longer before crafting.
- Leeroy Jenkins – Very strong finisher that has seen play in multiple decks throughout the history of Hearthstone. If you like aggressive decks then he’s a pretty safe craft.
- Sunkeeper Tarim – Speaking of safe crafts, Tarim is in just about every Paladin deck in Standard and isn’t rotating out until 2019. Great card if you want to play Aggro or Midrange Paladin decks.
- Call to Arms – One of the more hyped cards coming into the release of Kobolds and Catacombs. It has been living up to it currently, so this could be a safe early craft as long as Paladin continues to have a mid-tier deck.
General Replacements
- Truesilver Champion – A bit of a slower weapon that is starting to show its age, but is still very good at taking out minions and dealing damage.
- Drygulch Jailor – This appears in some versions of this deck. It’s a bit slow but is good for giving you more minions to play and pairs well with Knife Juggler.
- Fire Fly – Good early game cards that replaces itself.
- Small-Time Recruits – You have a lot of 1-drops so this card can help you replenish your hand if your board has been cleared.
- Wolfrider – If you are really in need of budget options then Wolfrider can help push damage and even get sneaky lethals.
Combos and Synergies
Knife Juggler and Lost in the Jungle or Call to Arms are great ways to get some free knives being flung all over the place. You can also use Southsea Deckhand and Patches the Pirate for this as well.
Unidentified Maul has some pretty great options for this deck. Champion's Maul and Blessed Maul are the best, and Purifier's Maul can also be good. Sacred Maul, however, is probably the weakest but in certain situations can be helpful.
You should be thinking a turn ahead, which is especially the case with aggro decks. If you think you’ll be playing Rallying Blade the following turn then it’s usually best to play your Divine Shield minions this turn. This type of thinking also works with Sunkeeper Tarim. If you think he’s your next play, then you should focus on building your board during this turn.
Dire Wolf Alpha allows for buffing your cheap minions to either push damage or trade up against higher cost minions. You also have Acherus Veteran which can buff your weak minions even higher.
Your big comeback mechanic in this deck isย Divine Favor. If you have it in your hand early you can play a lot riskier into AOE because you know you’ll be able to draw back a hand against a control deck.
Unidentified Maul has a lot of good bonus effects for this deck:ย Purifier's Maul which gives you divine shield on all of your minions,ย Sacred Maul is the weakest for the most part and gives your minions taunt,ย Champion's Maul adds two 1/1 Silver Hand Recruits to the board, andย Blessed Maul which is likely the best (as long as you have a board) gives your minions +1 Attack.
The new Legendary weaponย Val'anyr gives you a weapon you can readily attack your opponent with each turn. If you know you are going to use the last charge try to manage your hand in a way that will cast the buff on the minion you want it to land on. Play the minions you don’t want buffed, and then go for the attack. Be careful against Priest because they not only run silence cards, but they have the newย Psychic Scream which will make you lose the weapon. If you expect they are going to play this in the next turn, it might be worth it to wait so you don’t completely lose it.
Card Omissions
Here’s a few cards that you may be wondering why they haven’t made the list.
Selfless Hero – Actually not a bad card and could easily find its way into a deck like this. It would also make for some awkward turns for your opponent once you pulled it out with Call to Arms. The problem is that it basically shares the same spot asย Acherus Veteran and Veteran is just a slightly better card. Selfless can also be pretty easily played around in the early game, while Veteran gives you better options.
Blessing of Might – This card is a bit too all-in for this deck. It has found spots in aggressive Paladin decks in the past, but with onlyย Divine Favor as a way to draw cards this would just be too costly to run and if you didn’t get multiple turns out of it would generally always mean either giving up a 2-for-1 or breaking even.
Wickerflame Burnbristle – Seems like kind of an obvious inclusion, but the stats are too weak and you really aren’t too worried about your health total. It also doesn’t synergize with Call to Arms which is a pretty big deal. Righteous Protector does just as good of a job protecting your weak minions and works with Call to Arms.
