Mech Paladin Deck List Guide – Rise of Shadows – May 2019

Mech Paladin Deck List Guide – Rise of Shadows – May 2019

Our Mech Paladin deck list guide goes through the ins-and-outs of this powerful Paladin build for the Rise of Shadows expansion! This guide will teach you how to mulligan, pilot, and substitute cards for this archetype!

Introduction to Mech Paladin

It all started in The Boomsday Project with Kangor's Endless Army. Surely there has to be a way to build a deck around a powerful resurrection spell that brings back three Mechs and retains their Magnetic buffs as well. To be fair, yes, there have been decks built around it throughout the past year, many of them using Meat Wagon to tutor for Mechano-Egg and Carnivorous Cube to make even more eggs. Some of these decks were Legend-capable in Year of the Raven, but they were never mainstream – the power of Year of the Mammoth cards, Genn Greymane, and Baku the Mooneater kept them out of the top spots.

Ironically, while Mech Paladin lost a lot in the rotation – no more Meat Wagon for tutor and no Carnivorous Cube – its competitors lost even more, and the power of Kangor's Endless Army is more pronounced in an environment where such power cards are no longer commonplace.

There are two main ways to build Mech Paladin: control and midrange. The midrange build struggled to find the right early-game cards to complement its mech package at first, but it has now proven to be the clearly more successful archetype with the addition of the Paladin Secret package as its early game. Secret Paladin has not succeeded as an aggro deck in Rise of Shadows, but the Secret synergy cards have instead become a toolkit to help Paladin survive and not fall behind on the first turns, and they are used in multiple Paladin archetypes to pave the way for the actual win condition of the deck.

Therefore, the current Mech Paladin is a midrange Secret-Mech hybrid deck that uses the Paladin Secret synergy cards to start the game and survive until its powerful mechanical minions are ready to hit the board. Later in the game, Paladin Secrets amplify the power of the Mechs and make it very difficult for the opponent to get a foothold on the board. Mechs, buffs, and Kangor's Endless Army ultimately pressure down the opponent and win the game.

Mech Paladin Deck List

Deck Import

Check out alternative versions of this deck on our Mech Paladin archetype page!

Mech Paladin Mulligan Strategy & Guide

VS Fast Decks

Higher Priority (Keep every time)

  • Bellringer Sentry – The core early-game card in the deck: casts Secrets for you, thins them away from your deck.
  • Sunreaver SpyMysterious Blade – Early-game Secret synergy cards. Keep one Secret if you are offered these against fast decks.

Lower Priority (Keep only if certain conditions are met)

VS Slow Decks

Higher Priority (Keep every time)

  • Bellringer Sentry – The core early-game card in the deck: casts Secrets for you, thins them away from your deck.
  • Sunreaver SpyMysterious Blade – Early-game Secret synergy cards. There is no need to keep any Secrets against slow decks, you will draw some eventually.
  • Mechanical Whelp – The key Mech card in the deck.

Lower Priority (Keep only if certain conditions are met)

  • Harrison Jones – Keep against weapon classes. Note that at the time of writing this guide, Shaman rarely uses weapons. This may change as meta changes.

Mech Paladin Play Strategy

Your key considerations early in the game are about Secrets and Secret synergies.

Do you play a Secret on turn one? Consider what that Secret will accomplish. The deck mostly has no Secrets that can be activated without minions on the board, so a Secret on turn one followed by Mysterious Blade on turn two generally works, as the opponent cannot get rid of the Secret. However, if your turn two is likely to be a Hero Power, you may not want to play a Secret on turn one at all so that is does not end up wasted saving a Silver Hand Recruit. Alternatively, you may want to play the Secret, but not use the Hero Power on turn two, so that the Secret is ready and waiting for a more powerful minion on turn three.

The Secret package in the deck is limited, so you will end up using all of them much of the time, and this can mean that there will be no Secrets left to pull with Bellringer Sentry or that none will be available to buff Sunreaver Spy later in the game. You can consider holding onto a Secret in hand in order to enable the synergies, but much of the time the synergies are not that valuable later on anyway, so you can just spend all the Secrets for a more immediate effect. If you have an opportunity to play Secrets before you play Bellringer Sentry or before it dies, you may be able to affect what Secrets it pulls from the deck, as it cannot cast a Secret that is already in play.

