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Mech Paladin deck list guide - Boomsday - Hearthstone (September 2018)

Our guide to playing an early Mech Paladin in the Boomsday meta.

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About John Bedford

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

Our Mech Paladin deck list guide features the best deck list for Season 54 of Boomsday (September 2018). Our Mech Paladin guide also contains Mulligan advice, card combos and strategy tips.

Mech Paladin is one of the new mechanical archetypes that came to Hearthstone with the launch of the Boomsday Project. The basic idea here is that you exploit the many Mech and Magnetic synergies sprinkled throughout the deck list in order to put up a very sticky board presence that the opponent will struggle to punch against before they succumb to lethal damage.

In this latest version of our guide, we've got detailed strategy advice for handling both slow and aggressive opponents in the new meta. We've also highlighted a few tips on how to navigate the Mulligan process and broken down all the core combos in the deck. From here on out we'll keep updating the deck list for as long as Mech Paladin is seeing competitive play.

UPDATE - BOOMSDAY #3

Mech Paladin has become much more refined over the last week or so and so we're now able to fully incorporate the latest deck list into our guide. You'll also find significantly more detailed strategy advice throughout, a guide to the Mulligan phase, and details of the key cards that exist in this archetype.

James Pickard provided additional reporting for the updated version of our Mech Paladin guide.

Mech Paladin deck list and strategy

Here's what we believe to be the strongest version of Mech Paladin seeing play as we approach the end of the first month of Boomsday:

PaladinNeutral
2 x Glow-Tron2 x Skaterbot
2 x Righteous Protector2 x Bronze Gatekeeper
2 x Crystology2 x Coppertail Imposter
1 x Equality2 x Wargear
2 x Hydrologist1 x Zilliax
2 x Aldor Peacekeeper
2 x Annoy-o-Module
2 x Consecration
1 x Truesilver Champion
2 x Mechano-Egg
1 x Sunkeeper Tarim
1 x Kangor's Endless Army
1 x Tirion Fordring

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAZ8FBvQFzwb6BrnBAvH+AqCAAwzcA48Js8EC48sCn/UCpfUC1v4C2f4C4f4CkYAD0YADzIEDAA==

More great Paladin guides:

General strategy

Mech Paladin is a mid-range deck that builds a strong board presence early with low-cost minions and then takes advantage of Mech synergies to buff its creatures even further to overload opponents. The deck opens with a few sticky one drops that can be tough for an opponent to deal with efficiently, before moving up to more bigger and impactful cards to see out the game.

The new Legendary Paladin spell from The Boomsday Project expansion - Kangor’s Endless Army - has given Mech Paladin the greatest shot in the arm as it allows you to bring back three friendly Mech minions with all the Magnetic upgrades that were applied to them. It means that even after your opponent has dealt with threats such as Annoy-o-Module, Mechano Egg and Zilliax, you can just as quickly resurrect them all over again.

Early game: Get yourself established on the board with your range of one-drop minions. Many of them have the option to make use of the Magnetic keyword, so if you see an opportunity to buff something to ensure it survives then that can usually be the more sensible play. You also have cards such as Crystology that can be used to refill your hand with more early game threats, or Hydrologist for when you need to disrupt your opponent’s plans with a Secret.

Mid game: Continue to develop your board and clear your opponent’s minions in the mid game. You have excellent ways to slow them down too using Bronze Gatekeeper and Annoy-o-Module. On the other hand, if you’ve fallen behind, the Equality and Consecrate combo is on hand for a full board clear. You’ll also want to look at setting up a Mechano-Egg and buffing it with some of your Magnetic minions so it can be activated later in the game. Combine it with Wargear, for example, and you’ll have a whopping 5/10 creature for your opponent to fight off.

Late game: With a strong board established you can really go into overdrive in the late game with some powerful legendary cards. Zilliax is great for applying some immediate pressure to your opponent thanks to the Rush keyword, while the Lifesteal and Divine Shield abilities will give you both some extra survivability.

Other late game options include Sunkeeper Tarim, which can be an especially strong board-wide buff if you have a lot of smaller minions still sitting around. Of course, there’s the old faithful Tirion Fordring too. Lastly, you have Kangor’s Endless Army to bring back up to three of your destroyed Mech minions. Your opponent may think they’re safe after clearing them earlier in the game, but if they’re out of removal they’ll have no answer to such a big swing turn.

Aggro opponents

Here are some words of advice for dealing with any aggro decks you might come up against:

  • 1. You’ll want to take more of a control approach in the early game, but with the sticky and high Health minions you have this shouldn’t be too much of a problem.
  • 2. You have some solid early game Taunt minions too in Bronze Gatekeeper and Annoy-o-Module that will shut down aggro.
  • 3. The deck also runs a copy of Truesilver Champion, which is an excellent weapon to clear away enemy creatures.
  • 4. If things do look disastrous you can reset with Equality and Consecrate to wipe your opponent’s board.
  • 5. Once you starve them of resources your more powerful late game will allow you to take full control of the match.