Steward of Darkshire – Very slow and doesn’t come out of the deck with Call to Arms. You don’t want a lot of minions that you can’t actively play on-curve, and this is one you can basically never play on-curve. Giving minions Divine Shields actually makes more sense in a deck that AOE buffs the board, which is why you’ll see this card in Silver Hand Recruit Paladin.
Small-Time Recruits – This card has a bit of potential, but isn’t as good as Call to Arms. This isn’t a proactive card and would force you to burn a turn doing nothing. It also could put Patches in your hand which you don’t want.
Hi! I disenchanted my corridor creeper’s after the nerf, so I was wondering when you are going to update the deck?
I saw that you briefly touched on unidentified maul but is it a better choice than the rallying blade? Argent protector and righteous protector are only ones with divine shield. Maul has a chance to summon 2 tokens, make all of your guys taunt or +1,+1 just seems like a better choice to me.
aggro paladin and murloc paladin which one will u guys choose?
Murloc Paladin is currently more successful while Aggro paladin is on the decline.
Hey peeps.
I have this exact deck. I only struggle against cube lock. Hoe can I get a spell breaker in here?
I don’t find myself using both divine favors effectively. Usually 1 good and 1 bad. Is that a ciable swap? Or just drop an archerus veteran?
Thanks in advance ๐
Also Val’anyr + Leroy is a solid finish. Would ideally like to keep it…
Are there any potential replacements for Patches + Southsea Deckhand combo? I don’t have Patches and Jenkins and am wondering if there is any way that I can make an alternative deck without them.
Argent Commander to replace Leeroy Jenkins
You should really consider adding a couple of spellbreakers to this list, it really increases the winrate against cubelock, and there is a lot of silence targets in this meta.
Yeah, I cut Val’anyr for a Spellbreaker. I must say it was the only reason I could get wins out of cubelocks that drew the combo. Val’anyr is just too slow for a deck that tries to finish off the game by turn 5-6.
Sometimes I think that it would better to cut one of the Acherus Veterans for another Spellbreaker. That would depend on how many cubelocks are in ladder.
get a life whiner.
I really suggest you DO NOT CRAFT this deck. I have experience with aggro decks and i play them just to get to legend but god damn it man this deck sucks ass. let me rectify why. This deck is op but sucks ASS in this meta. All classes play 8 turns almost hard removal in every game. You really want me to believe that this deck will win against hard removal on top or hard removal? You can be the best player in the world and at this moment you will get reckt without that sweet 100 % mulligan which happens what? 1 in 20 games? I lost 6 k dust to craft this shit when i could;ve crafted a funnier and BETTER APPARENTLY deck and actually have fun on ladder. I played 30 games with a win rate around 40 % which is way less than I expected and oh,by the way, RAZAKUS PRIEST OWNS THIS DECK AND 8/10 PLAYERS USE IT ON GOD DAMN LADDER. Just don’t guys,don’t craft this and learn from my retarded mistake.
Are you serious? I hit top 300 legend with this deck. Didn’t even break a sweat. I’ve never even played aggro before! You just don’t know how to pilot it and that’s not a reason to shit all over it.
Yeah, got my first legend ever with this deck. swapped out one acherus for a spellbreaker.
Or maybe just people that don’t have 10,000 dust to make a top tier control deck.
This deck seems… really bad. I got to rank 15 with 1 loss using Midrange hunter last season, and then to rank 10 in 2 days with a solid win loss ratio before I got too busy to play more. I messed around in casual and did even better before ranked.
I wanted to try something different this season so I made this deck. Holy crap it’s abysmal. I’m getting maybe a 30% win-rate in casual. CLEARY I’m doing something wrong, but wow this is the worst I’ve ever done with a deck. Divine favors seem actively awful in most match-ups. Granted I got 3 or 4 atrocious opening hands, (2 divine Favors, Tarim, Leeroy FML) but it seems like there’s not a single deck this is effective against, except maybe priest. I think I could do better with a basic only mage deck.
Is patches THAT important? Because other than Val’anyr that’s the only card I’m missing. I removed the Southseas because they seemed mediocre without Patches and added Spellbreakers + a Cobalt.
Patches is pretty big since the deck has a ton of ways to capitalize on wide boards with Tarim, maul, dire, etc and juggler coin pirate on 2 is a really common play to take the early board.
