Control Paladin is a deck archetype focused on using cost-efficient removal, healing, and minions with taunt to slowly wear away at opponents with less efficient decks. It trades well against many contemporary decks, with no notable obvious counters. It can struggle with certain ramp Druid variants.

Deck Composition

The core cards in Control Paladin are as follows:

1x Humility
2x Equality
1x Holy Light
2x Wild Pyromancer
1x Acolyte of Pain
2x Aldor Peacekeeper
2x Truesilver Champion
2x Consecration
2x Sludge Belcher
1x Stampeding Kodo
1x Cairne Bloodhoof
1x Sylvanas Windrunner
1x The Black Knight
1x Guardian of Kings
1x Lay on Hands
1x Tirion Fordring

These 22 cards form the basis for almost all standard Control Paladin decks. If you are missing legendaries or otherwise need replacements, your mana curve should be a fairly even spread of approximately five cards per cost from 2 to 7+ (typically higher on 4, due to the core Paladin cards). The rare cards are mandatory - specifically, you cannot play a Control Paladin style without the Equality combinations.

Variants will include combinations of cards such as:

Ironbeak Owl
Earthen Ring Farseer
Shade of Naxxramas
Harrison Jones
Faceless Manipulator

New! Several of the strong Goblins vs. Gnomes cards could also make appearances in this style:

Seal of Light
Muster for Battle
Enhance-o Mechano
Bolvar Fordragon


Playstyle, Tips, and Notes

Control Paladin requires a lot of patience and knowing how to adequately balance your Hero's health as a resource. You will often go many turns in the early game where you do nothing but use your Hero Power, if that is advisable at all (you wouldn't do so against a Control Warrior's Armorsmith or an Acolyte of Pain, for example); most of the Paladin's game starts on or about turn four.

Your objective is to build towards winning a slow battle of attrition. You do not have any out-and-out win conditions - you simply wait to beat your opponent by wearing them down one turn at a time.

Learning when to utilize Equality is key to succeeding with this deck. Too early, and you won't have answers to your opponent's mid- or late-game minions; too late, and you've put yourself in range for their lethal combinations. In general, you will use it earlier against aggressive or tempo decks that flood the board early on, and hold it against control decks that don't put meaningful threats down until later turns (like your own).


In general, you should hold good 3- and 4-drops if you see them - Acolyte of Pain, Aldor Peacekeeper, Truesilver Champion, or Consecration are good choices. If you think you'll be up against an aggro deck, such as a Zoo Warlock, keeping Wild Pyromancer can be okay, as can holding an early game Equality.

Always mulligan away any cards with a cost above 5.

Combos and Counters

There are lots of cards that play well with each other in Control Paladin:

Humility/ Aldor Peacekeeper + Stampeding Kodo
Wild Pyromancer + Equality
Equality + Consecration

You don't have a huge number of hard counters in Control Paladin. Varying with what alternative cards you use to round out the core deck and style, the only really common one is The Black Knight. Other things - running multiple taunts, having a lot of healing, etc. - give you options, but don't constitute specific hard counters (as, for example, the inclusion of something like a Big Game Hunter might).


Control Paladin works quite well against most styles of deck, trading fairly evenly (assuming good draw/mulligans) with a majority of archetypes due to its two total board clears and range of effective answers to various threats (taunts, healing, removal, etc.). Good players know not to overextend against Control Paladins, which creates the rock-paper-scissors scenario of when to correctly utilize Equality.

Ramp Druid and Midrange Shaman both have good toolkits for countering Control Paladin. If you run into decks with weapon removal ( Acidic Swamp Ooze, Harrison Jones), those can be wildly problematic for you, as that hurts your removal quite substantially.