Later on, consider the effect your Secrets have on your key minions: can you set up a board state where Mechanical Whelp or Zilliax will be the first minion to die? Redemption can get a lot done in such a case. You may even avoid using your Hero Power in some situations to ensure more value from your Secrets.

Later in the game, the emphasis moves more towards the use of Mechs and setting up good Mechs for resurrection with Kangor's Endless Army.

Annoy-o-ModuleZilliax, and Wargear all have the Magnetic ability, whereas Mechanical Whelp does not. This means that you can build your Mechs in flexible ways. Any Magnetic buffs will be retained by Kangor's Endless Army, whereas regular buffs will be gone. If a Magnetic-buffed minion is silenced, the base minion will remain, and the Magnetic buff will be lost. This can be important for resurrects, as you may want to resurrect a Zilliax over an Annoy-o-Module, for example, and you need to consider which minion Magnetizes on which minion to set up optimal resurrects. Redemption only brings back the base Mech, not the Magnetic buff.

Kangor's Endless Army resurrects three Mechs, so keep count of how many Mechs you have played in order to plan your resurrects. Any Mechs that come back from Redemption and are killed again count as two Mechs – there is no word “different” on Kangor's Endless Army. Yes, you can even resurrect three copies of Zilliax!

A rather fancy play with Zilliax is to attack and kill off your Mechanical Whelp and then Magnetize Zilliax on the resulting 7/7 Mech, turning it into a 10/9 Mech with Divine Shield, Lifesteal, and Rush, capable of attacking immediately!

VS Aggro Decks

Against aggro decks, you need your Secret synergy cards to carry you through the early game. Sunreaver Spy and Mysterious Blade can help you fight for the first turns, and Bellringer Sentry can rapidly thin your deck of Secrets while making your board difficult to remove. Consecration is vital against token decks, and Aldor Peacekeeper can help neutralize an early Edwin VanCleef.

Do not be afraid to play your Secret synergy cards even without the synergy effect when needed. If a 2/2 weapon can handle the job, it does not matter that it could have been a 3/2 weapon. Sometimes getting a 2/3 minion on the board on turn two is also more important than a 3/4 minion on turn three.

Emphasize Taunt Mechs for your eventual resurrect, and carefully consider where you want to Magnetize your Mechs: it may be better to have two Taunt minions than to have one big Taunt minion, especially if you are concerned about SapRedemption can do a lot of work with Divine Shield Taunt minions.

Generally, as the game goes on, your position against aggro decks improves. There are two main ways you can lose control of the game later on in an aggressive matchup. First, you may lose to a chunk of burst damage from hand. Remember your Taunt minions against decks capable of burst damage, such as Rogue, and try to go for a big individual heal to get you out of reach rather than small incremental healing over multiple turns. Second, you may lose to a token board that you cannot get rid of that is followed up by a burst damage turn. In token matchups, you need to pay attention to the opponent’s life total so that you can possibly finish the game when they are setting up for their burst turn.

VS Control Decks

Against control decks, you are the beatdown. The longer the game goes on, the better it is for the control deck. Your most powerful turns are in the mid-game, starting from around turn four up until around turn ten, perhaps a little longer with a good Kangor's Endless Army.

While the Secret synergy cards are still good for creating some early pressure and whack down an Acolyte of Pain or Eternium Rover, they are overall of secondary importance. Sometimes you are dealt a hand that goes face with the Secret synergy cards and Blessing of Kings, but it is the Mech power you generally want.

Bellringer Sentry is the most important Secret synergy card in control matchups, a sweet minion that creates board presence and starts to thin your deck of Secrets. Mechs will soon follow, especially Mechanical Whelp, which makes your board difficult to clear. Aim to resurrect the Mechanical Whelp if you can, because that Deathrattle is your most powerful asset against control decks.

