Our Silver Hand Recruit deck list guide for the Kobolds and Catacombs expansion features the best list for this new archetype. This Silver Hand Recruit Paladin guide includes Mulligans, Gameplay Strategy, Card Substitutions, and Combos/Synergies!
Introduction to Silver Hand Recruit Paladin
Believe it or not this isn’t that new of an archetype. Recruit Paladin (Dude Paladin), as it is known in Wild, has been a pretty popular deck and among one of the top tier decks in the lesser played format. Shielded Minibot, Muster for Battle, and Quartermaster make for a pretty potent list in Wild. These cards were also heavily involved in the class Midrange Paladin decks that frequented the ladder in early Hearthstone history. The deck will likely get even stronger in Wild now that it got some new pieces in Kobolds and Catacombs. Kobolds has also made this a bit confusing with the addition of the Recruit keyword, which is why we’ve opted to label it as Silver Hand Recruit Paladin rather than just Recruit.
New to Kobolds and Catacombs
Kobolds has brought a lot of potential support for this style of deck. Drygulch Jailor gives you three recruits in your hand, which allows you to combine them more easily with your minions that can take advantage of this. Unidentified Maul has a lot of good bonus options that work well with this deck, and Crystal Lion can be easily brought down in cost with the synergies of this deck. Corridor Creeper of course fits in a deck with a lot of small minions, and the big powerhouse that’s looking like one of the best Recruit cards is Call to Arms. You have a lot of 1 to 2-drop minions which by pulling them out synergizes with Knight Juggler and Steward of Darkshire.
Update: Silver Hand Recruit Paladin (January 2018)
Deck has really largely stayed the same, but the popularity has gone down significantly. Both Aggro and Murloc Paladin are much more popular, but this deck is a lot of fun if you aren’t worried about playing top meta decks.
Silver Hand Recruit Paladin Mulligan Guide and Strategy
Lost in the Jungle and Righteous Protector are your must keeps. If you have one of these you can keep Drygulch Jailor which can help give you some firepower, and Loot Hoarder isn’t a bad cycle card. If you have a 1-drop you can keep Rallying Blade which can get you some buffs, but mostly you play it to control the board. You actually want to keep Call to Arms which, while a higher cost card, is so good that it jumps you right back into the game. Corridor Creeper is another card you should keep, it combines really well with Lost in the Jungle and Drygulch Jailor and the earlier you have it in your hand the faster it become 0-cost.
Do not keep Dirty Rat! You always want him to come out with Call to Arms as a card that helps protect your face. If your hand is really good you can keep Knife Juggler but he’s ultimately kind of awkward to play early because he’s pretty easily removed and not guaranteed to get any value.
Silver Hand Recruit Paladin Play Strategy
This is more of a midrange deck, so while you shouldn’t wait forever to execute combos, a lot of the strength comes from the synergies of the cards. You actually really want to hold onto your Silver Hand Recruits because you have a lot of buffs and cards that are helped by them. When you are doing your trades, try to hold onto them as much as possible if you have something in your hand that requires them to be on the board.
Steward of Darkshire in particular is a card that you really don’t want to be throwing on the table with nothing behind it. It gets targeted immediately for removal, so unless you are against an ultra aggressive deck and you are trying to survive you should wait until you can at least get a bit of value from it.
Be very aware of how many Recruits you have on the board when you are considering playing Crystal Lion. This may sound obvious, but factor into your turn whether or not you are going to need the cost reduction before you start trading. You can also consider if you can hero power and then still play the card. There’s a lot of ways to squeeze in another minion or hero power if you can reduce the Lion to 0-mana.
Against aggressive decks you can be a bit more liberal with your usage of Equality. You are mostly just trying to survive so you can stabilize, but if they’ve got a strong minion on the board then it’s worth just taking it out than sitting on the Equality and dying before you can use it. Against more control based decks, you’ll have to judge whether or not they’ll have another problematic minion before you can finish them off. Always remember to Equality and THEN buff your minions if you are doing that on the same turn. That or play Equality, play Crystal Lion for example, and them make your trades.
Control decks offer a pretty significant problem due to their access to AOE. This means you’ll want to not go all-in on your first minion push if you think they have AOE. Try to push enough to force out a reaction, and once they’ve done that you can hopefully safely look to be aggressive.
Silver Hand Recruit Paladin Card Substitutions
- Dirty Rat – I wouldn’t call this a necessary inclusion, but it’s really strong when pulled by Call to Arms.
- Call to Arms – I wouldn’t play this deck without them. It’s a lot of why this deck is able to exist currently.
- Level Up! – Solid 1-of card, but you could potentially live without it. You could try a second Stand Against Darkness.
- Corridor Creeper – You are going to want to craft these as soon as possible because they’ll help with this deck immensely. Bittertide Hydra might work if you happen to have them, but these are a really safe craft at the moment.
In general, you can play with the ratios of 1-of cards in the deck if you are missing a card or two, but I wouldn’t run more than one Dirty Rat or Level Up.
- Spikeridged Steed – Strong Paladin buff card, but doesn’t necessarily work with the synergy of the deck. It’s still very good, so if you need to replace a card this is a good option.
- Bonemare – The undead horsey is just a good card to be thrown in just about any midrange deck and it’s a common so it’s very cheap!
- Dire Wolf Alpha – Has pretty obvious synergy with all of the small minions in your deck and pops out with Call to Arms.
- Selfless Hero – Works great with Call to Arms and would be a solid inclusion in this deck.
- Smuggler's Run – Lots of minions in this deck that could use a buff, and this would be a pretty nice combo with Drygulch Jailor!
- Tirion Fordring – Kind of slow for this deck, but if you were maybe missing Vinecleaver it’s hard to deny that Tirion wouldn’t be good in the spot if you happen to have him.
Silver Hand Recruit Paladin Combos and Synergies
Knife Juggler does a lot of work in this deck, and this is especially the case with Call to Arms because it’ll throw knives if you have it on the board or if it comes out onto the board.
Lost in the Jungle, Drygulch Jailor, Vinecleaver, and Stand Against Darkness all generate you Silver Hand Recruits which synergize with Lightfused Stegodon, Level Up!, and Crystal Lion. If you are later in the game and can afford to wait, try saving some of these so they can be used together.
Crystal Lion synergizes with a lot of what this deck does, just remember you can reduce the cost of it by two when playing Lost in the Jungle, or you can make it a 1-cost minion with one Stand Against Darkness.