Rastakhan Holy Wrath Paladin (12-0 Brawliseum)

Class: Paladin - Format: raven - Type: combo - Season: season-57 - Style: tavern-brawl

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Deck Import

Mulligans

General Mulligans

This deck actually doesn't have too much it needs in early-game, ; it just needs the cards at some point. But early-game cards that are really nice are mostly card draw, particularly Crystology, which if you use it early enough is a cheaper Arcane Intellect that tutors.


Truesilver is extremely nice as one of the only throwable cards in this deck, and tends to be immensely helpful by the time you have the mana for it.

Aggro Mulligans

Against aggro, particularly Odd Paladin, Wild Pyro is a godsend, able to clear multiple boards by just existing.

Aside from the normal ones (particularly Truesilver), Consecration is also decent against most aggro decks.

In conjunction with Consecration, Bloodmage Thalnos is incredibly helpful against decks that use three-health minions, such as Secret/Spell Hunter (Secret Hunter in particular can be considered an aggro deck that runs like two late game cards to turn your game. Surviving the early game with a six-mana play of Thalnos+Consecration is one way to put the game in your favor.

Equality is a card you may want to sometimes keep when you're worried your opponent is very good at dumping big minions quickly, such as Evenlock (which isn't strictly an aggro deck? I'm too lazy to make a midrange section though)


For the most part, though, mulligans are the same as always. Card draw is of the essence.

Holy Wrath Paladin, but after playing it for a bit, I believe this list is optimal. This deck is legit – I went 12-0 with it in Brawliseum, and I’m not even good at the game.


The Basics, and the Combo


The goal of Holy Wrath Paladin (which I will shorten to Wrathadin) is to draw through your entire deck, and then Holy Wrath your opponent’s face while drawing Shirvallah, the Tiger. There are several things to be aware of, regarding the combo:

– The basic combo is Shirvallah + Baleful Banker + Holy Wrath for 25 damage. This is usually enough, if you’ve been chipping away.

– If you’re at one card left, and you’re holding two-mana card draw (e.g. Novice Engineer) and then enact your combo.

– You can actually do the combo twice, since you draw Shirvallah on the next turn, and so you can play her again + your second Banker + your second Holy Wrath.

– The purpose of Augmented Elekk is to potentially give you fifty damage in one turn, instead of separating it over two turns; 50 damage is enough to kill almost every deck, except for Odd Warriors and Boredom Shudderwocks. The first turn, you set up by playing Shirvallah, Elekk, and both Balefuls, putting four copies of Shirvallah into your deck, and the next turn you play Holy Wrath twice. If you would like to expand on fun and interactive Hearthstone, simply save one Time Out! for this turn (you have the mana for it).

– I’ve won a couple of games with the following order, when you just need to eke out that extra bit of damage and you can’t wait another turn: With one card left in the deck, play Shirvallah + Elekk + Banker, then play double Holy Wrath at face for 25 + a bit of damage. You can even play a Time Out on the same turn you set up the Wraths.

Surviving and Drawing

Aside from the combo, the deck is equipped with quite a bit of card draw. Most of it is self-explanatory. But there’s one nonobvious card draw in Lynessa Sunsorrow. Because of this, I often use Flash of Light on minions rather than my face when it doesn’t matter and I don’t think I’ll overdraw because of it.

One important thing to note: It is an option to play Shirvallah and Banker in the middle of the game. While this does mean you have one more card to draw, sometimes you need to do this to stay alive (since Shirvallah does have lifesteal, and is a minion with an effect). Similarly, you can throw away a Holy Wrath and the combo would still work, though you can’t deal more than 25 damage with it now.

Card Choices

It’s unclear why some of these cards were chosen, so I’ll mention them.

Time Out! is a great card that can sometimes make all the difference. Thijs’s iteration of Wrathadin is very similar to this, but only runs one Time Out, which I simply can’t understand.

Sunkeeper Tarim is one of Paladin’s best multipurpose tools. It can be used for pressure, preventing your opponent from advancing their own gameplan by forcing them to stop you from killing them, and can also be used as a defensive tool. To be fair, Tarim is a bit slow, but I’ve found him to be a lifesaver some of the time.

Uther of the Ebon Blade offers a solid amount of survivability as well as a hero power that can be used as pressure if necessary. I’ve never found it to be a dead card.

Acolyte of Pain, while at surface seems pretty nice, tends to be more trouble than it ends up being worth in my opinion. This deck already sometimes struggles with dumping cards so that you don’t mill anything; Acolyte just makes that problem worse.

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