Play around removal the best you can: buffs can take minions out of reach of Warpath or Shield Slam, and appropriate minion positioning can render Supercollider less effective. Your goal is to make your board difficult to clear in full and keep applying pressure. If you succeed in this, you will eventually overwhelm the control deck.

Be wary of transformation effects, most notably Polymorph and Hex. When you encounter decks capable of transforming your minions, you will lose some or all of the benefits of Redemption and Kangor's Endless Army. Do not go for a single huge minion in such cases.

Mech Paladin Card Substitutions

Mech Paladin includes a number of expensive Legendary cards, especially for its late game and refill. Many of them are difficult to replace, because they synergize with each other to a large extent.

  • Kangor's Endless Army is the main reason to play the deck. The deck may be able to function as a midrange deck without it, but most of the card choices are based on the resurrect potential.
  • Zilliax is a Rush Mech that also heals. It cannot be replaced effectively. You should craft it as soon as you can anyway, because it sees widespread play in several classes.
  • Countess Ashmore is a powerful card draw tool, especially because it guarantees Zilliax and does not lose a lot of tempo as it is a relatively big minion. It is not advisable to replace it in this archetype, but you may try out Acolyte of Pain.
  • Harrison Jones serves as both card draw and weapon removal. It can be replaced with a meta-appropriate tech card, such as Acidic Swamp Ooze.
  • Tirion Fordring is a powerful late-game minion. It is also another Deathrattle minion for Countess Ashmore to draw. Amani War Bear can serve as a budget replacement.
  • Commander Rhyssa can amplify the power of your secrets. However, it is by no means essential to this archetype and can be replaced. Scarlet Crusader, for example, can have synergy with your secrets. You want to avoid small Mech minions as the replacement, because they are not good with Kangor's Endless Army.
  • Hidden Wisdom sometimes gives you additional card draw. It can nonetheless be replaced with another Paladin secret, most likely a second copy of Autodefense Matrix. You want to avoid Secrets that can be triggered when you have no minions on the board.

Old Guardian

Ville "Old Guardian" Kilkku is a writer and video creator focused on analytic, educational Hearthstone, and building innovative Standard format decks. Youtube: Twitch:

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Leave a Reply


  1. Zaky
    June 6, 2019 at 2:39 pm

    I give a try for the deck, but deck suffer card draw and healing, what do u think about change blessing for two

  2. KaihatsuJai
    May 5, 2019 at 8:12 pm

    Been playing mech paladin since before GvG rotation, and it’s still a favorite because it can win against any deck.

    The wild version plays much different though. You use a lot of sticky minions that can’t be dealt with, and flood the board. Each expansion adds new cards, and it’s a hell of a lot of fun because your opponent won’t know what’s going.

  3. OldManSanns
    April 17, 2019 at 10:00 am

    Great guide. I didn’t realize that Never Surrender was intelligent enough not to trigger without minions on board–that changes a lot.

    I’m probably going to need to substitute my existing Da Undatakah for Rhyssa to minimize my crafting cost, which will slow the deck down a lot… Do you think I should substitute out some of the secrets for control-ie cards like Equality and Shrink Ray, or do you think the Secret/Sentry/Spy synergy is strong enough without her?

    • Old Guardian - Author
      April 17, 2019 at 10:08 am

      Rhyssa is by no means mandatory. She is just a good set of stats for 3 mana with an occasional upside that forces the opponent to play a bit more carefully. The synergy package is easily strong enough without her.

      The main question is what to use as a replacement. You want to maintain your mana curve, but do not want a Mech that gets resurrected, so no Nightmare Amalgam. I’ve considered Scarlet Crusader before because of the Divine Shield, or maybe one of the 3/4 minions for 3 mana, as long as it is not a Mech.

  4. MrTea
    April 17, 2019 at 6:22 am

    Thanks for the guide! Honestly, this deck is flying under the radar. I don’t run Rhyssa and I roll with two Mechano-eggs over the whelps. I like getting the win condition out a turn earlier, and since silence isn’t huge, I force my opponent to pop them once you magnetize/buff. We get two golden ones anyway!

    I literally haven’t lost to control or bomb warrior yet. Granted, I’ve only gone to like rank 4. Dad legend is good for me.