Relatively Cheap Odd Paladin

Class: Paladin - Format: raven - Type: token - Season: season-52 - Style: fun

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Deck Import

Mulligans

General Mulligans

Generally, with this deck, the above six cards are all decent if you can mulligan for them. I'll point out one or two of them that I (personally) find really good against certain matchups.

Lost in the jungle is good for early tempo.

Stonehill Defender lets you get another taunt minion and even makes people wary of a potential Tarim.

Benevolent Djinn is just a clutch heal card that's saved my butt more than once.

Boisterous Bard helps keep minions on the board early.

Unidentified Maul just gives a good buff pretty much every time. Yes, it is luck based, but there is no buff that is particularly bad.

Elven Archer helps prevent a pesky minion from surviving with 1 health. I find it useful in the early game. NOTE: do not just use it to go face on turn one, it can really mess you up sometimes.

Aggro Mulligans

Against Aggro, I generally find it useful to have early pressure that my opponent has trouble getting rid of. 

The Lost in the Jungle lets you get two minions out of turn one, and they can be really threatening if not dealt with.

The Boisterous Bard can keep your minions on the field for longer so you have something to deal with their board.

The Stonehill Defender gives you a relatively early taunt, and can provide you with a second taunt on top of it.

Midrange Mulligans

Midrange bothers me, it really does. I find that getting the early taunts and minions helps me keep up with them when they get really strong.

Lost in the Jungle is early pressure.

Stonehill Defender helps you get early taunts and can give you a taunt card (from its Battlecry) that may help you sustain past your opponent.

Tar Creeper has just been helpful in this matchup for me. Maybe it's just my luck, but I'd still like to recommend it.

Combo Mulligans

When I think combo, I think Druid and Rogue (yes, I know Cubelock counts as a Combo deck but cut me some slack here).

Lost in the Jungle gives pressure that can be a pain to get rid of.

Boisterous Bard can make it harder for your minions to die early, meaning more cards have to be used against the same amount of minions to clear your board. 

Control Mulligans

Odd Paladin is a relatively fast deck, but it doesn't rush too much, meaning you can afford to play a slower game. 

Lost in the Jungle is still good here, for the same reason as always: early pressure.

Unidentified Maul may seem a bit strange, but it lets you buff your minions and gives you a weapon to remove enemy minions with.

Level Up! is not usually a good mulligan early, but if you're playing control and the game is slower, it's still viable and it's a solid card to have by turn five, ready to go. Quick tip: try to use level up if there are at least 4 Silver Hand Recruits on your board. It's just more value and honestly, with Odd Paladin, it's not too difficult to do either.

Paladin

Hello there!

My name is SkyStrike, a casual Hearthstone player. I am completely F2P, and I orient my decks towards my fellow F2P players. This is a Paladin deck which I have enjoyed using (rather successfully, might I add) for quite some time now, and I hope it helps you climb the ranks. It focuses on using the upgraded Hero Power provided by Baku the Mooneater in conjunction with many buffs and ultimately, the card Level Up!! Let me run through a few of the card choices here really quickly for you.

Why use an Elven Archer? I’ve noticed that earlier on in the game, there seems to be an abundance of minions my opponents play (e.g. Tar Creeper) that I want to get rid of, but I seem to lack 1 damage every single time. The Battlecry helps solve that issue for me, along with Blessing of Might and using Hand of Protection to keep the buffed card on the field.

I don’t have a Gluttonous Ooze, so I’ve gone ahead and used a Corrosive Sludge instead. If you do have an Ooze, I recommend subbing it in for the sludge. However, I also suggest keeping Harrison Jones in the deck instead of subbing him out too. He’s useful for card draw.

Sleepy Dragon ends up playing the role of the (totally necessary) “boss monster” of this deck. It’s the biggest taunt in the deck and just serves to be a late-game nuisance. Feel free to sub it out for Giant Mastodon 

Lastly, of course, keep the two Stonehill Defenders. This will let you get the elusive Sunkeeper Tarim in your odd deck.

What cards should not be replaced? Here are a few (some of which are obvious, but still, you never know!): Lost in the JungleStonehill DefenderHarrison JonesLevel Up!Baku the Mooneater.

With all that said, I hope I answered some of your questions. Feel free to post suggestions below (if I like any a lot, I’ll edit them in or something, we’ll see). Please give the deck a try in Play Mode (give it a game or two outside of ranked to get the hang of it first). Thanks!

Classes to watch out for:

Mage

Flamestrike likes to hard stomp this deck. Be wary!

Warlock

Hellfire and Defile bring the pain, and Lord Godfrey makes me cry when I’m playing this deck. Warlock is easily able to take care of this deck so play carefully and best of luck!

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