This deck got really popular though so the stuff that counters it (cubelock, kelerogue) are seeing a ton of play in response now.
would blood knight be good in this deck since you have a lot of divine shields and you can combo it with purifier’s maul? Blood knight also seems like a good tech card against other paladins.
Good idea but your win rate will decrease because the card is to slow…. overall it would damage the optimized mecanics.
Gratz on your first legend. If you want to get there consistently you are going to need to adapt to changing metas and not be a one trick pony.
I added the spellbreakers and I’d recommend it
With all the Cubelock and highlander priest out there the spell breakers and help
I normally save them a quite a few time spell breaker into leeroy has won me the game
Not many Pallys run it so it comes as a surprise
You’re so woke bro
I’d like to know why Unidentified Maul is in every aggro pally deck. I’m not sure which bonus effect is considered the best one and I don’t think this weapon is aggressive enough.
Furthermore, I think it is better to have more “tempo-ish” minions like Cobalt Scalebane.
Any opinion and/or suggestion?
PS: Merry Xmas to everybody!!
best bonus effect is giving your minions divine shield, then play rallying blade next.
I love the salt this deck produces after a win especially from priests and warlocks
Thanks. I enjoy playing this deck a lot.
Missing:
– 1 Patches
– 1 Call to Arms
– 1 Leeroy Jenkins
– 1 Sunkeeper
– 2 Corridor Creeper
Yeah, I know, basically the three most important legendaries, but I don’t usually play Paladin and I just got Val’anyr from a pack, so… Is it possible to try this deck by replacing those cards?
Sure, add 2 bonemare to replace the 2 late game legendaries. Cut the 2 deckhands without patches and add 2 firefly, 1 dire mole, 2 argent protector and 1 spellbreaker.
remove 2 ACHERUS VETERAN add 2 spellbreaker
I hear everyone saying this deck is so good against priest so I must be doing something wrong. I do great with this deck against every other class besides priest.
I RECOMEND THIS DECK ! i am playing this game only in toilet, and very rarly, this deck made me wanna play this game
i got from RANK 15 to rank 7 and i still winning , no looses ! THIS DECK IS AMAZING
rank 6 , am still on winning streak!
I don’t have several of the cards and could craft but am waiting for a bit. I’d be interested in what you think of these subs:
Missing: 1 Knife Juggler, 2 Corridors, Valanyr, Tarim, 1 Divine Favor, 2 Rallying Blade, 1 Unidentified Maul, 1 Call to Arms
Added:
1 Bloodsail Raider – takes advantage of the weapon to boost its attack. But I think the Knife Juggler, I probably should craft.
2 Stand against Darkness – nominally replacing the corridors, the purpose is to activate Juggler (and this is also why I should add the 2nd juggler). But also…
1 Vinecleaver – replaces Valanyr – it’s also slow, but if we’re in the late game and generate recruits, the Lightfused Stegadon can do more good work
2 Lightfused Stegadon – since there will be Silver Hand Recruits from Stand Against, Hero Power, and Lost in the Jungle, this seems to be a good idea. If they don’t clear out your recruits, you could have a big kill turn with the right adapt. Nominally, I’m replacing Tarim and one of the lower cost weapons
1 Small time recruits – sub for Divine Favor to get some cards into the hand
2 Truesilver Champ – replacing the Rallying Blades. I noted that you have only 4 Divine Shield minions, so… does the Rallying Blade’s effect add that much value?
Bolvar Fireblood – I thought perhaps this instead of one call-to-arms… the cost and total stat effect is about the same, but this guy can get buffed if the other divine shield minions are in play. Also, I opened this and would like to find a way to use it (although I don’t see other people use it… maybe I should dust it?).
—–
The effect of all this makes the deck a hybrid of yours and a Lightfused/Recruit combo. I’m just testing it out now…
I decided to craft the Corridors. Because they appear in Face Hunter and apparently some other decks and is said to be “super strong right now” and “a safe craft”…
So now I need to figure out, should I get rid of the Stand against Darkness, or the Lightfused Stegadons (all of which is meant to work together so I’m a bit torn)… or else two other cards??
