Our Aggro Paladin deck guide features the best deck list for the new Kobolds and Catacombs meta, with Mulligan advice, strategy tips, card combos and synergies.
Aggro Paladin is a Hearthstone deck type that specialises in getting minor minions out onto the board nice and quickly, before buffing them up into game-winning powerhouses. In the Kobolds and Catacombs expansion the emphasis is very much on the Divine Shield mechanic, which allows your minions to attack without taking damage, and so live to fight at least one other day!
In our Aggro Paladin guide we've highlighted a pretty well established version of this deck,and also outlined some of the strategy involved behind playing it. We also run you through the new cards that power this deck list, provide a few tips for making it through the Mulligan stage, then highlight all of the many combos and synergies that you can use to destroy your opponent.
Struggling with any aspect of this deck? Let us know what's tripping you up in the comments and we'll do our best to help you out!
KOBOLDS AND CATACOMBS UPDATE #3
We've now got an improved version of Aggro Paladin that's currently seeing a lot of play in the Kobolds and Catacombs meta. We'll continue checking this archetype for developments and will continue updating our guide throughout the launch window.
Aggro Paladin deck list and strategy
Here's a version of Aggro Paladin that's starting to prove popular in the new meta. The creator of this deck is unknown.
|2 x Lost in the Jungle||2 x Acherus Veteran|
|2 x Righteous Protector||2 x Argent Squire|
|2 x Drygulch Jailor||1 x Patches the Pirate|
|2 x Divine Favor||2 x Southsea Deckhand|
|2 x Rallying Blade||2 x Dire Wolf Alpha|
|2 x Unidentified Maul||2 x Knife Juggler|
|2 x Blessing of Kings||1 x Leeroy Jenkins|
|2 x Call to Arms|
|1 x Sunkeeper Tarim|
|1 x Val'anyr|
Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.
Deck Import ID: AAECAZ8FBK8EkbwCucECt+kCDacF1AX1Ba8H2QexCNmuArjHAuPLApXOAvjSAtblArfnAgA=
You'll find the bulk of our advice for playing Aggro Paladin in the tips and combos section towards the bottom of this page. Once you've a solid understanding of the many synergies that exist in this deck, you'll have much of the information you need for taking it to the ladder.
We will outline a few important points right here though.
- As an aggro deck it is absolutely vital that you get an early presence on the board so you can start applying pressure immediately.
- With that said, it's still important that you make any value trades against the opponent's minions which will ultimately leave you in charge of the board.
- Keep doing the maths about the damage potential in your hand, as you must choose the right moment to switch all of your damage to the opponent's health pool. If you have lots of slow answers in your hand, keep controlling a little. If you've nothing but damage output though, push to the finishing line and let the opponent worry about the board.
More great guides:
- 1. Recruit Paladin - Recruit Paladin deck list guide
- 2. Quest Paladin - Quest Paladin deck list guide
- 3. Murloc Paladin - Murloc Paladin deck list guide
- 4. Aggro Paladin - Aggro Paladin deck list guide
- 5. Hand Buff Paladin - Hand Buff Paladin deck list guide
- 6. Kobolds and Catacombs decks - Best Kobolds and Catacombs decks
- 7. Dungeon Run - Dungeon Run guide
Aggro Paladin Mulligan guide
We'll have detailed Mulligan advice once the new meta has established. For now though the old advice applies: look to curve out neatly with your smallest minions, and if you get a Divine Shield-heavy start place greater value on Rallying Blade.
In this context, Righteous Protector and Argent Squire are amazing keeps, and Lost in the Jungle will give you an immediate fast start on the board. You'll be playing a lot of minor minions early on, and so Knife Juggler has obvious early-game value.
Aggro Paladin tips, combos and synergies
Let's run through all of the combos you have to play with in the Kobolds and Catacombs version of Aggro Paladin. These should be all the tips you need to get started with the deck.
- If you've a minion on the board, you can use Acherus Veteran to apply an extra, permanent point of Attack power to it.
- Try to empty your hand as much as possible before playing Divine Favor, especially against slower opponents. This will ensure you get a much fatter refuelling of your hand!
- All minions with Divine Shield will gain a bonus +1 / +1 of stats when you play Rallying Blade. Cards like Righteous Protector and Argent Squire have immediate synergy here.
- Southsea Deckhand can only attack on the same turn he's played if you have still have a weapon in your hand. Don't spend that last point of Durability recklessly if you plan to make use of this Pirate on the same turn.
- You have a lot of two-Mana minions in this deck, and Call to Arms will grab three such minions left in your deck and pull them onto the board right away.
- Your Legendary Weapon Val'anyr will grant a minion in your hand an extra +4 / +2 of stats. When that minion is played and then killed by the opponent, the weapon will be re-equipped!
- Watch your positioning of Dire Wolf Alpha. You may need to send multiple minions into a problematic target, and you'll want to cycle the buff onto a new minion that's sacrificing themselves for the cause.
- If Patches the Pirate is still in your deck pile, playing any other Pirate class of minion will bring him into play at the same time. Don't forget you Attack instantly with this minor minion either.
- With Knife Juggler on the board, every subsequently summoned minion will cause a randomly target single point of damage to be thrown either at any enemy minion or the opponent's Health pool.
- When Val'anyr is destroyed, a random minion in your hand will receive an extra +4 / +2 stats. When that minion is played and then killed by the opponent, your Legendary Weapon is re-equipped and the cycle continues.
- Here are the bonus effects it's possible for Unidentified Maul to acquire as it passes from your deck list and into your hand:
- Purifier's Maul - Give your minions Divine Shield.
- Sacred Maul - Give your minions Taunt.
- Champion's Maul - Summon two 1 / 1 Silver Hand Recruits.
- Blessed Maul - Give your minions +1 Attack.
- Sunkeeper Tarim sets the Health and Attack stats of every minion - your own and your opponent's - to 3. If your minions are bubbled, this obviously provides a huge opportunity to clear the enemy's board down, but do watch out for AOE effects on the opponent's next turn.