Mulligans
The recent nerf to Call to Arms has hit the Paladins pretty hard as it has been one the most meta cards since the day it came out. Most people believe paladin is pretty dead now but I believe that this deck can bring paladin back from the dead. So how do you play Control Paladin? Well basically like any other control deck! control the board and make positive trades and then out-value your opponent in the late game. I’ve had a decent win rate with this deck around rank 5 (60%) and seek to make this deck better as I continue to experiment.
Cards
- Amani Berserker: A really good 2-drop at the moment that you can gain value from when trading. However, its main purpose is to be pulled from Call to Arms.
- Equality: In this deck for reducing bigger threats and also to combo with Wild Pyromancer, and Consecration.
- Rebuke: A really overhyped card for the Witchwood that hasn’t seen play in any decks at all. However, if you play smart you can really stop your opponents from executing their plans. Ex: you have a full board and you play Rebuke. Now your opponent can’t use board clears such as Physic Scream or Twisting Nether.
- Sound the Bells!: In this deck to pair with Lynessa Sunsorrow to make an alternate win condition. However, it also pairs very nicely with Vicious Scalehide to get a lot of healing.
- Vicious Scalehide: A good 2-drop that synergizes with Sound the Bells! and Call to Arms.
- Wild Pyromancer: Good at clearing boards with cards like Equality and Sound the Bells!. Can also be pulled from Call to Arms.
- Gluttonous Ooze: No explanation necessary.
- Stonehill Defender: A good 3-drop that works really well in Paladin because of cards such as Tirion Fordring.
- Consecration: Can clear boards and can clear any board with the help of Equality.
- The Glass Knight: A great mid-range card that benefits from Vicious Scalehide and Truesilver Champion.
- Truesilver Champion: A staple paladin card that can help you gain value in the mid game and refills The Glass Knight.
- Big Game Hunter: This card has been showing up in a lot of control decks recently and for a good reason. It kills a lot of late game threats and no one ever expects it! I normally use it to kill sea giants from even Shamans.
- Call to Arms: Though it’s definitely not as good as it used to be it’s still a pretty nice card in this deck that can gain us a lot of value on turn 5.
- Muck Hunter: I’ve been experimenting a lot with this card and I believe that it can find a home in this deck. It trades positively into a lot of creatures and can gain us significant tempo.
- Spikeridged Steed: This card is really good and also combos with Lynessa Sunsorrow.
- Sunkeeper Tarim: One of the best legendaries ever printed this card can win games on its own. Everyone has played against this card so I really don’t need to explain how to use it.
- Lynessa Sunsorrow: With the edition of Sound the Bells! and Spikeridged Steed this card can get out of hand, which is why we include it! When in fatigue this card is almost impossible to deal with and is our secondary win condition (As opposed to our control game plan).
- Primordial Drake: Really good taunt minion that can clear small creatures.
- Tirion Fordring: In my opinion the best legendary in the game, this card provides a major tempo. swing that can save you from being overrun by minions is great. Just be sure to play around silence cards!
Replacement for muck hunter and glutonnoze ooze