Secret Pirate Paladin

Class: Paladin - Format: dragon - Type: aggro - Season: season-64 - Style: ladder

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Deck Import

Mulligans

General Mulligans

  • You should never keep any secret in your hand if you don't have either a Secretkeeper or a Sunreaver Spy alongside it!
  • If you have a Secretkeeper, keep a single copy of each secret you are being offered!
  • Keep only one secret if you have a Sunreaver Spy, unless you are going second and have a Noble Sacrifice (Which you should toss)!
  • Consider tossing Southsea Deckhand against Mages, Rogues and Druids!
  • Only keep Bellringer Sentry if you are going second or if you have something to play on turn 1 and 2!

Aggro Mulligans

  • Keep Secretkeeper, Southsea Deckhand, Mysterious Blade and Sunreaver Spy regardless of whether you have a secret!
  • Only keep one secret if you have Mysterious Blade and/or Sunreaver Spy, but keep all secrets if you have a Secretkeeper!
  • Only keep Dread Corsair if you have Mysterious Blade; that way you can play it as early as turn 2 (With The Coin) if you have a secret.

Control Mulligans

  • Getting on the board early is a must against Control decks; you should be looking for Secretkeeper, Southsea Deckhand and Sunreaver Spy!
  • keep Bellringer Sentry and Subject 9, but don't neglect having a solid opener.

Secret Paladin is a naturally aggressive archetype. What else is aggressive? Correct! Weapons and pirates! Now, what happens if you add some targeted card draw into the mix?

The answer is: Secret Pirate Paladin!

An insanely aggressive, tempo-based deck that allows for crazy Combos and extreme pressure. Ever dreamt of sending an 8/7 with Charge towards your opponent’s face on Turn 5 after having secured your board with a Taunt whilst playing a weapon on the previous turn?

Playstyle:

Aggression, aggression and more aggression, all the while you’re securing your board with the help of your secrets, your weapons and your two copies of Dread Corsair. At the same time, your minions get bigger and bigger, thanks to the inherent effect of Secretkeeper and Sunreaver Spy, but even more so through Call to Adventure and Blessing of Kings.

Get on the board early with a Secretkeeper, Southsea Deckhand or Sunreaver Spy and start messing with your opponent by protecting your minions with secrets. As the game progresses, your minions will grow bigger in size and with the help of your weapons you can bury your opponent in a barrage of attacks before they have the Mana to effectively clear your board or play a big Taunt (But even if they do, your Spellbreaker will take care of it!)

You may ask: “Where is Redemption?”

Redemption is a value-oriented secret. However, in a deck that aims to buff up minions and to be highly aggressive, getting a 1/1, 2/1 or 3/1 back does not provide a whole lot of value, neither does it give a lot of Tempo.

With the exception of Hidden Wisdom, all secrets aim to protect your minions. Especially Noble Sacrifice in combination with Autodefense Matrix allows for the attacked minion to keep the Divine Shield, while your trusty “Get down!” absorbs the hit.

What is better than a 1/2 Secretkeeper? Correct! A 3/4 Secretkeeper.

What is better than a 2/1 Southsea Deckhand that has Charge if you have a weapon equipped? Correct! A 4/3 Southsea Deckhand with Charge that can turn into an 8/7 with Charge for only 5 Mana if you have Blessing of Kings in your hand!

What is better than a 2/3 Sunreaver Spy that can turn into a 3/4? Correct! Pretty much a Chillwind Yeti that can turn into a 5/6 Sunreaver Spy!

With less and less people playing Acidic Swamp Ooze it actually feels comparatively safe to play weapons again – Especially if it means getting a cheap or even free 3/3 Taunt! Later on in a match, Captain Greenskin can provide excellent additional damage by giving you one extra weapon charge!

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