Control opponents

These tips will help you overcome any control opponents you face on ladder:

  • 1. As an opposite approach to aggro, you’ll want to take the aggressive line in this matchup and try to push for damage quickly.
  • 2. Although it helps to develop a wide board, try not to overcommit and run into a board clear that may set you back too far. Always keep more resources in reserve.
  • 3. Be careful not to invest too many buffs into a single minion either. A well-timed hard removal or a silence effect can completely ruin your plans.
  • 4. Sunkeeper Tarim can be more useful to debuff your opponent’s minions in this matchup and easily take out otherwise troublesome threats.
  • 5. Kangor’s Endless Army can be the spell that gives you the last bit of reach you need in the late game to secure the win, so make sure you don’t fill the resurrection pool with too many weak Mech minions.

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Mech Paladin Mulligan guide

These are the cards you’ll want to make the best possible start with Mech Paladin:

  • 1. Righteous Protector: An irritating one drop for your opponent as the Divine Shield gives it that extra survivability.
  • 2. Glow-Tron: Another survivable little one drop that can also be buffed by the deck’s other Magnetic minions.
  • 3. Hydrologist: Decent stats for the Mana cost and the bonus Secret gives you some adaptability in the early game.
  • 4. Crystology: With a lot of one Health minions in the deck this is guaranteed to give you a couple of useful draws.
  • 5. Bronze Gatekeeper: So much Health for a three drop makes it good to stall aggro in the early game. You can even buff it up with Magnetic creatures!

Mech Paladin tips, combos and synergies

Here's an overview of the card combos that are available in this deck. The exact make-up of Mech Paladin will change over time, and we'll always make sure this section is updated to reflect those changes.

- The following cards in this deck possess the Magnetic keyword, which means they can be fused with an existing Mech if you drop them to the left of the target: Glow-Tron, Annoy-o-Module, Skaterbot, Wargear and Zilliax. All stats and abilities are combined as part of this process.

- Crystology can potentially draw into the following one-Attack minions that exist in this deck: Glow-Tron, Righteous Protector, Bronze Gatekeeper, and Skaterbot.

- Your classic Paladin board clear in this deck is Equality followed by Consecration. Try to bait out as much as you can from the opponent before playing this, but don't get so greedy that you end up in too precarious a position.

- Coppertail Imposter is a prime target for a Magnetic upgrade in this deck, as it's Stealth when played gives it a high chance of surviving into your next turn.

- Play Sunkeeper Tarim and all other minions on the board will have their stats changed to 3 / 3. This can be useful for buffing up your minor board, or for neutralising an opponent's problematic threats.

- Kangor's Endless Army is the Paladin's new Legendary Spell. Not only does it resurrect three friendly Mechs, if any of those Mechs had been upgraded via Magnetic then they'll retain those special upgrades. You might want to keep track of your Magnetic plays over time to ensure you get the most value out of this spell.

Card choices and substitutions

Mech Paladin is still going through some refinement in the early days of The Boomsday Project so the decklist may change over the coming weeks. However, these are likely to remain the key cards.

  • Glow-Tron: A solid one drop that can grow progressively more tanky with subsequent Magnetic upgrades.
  • Crystology: Strong card draw that is guaranteed to find a couple of early drops for you, or potential buffs in the late game.
  • Annoy-o-Module: A bulkier Annoy-o-Tron that’s a right nuisance for aggro decks to deal with effectively.
  • Mechano-Egg: Will happily gestate on the board until you’re ready to buff it with a Magnetic minion and then it becomes a serious threat. Even more so when it hatches too, thanks to the 8/8 Robosaur waiting inside!
  • Wargear: Works well enough as a five Mana 5/5 minion, but it truly shines when used for its Magnetic keyword to buff another creature. It’s like a more versatile Blessing of Kings!
  • Zilliax: A powerful new Mech minion that can be used as a comeback mechanic thanks to the Lifesteal and Rush keywords. It’ll likely stick around on the board too thanks to its Divine Shield. Even more useful when buffed with Magnetic creatures.
  • Sunkeeper Tarim: Brilliant at converting one of your smaller boards into something more threatening, or it can reduce the power on your opponent's side to make clearing it a lot easier.
  • Kangor’s Endless Army: This new Legendary spell has inspired players to seriously try Mech Paladin. The potential value in the late game to create a huge tempo play is undeniable, but it does require a bit of luck and forethought to resurrect useful minions.
  • Tirion Fordring: This classic Paladin card just isn’t going anywhere and it just shows how strong it can be in practically any deck type.

Comment on this article

  • Etiennelapointe #1 A month ago
    I'm playing this deck at rank 10 atm and it seems to run out of steam eventually at turn 9 or 10. There is not enough draw and win condition is too poor! Too bad because I really wanted to play more of these mechs. Guess I'll go back playing Control Warlock and combo druid haha
    Sign in to reply

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