Which cards for a wild Control Paladin?
Submitted 4 years, 8 months ago by
trevinon
I've been working on making a control paladin deck in wild. I have decent deck in theory and am working to craft the cards for it. My question is which ones should I craft first or not at all? And are there any better options.
The list of cards I'm looking to craft are:
- Corsps Taker
- Coghammer
- Edric the Pure
- Forbidden Healing
- Enter the Coliseum
Thank you for any help.https://outof.cards/hearthstone/decks/15072-wild-grind-single-paladin
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I've been working on making a control paladin deck in wild. I have decent deck in theory and am working to craft the cards for it. My question is which ones should I craft first or not at all? And are there any better options.
The list of cards I'm looking to craft are:
Thank you for any help.https://outof.cards/hearthstone/decks/15072-wild-grind-single-paladin
Personally, I don't think Paladin has the tools for a viable control variant, and that's coming from someone who tends to make a control/value everything. In face of Bloodreaver Guldans, N'Zoths, Shadowreaper Anduins, Resurrect Priests, Shudderwock Shamans...Paladin really does not have much to offer. There are essentially four routes I think might be worth considering, but none of these will play out as your classic control/value deck.
1) Mech Paladin with Kangor's Endless Army. This is about as close to a good N'Zoth effect as Paladin can get. Alternatively, the deck can go the route of the Making Mummies quest to keep duplicating Mechano Eggs or Mechanical Whelps, but that goes somewhat against the Endless Army gameplan.
2) Buff Paladin. This is more of a midrange option that lays down early, hard-to-remove minions like Righteous Protector or Argent Squire and then turns them into monsters through Librams, Hand of A'dal, Blessing of Kings, Spikeridge Steed etc. Most of the time the deck will try to end the game early by quickly pushing damage, but if that does not pan out, it can switch to a slower value plan with Lady Liadrin giving you another go on all your powerful buffs such as Libram of Hope, and Lynessa Sunsorrow becoming a huge monster with several Steed deathrattles and Libram of Hope summons generating a sturdy board. Can also be played as Pure Paladin.
3) Murloc OTK Paladin. Generally plays a control gameplan and tries to only land several key murlocs: Ol' Murkeye, Bluegill Warrior and Murloc Warleader, then revives them all, twice, with Anyfin Can Happen for an instant kill.
4) Uther OTK Paladin. Plays a control, draw and survival gameplan similar to the Murloc OTK, but instead OTKs with Uther of the Ebon Blade using Youthful Brewmasters to bounce 2 different Knights from the hero power, then finishes off with Garrison Commander for the remaining two.
Personally only have experience with the Buff Paladin and Uther OTK variants and neither of these play the control/value plan. The only card any of these use from what you listed is Forbidden Healing in the Uther OTK. Coghammer is much better for aggressive/tempo decks, Corpsetaker swings more towards the midrange. Eadric the Pure is more like Eadric the Poor and Enter the Coliseum is generally not used due to Equality, Shrink Ray and now Libram of Justice offering a more reliable board clear.
Thank you for your response. I have found that having consistent face works pretty well as a late game plan but I don't have that much experience with a lot of the cards before ungoro. I've played with kangors and making mummy but they really die early and are not consistent late.
You are probably right about the midgame cards. I figured they'd be helpful in getting to the necessary removals around 6 or 7.
Thanks again for the opinion and I'll let you know if I can get the deck to work.
I'm not a paladin player, but I think that the meta is just too fast for a normal paladin control or even combo build. Quest mage cycles through its deck faster than you and you can't time the Time Out!s consistently enough. As a Quest Priest I manage to beat that deck with taunts, but if a paladin tries to make an N'zoth deck, it will get crushed by the value of other strong control(ish) decks like Cubelock, Jade Druid.
So the current environment is not optimal for a control build like IMarcusl said. Btw that user made a really good list, I must admit. I would like to add, that the new Uther OTK decklist runs A quest, just so you get coins from the 3/2s and a better body from the explorers in comparison to the Novice Engineers.
I have an Exodia list that runs Beardo, Thaurissan and 1-cost mana spells. It's faster and more reliable than the ones with pandas to bounce the cavaliers. It can win against other controlly decks and even some aggro, when you draw well (Shirvallah + Uther weapon = almost Reno). I'll post the list soon, very fun to play and cheap.
The Beardo variant is indeed faster, the reason I switched to the Panda variant personally after months of playing the deck was that the Beardo version folds to Skulking Geist (Jade Druid is currently T1), gets halted by Loatheb and above all, it needs to have all its numerous pieces ready in hand for Thaurissan. Very, very often, at least one of the pieces gets stuck somewhere deep in the deck and then you have to draw it, set up with Thaurissan and then execute it. In the Panda version, if all you're missing is the Garrison Commander, you can execute the combo the instant you draw it and generally, the Panda variant can just play out its combo pieces as it goes along and spends less time treading water. I've found that having to hold the pieces for the Thaurissan tick often prevented me from actually drawing through my deck due to hand size issues.
As for the quest, I'd generally advise against it. Starting hand is important and Novice Engineer goes very nicely together with Crystology. I'd go so far as to disagree that Quest Mage draws through its deck faster. Between Crystology, Novice Engineer, Acolyte, Solemn Vigil, Thalnos and Flash of Light, I've frequently outdrawn Star Aligner Druids back in the day. As in, I was nearing fatigue by turn 9.
For illustration, here are the two Paladin lists I run:
Buff Paladin
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Uther OTK Paladin
AAEBAZ8FBu0F+wzVE4quAo7TAv37AgycAp8D3AP0Bc8G9gfiEePLAoT8Atn+As+GA+yGAwA=
If the quest version is bad, as you say, then that might be the case. I saw it on Roffle's channel and thought it was an improvement over the others, because you could get coins consistently and not risk losing your cheap spells (secrets) to Skulking Geist. But you play as a paladin, so you know better.
Anyway, I have to agree with you about the synergies between Novice Engineer and Crystology. That interaction is indeed very strong and more beneficial than the extra 1/2 stats on the engineers. But regarding the q mage's card cycling to an Exodia paladin - I dunno, man. I can honestly see how they freeze your acolytes and deny you from making trades, at least for a period of time (or you could use pyro). If they get Stargazer Luna and an apprentice, they can go off.
Man, I miss the old Healadin days; I even tried a version a couple of months ago with Pearl Spellstone and Zandalari Templar, but it just doesn't work anymore :/