Took out 1 lightfused and bolvar to make room for the 2 corridors. And scrapped the Bloodsail Raider, crafting the knife juggler so now there are 2 jugglers. I got into a game and got destroyed by someone who seems to be using your exact Aggro Paladin deck! But it’s still early days ๐
I’m not doing so well with this deck, I can’t seem to get a win streak going. I’m currently 6W 6L. The only cards I’m missing is the legendary weapon and 1 corridor. Is that’s what making the deck inconsistent? Also most of my matches, I always run out of juice. The minions are mostly 1/1 which are easily cleared. Getting divine favor or tarim in your hand is all rng based. Because if you draw them too early then they are dead cards in your hand, or if you draw them too late – well it’s too late to use.
Any advice in how I may be playing wrong?
Not sure, would have to see your gameplay. Majority of the time tho you shouldn’t run out of juice …. Just because you have a hand full of 1 drops doesnt mean you have to play them all. I typically hold onto as many as possible (esp if you are playing vs a clear heavy class) and scatter them throughout turns (unless all clear cards have been played, in which case, fill the board). A good rule when i started with this deck was one card then hero power (use at your own discretion). You will always have board pressure if you have even one silverhand in play since you have so many buff cards in your deck. Hope it helped.
I think val can be good when u combo with leeroy and deal 18 damage in 2 turns
I think that two Divine Favor is too much. It’s good to add one Spellbreaker because goes well against taunts like Dirty Rat , Tar Creeper or the worst enemy of this deck , Voidlord. But I can’t decide on which card to take out and add that one. I also think that Blessing of Might is good because it allows you to push early damage with the Argent Squires or the Protectors.
How does this deck beat a control warlock with all thier taunts and aoe?
I added one spellbreaker and got rid of one blessing of kings, use it on the Posessed Lackey or the Voidlord and pray that you can finish him fast enough.
It’s one of this decks weaker matchups, but Markz makes a good suggestion. If you’re facing the Control Warlock a lot then running a Spellbreaker isn’t a bad idea.
I have trouble with this deck as I can’t maintain board control and I usually lose with the AOE hit the board when I can’t find Tarim. I feel like all these 1/1 can’t deal enough damage to face. Do you have any recommendation ?
P/s: I dont have the legendary weapon so I substitute it with Vinecleaver
Rank 10 to 5 without losing with this deck!
Good job!
Similar run for me ๐ Love this deck!
How to properly play Acherus Veteran? Should I save her for use the battle cry for better trades? Or I shouldn’t save her and just play it cause her good value even if no trades is necessary?
Save her if you have another 1-drop, but if you are against a deck where you are going to be fighting for the board it’s best to just play her. Only keep her in your mulligan with another 1-drop.
I think that Divine Favor is really needed in this deck because sometimes I run out of steam and end up with empty hand and empty board waiting to top deck a finisher.
I just added it to the list now, you’re correct the deck needs it.
Blood knight wya?
Val’anyr is too slow for this deck.
I aggree in that Val is slow but there are matchups no matter how optimum you play that last to turn 7 and if you run Tirion, which is viable against long games and even with just this decklist: Leeroy, you buff them to a point that turns the tide if you’re losing and wins if you’re on top.
Val’anyr into Leeroy (easier to guarantee than you think) has won me countless games where the win seemed to be impossible. 18 dmg in two turns from hand. It got me to legend in fact.
Any replacement for pirates?
This deck makes Priest players cry themselves to sleep.
lol right
any replacements for Valโanyr?
Cobalt Scalebane is good.
THX again Blizzard, for allowing this crap to become top of the decks, this is just an outright lacking of design and insight of the game by development aka retard meta
“Wahhhhh I hate aggrooooooo”
I hate too aggro bblizzard need to stop that s””it meta
“Knife Juggler and Blessing of Might or Call to Arms are great ways to get some free knives being flung all over the place.”
You probably meant Lost in the Jungle there, right?
Thanks for the guide, very helpful! ๐
Yeah, that part is confusing. :thinking: you prob right
Thanks for pointing that out, should be fixed now!