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Hearthstone Cheat Sheets: Paladin Edition - Hearthstone

The cards and combos to be aware of at every stage of the game.

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About John Bedford

John is a freelance writer based in West Sussex.

Conventional wisdom very rightly holds that the best way to master every match-up in Hearthstone is to carefully study all of the Hero-specific cards, as well as the Neutral selection of minions and spells. Then there's the special tricks of the trade that belong to your own Hero of choice.

It's excellent advice, but also a lot easier to take on board when you have a certain amount of experience with the game – by which point you've already gained much of the knowledge you need to develop your skills. In the early days, it's much more enjoyable to learn by getting stuck into the game itself.

This is where our cheat sheets come in. Starting with the Paladin, we're going to take a look at some of the most common card combinations you're likely to face at each stage of the game. We'll explain how much Mana each card costs, and what the impact of its arrival will have on the board, so that you can keep one eye on your opponent's next turn as well as your own. Note that the list is not exhaustive, and reflects the current metagame.

Remember too that if your opponent has The Coin, they can ramp their Mana pool up by a single point should they choose to play it on their current turn. Each entry in this guide also represents the first opportunity the Paladin has to make these plays, assuming they have the cards in hand. Beware of mind-games!

Turn 1

The Paladin can start playing their Secrets on Turn 1.

Turn 2

Equality – Most commonly used in combination with Consecration (see below).

Shielded Minibot – A stubborn minion that must be dealt with before the Paladin can buff it later.

Argent Protector – Typically played later in the game to make a buffed – or naturally beefy – minion even more problematic.

Turn 3

Muster for Battle – Remove these minions as a priority. If you see this card played on Turn 4, expect Quartermaster on Turn 5.

Aldor Peacekeeper – This will severely hobble any of your minions by reducing its attack power to one. Commonly played later in the match, but not always.

Turn 4

The fourth turn is a huge one for the Paladin. Watch out for the following:

Truesilver Champion – Can do four points of damage to a minion or your Hero.

Wild Pyromancer / Equality - A very cheap, very annoying board clear if the Paladin's struggled to gain an early-game foothold.

Blessing of Kings – Boosts a minion's attack and health by four.

Consecration – Does two damage to all enemy characters.

Hammer of Wrath – Does three damage to the target and draws the Paladin a card.

Turn 5

Bolvar Fordragon – You likely won't see Bolvar until he's been fed some minions, but keep an eye on whether your opponent hovers and hesitates over a single card during the match.

Turn 6

Avenging Wrath – A heavily RNG-fuelled card, but one that can upset your game plan nevertheless. Consider fielding a meatier minion to act as a damage sponge, or Deathrattle creatures.

Equality / Consecration – The Paladin's biggest board clear and a potentially game-ending combo.

Turn 7

Guardian of Kings – Be very wary of over-extending your minions on the board, in the mistaken belief that you can kill the Paladin with them on the next turn. Many Paladin decks include this card.

Turn 8

Muster for Battle / Quartermaster – Bad news if you don't have the means to clear the board down quickly on your next turn.

Tirion Fordring – This card is the reason you do not spend any silencing or hard removal abilities like Polymorph or Hex before Turn 8.

Lay on Hands – Another awkward card that doesn't just bring the Paladin back from the brink of disaster, but also re-arms him. Always hold something back for a second final push.

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  • King_of_Hyrule #1 6 years ago
    Some random remarks:
    - For Muster, very important to remember if the Palladin has used the coin already or not. A very common move is to save the coin and go 3: Muster and then 4 with coin: Quartermaster; it works especially well since playing Muster on 3 doesn't draw any suspicion
    -Turn 8: Equality + Avenging wrath, can be totally devastating
    - If you see an accolyte of pain come out expect, peacekeeper or humility
    - Also, less popular now, but for any extremely fast paced aggro deck watch your number of cards in hand and beware of divine favor
    - Turn 6 or 9: humility/peacekeeper plus Stampeding Kodo can destroy even the strongest minion
  • niode #2 6 years ago
    @Bedders Just realised I put 'Mechanical Shredders' instead of Piloted Shredder. Also Sludge Belcher is a good shout as well.

    I think perhaps mentioning the interaction between the Avenge and Noble Defender. Early game I will ideally play an Argent Squire turn one and then turn two play Avenge and Noble Defender. This usually leads to a 4/3 with Divine Shield going into turn 3 which can take control of a game very quickly.

    Other than the above notes the article seems solid, thanks.
  • Bedders #3 6 years ago
    @Niode I've included your Deathrattle and meat-shield suggestions too as it's great advice.
  • Bedders #4 6 years ago
    @Niode The point of putting Equality where it is is partly so people understand the Mana cost at a glance, and can start factoring it into their thought process about the upcoming turns. You'll see we've included more likely uses of it further down the list but it's an important awareness. I don't think I've seen anyone use it on Turn 2 either (although I'd certainly appreciate the free win!), but that's not the reason it's mentioned there.

    I umm'd and aaah'd about including specific advice on Avenging Wrath situational. I think it's probably right to remove it and let the card speak for itself.
  • niode #5 6 years ago
    Turn 2 Equality? No Paladin is ever playing Equality on turn 2.

    Also the Avenging wrath advice seems a bit wrong. Trading your minions means a large chunk of that damage is coming to your face which for classes like Warlock or Rogue could spell game over. At least if you have a lot of minions they will soak the damage up. If you have a large amount of 1 health minions then you're probably screwed against Paladin at this late stage anyway due to Consecration or Wild Pyromancer. You're probably better off running them into face and putting out a high health minion to soak up damage. Alternatively Harvest Golems or Mechanical Shredders are a good choice when faced with the likely hood of an Avenging Wrath next turn.
  • Bedders #6 6 years ago
    Good shout, I'll slot it in now.

    I wrote an article elsewhere on the site about general deck archetypes, but I think it might be worth scheduling in a quick piece about the common types of deck per Hero. That would share a lot of ground with the Mulligan guide but probably enough to compliment it as well (I'll find a way of linking the two together neatly as well).

    I don't think I'll add anything like that to this guide though, purely because I want to keep it as clean and simple as possible, so it fulfills its purpose as a very easy-to-use cheat sheet. I'd like to have made it a bit prettier actually, but that's the reason there are no images too. I want anyone using it to be able to take a quick glance ahead at Turn 8, for example, and use the info as a cautionary memory jogger.
  • morley83 #7 6 years ago
    Might be worth mentioning the pyromancer->equality combo - cheaper than the consecrate variant, but a full board clear. Useful for resetting tempo against aggressive decks. Since Paladins frequently play control, this will often work in their favour.

    It would also be useful here for some basic info about the common deck archetypes for each class - eg Paladin Control, Paladin Agro - or what combos these decks usually are built around. Personally I like to play a Paladin with a very slow burn, difficult to remove cards like harvest golem, building to a lot of super-powerful minions and big heals to finish up the late-game.