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 utilizes N'Zoth, the Corruptor for a huge tempo swing that many decks simply can’t overcome. Forbidden Healing can stop an Aggro deck in its tracks with up to 40 health in healing.

General Strategy

  • Utilize a lot of early game removal to ensure survivability into the mid-late game.
  • Get good value out of your early game minions, trading up with your opponent.
  • Outvalue them with expensive and powerful cards, then resummons them with N'Zoth, the Corruptor.

Counter Strategies

  • Aggro decks will try to rush you down before you can get the proper answers in place. At the very least they’ll make you use up too much of your health to stabilize.
  • Control decks, particularly Warrior, will simply develop too much of a cushion for you to actually win via attrition.

WILD DECK STANDARD DECK

Wild vs. Standard

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 Acolyte of Pain, for example); most of the Paladin's game starts on or about turn three.

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).

Mulligans

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

Always mulligan away any cards with a cost above 5.

Tech/Replacement Cards

Matchups

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Frequently Asked Questions (FAQ)

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