Rastakhan Holy Wrath Paladin (12-0 Brawliseum)
Posted by: summitweiPublished: November 21, 2018Updated: October 16, 2026Dust:
8,240Rating: 1.0/5 (1 votes)
Class: PaladinFormat: StandardType: ComboStyle: Tavern Brawl
Paladin Cards (22)
Mulligan Guide
Deck Description
Holy Wrath Paladin, but after playing it for a bit, I believe this list is optimal. This deck is legit - I went 12-0 with it in Brawliseum, and I'm not even good at the game.
The basics, and the combo
The goal of Holy Wrath Paladin (which I will shorten to Wrathadin) is to draw through your entire deck, and then Holy Wrath your opponent's face while drawing Shirvallah, the Tiger. There are several things to be aware of, regarding the combo:
- The basic combo is Shirvallah + Baleful Banker + Holy Wrath for 25 damage. This is usually enough, if you've been chipping away.
- If you're at one card left, and you're holding two-mana card draw (e.g. Novice Engineer) and then enact your combo.
- You can actually do the combo twice, since you draw Shirvallah on the next turn, and so you can play her again + your second Banker + your second Holy Wrath.
- The purpose of Augmented Elekk is to potentially give you fifty damage in one turn, instead of separating it over two turns; 50 damage is enough to kill almost every deck, except for Odd Warriors and Boredom Shudderwocks. The first turn, you set up by playing Shirvallah, Elekk, and both Balefuls, putting four copies of Shirvallah into your deck, and the next turn you play Holy Wrath twice. If you would like to expand on fun and interactive Hearthstone, simply save one Time Out! for this turn (you have the mana for it).
- I've won a couple of games with the following order, when you just need to eke out that extra bit of damage and you can't wait another turn: With one card left in the deck, play Shirvallah + Elekk + Banker, then play double Holy Wrath at face for 25 + a bit of damage. You can even play a Time Out on the same turn you set up the Wraths.
Surviving and drawing
Aside from the combo, the deck is equipped with quite a bit of card draw. Most of it is self-explanatory. But there's one nonobvious card draw in Lynessa Sunsorrow. Because of this, I often use Flash of Light on minions rather than my face when it doesn't matter and I don't think I'll overdraw because of it.
One important thing to note: It is an option to play Shirvallah and Banker in the middle of the game. While this does mean you have one more card to draw, sometimes you need to do this to stay alive (since Shirvallah does have lifesteal, and is a minion with an effect). Similarly, you can throw away a Holy Wrath and the combo would still work, though you can't deal more than 25 damage with it now.
Card choices
It's unclear why some of these cards were chosen, so I'll mention them.
Time Out! is a great card that can sometimes make all the difference. Thijs's iteration of Wrathadin is very similar to this, but only runs one Time Out, which I simply can't understand.
Sunkeeper Tarim is one of Paladin's best multipurpose tools. It can be used for pressure, preventing your opponent from advancing their own gameplan by forcing them to stop you from killing them, and can also be used as a defensive tool. To be fair, Tarim is a bit slow, but I've found him to be a lifesaver some of the time.
Uther of the Ebon Blade offers a solid amount of survivability as well as a hero power that can be used as pressure if necessary. I've never found it to be a dead card.
Acolyte of Pain, while at surface seems pretty nice, tends to be more trouble than it ends up being worth in my opinion. This deck already sometimes struggles with dumping cards so that you don't mill anything; Acolyte just makes that problem worse.