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Aggro Paladin deck list guide - Hearthstone - Kobolds - January 2018

How to climb the Kobolds and Catacombs ladder using the latest incarnation of Aggro Paladin.

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John is Metabomb's Editor in Chief, and is responsible for all of the Hearthstone news, features and guides content on the site.

Our Aggro Paladin deck list guide outlines the best deck for Kobolds and Catacombs. Our Aggro Paladin guide contains Mulligan advice, strategy tips, card combos and synergies.

Aggro Paladin is a Hearthstone deck type that's built around the strategy of getting minor minions out onto the board as quickly as possible, then transforming them into game-winning powerhouses using various buffing effects. 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!

UPDATE - 2ND JANUARY 2018

We may be ringing in the changes with the start of 2018, but absolutely nothing has changed for Aggro Paladin since we last updated this article just before Christmas. Aggro decks tend to stabilise quite quickly in a new meta, but we will still keep tracking this deck and update the recommended list over time.

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.

PaladinNeutral
2 x Lost in the Jungle2 x Acherus Veteran
2 x Righteous Protector2 x Argent Squire
2 x Divine Favor1 x Patches the Pirate
2 x Rallying Blade2 x Southsea Deckhand
2 x Unidentified Maul2 x Dire Wolf Alpha
2 x Blessing of Kings2 x Knife Juggler
2 x Call to Arms1 x Leeroy Jenkins
1 x Sunkeeper Tarim2 x Corridor Creeper
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+kCDacF1AX1Ba8H2QexCNmuArjHAuPLApXOAvjSAvvTAtblAgA=

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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.
  • You may need to do some minion trading, so always watch how you position Dire Wolf Alpha. You may want the buff to cycle between multiple minions as they're sacrificed, after all. Keep big stuff on the left, and little stuff on the right.
  • Understand your opponent's possible upcoming AOE effects and be ready to hold stuff back. You do want to tease that spell out though, so start piling throwaway Hero Power minions onto the board.
  • Silencing and hard removal spells are going to be a think in the Kobolds meta. For that reason you should spread the love when it comes to buffs, and aim to boost up a varied board instead of going all-in on one minion.
  • 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:

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.

As well as that useful Turn 2 card, you might also think about keeping Dire Wolf Alpha and Acherus Veteran, both of which can be used to give your early-game a pretty significant shot in the arm. The jury's out on keeping Corridor Creeper in your starting hand, as you need to have a very specific start to cheapen it and it's just as useful - if not more so - later on in the match.

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.

- If Corridor Creeper is sitting in your hand it will cost one Mana less for each friendly minion that dies.

- 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.

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