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Odd Paladin deck list guide - Post-nerf - Hearthstone (June 2018)

UPDATED: We've overhauled our Odd Paladin guide with a massive amount of strategy advice!

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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 Odd Paladin deck list guide features the best post-nerf deck list for The Witchwood (June 2018). Our Odd Paladin guide also contains Mulligan advice, card combos and strategy tips.

Odd Baku Paladin is a Hearthstone deck archetype that's rapidly proving itself to be one of the most powerful decks in the new Witchwood meta. It's a deck that specialises in fielding lots of minor minions onto the board, then buffing them up using any number of powerful boosts. New card Baku the Mooneater assists in this process, upgrading the Paladin's Hero Power so it produces two Recruits with each button press.

In this latest version of our deck guide, we're highlighting the most competitive deck list that's seeing play as of today. We've also got detailed strategy and Mulligan advice for you, as well as a look at all of the card combos you have to weave together in this exact formulation of the archetype.

Finally we've got an overview of the signature cards in the deck so you can start forging ahead with your own creations, before finishing up with a breakdown of all the cards that can't be included in this deck - not if you want Baku the Mooneater's awesome Hero Power boost to activate, that is!

UPDATE - JUNE 2018 #2

As Odd Paladin is one of the more popular decks in the current Hearthstone meta, we wanted to perform a mid-month check to ensure our deck list represented the most competitive version of the format. We've not made any changes in this latest update, but will continue checking in for developments as the rest of Season 51 plays out.

(This article contains additional reporting by James Pickard.)

Odd Paladin deck list and strategy

As more and more games get played in the wake of the recent nerfs, a definitive picture of Odd Paladin is starting to emerge. We've updated our recommended deck list based on the latest stats, so make sure you grab this new version in-game!

PaladinNeutral
1 x Blessing of Might2 x Acherus Veteran
2 x Lost in the Jungle2 x Argent Squire
2 x Righteous Protector2 x Fire Fly
1 x Divine Favor1 x Ironbeak Owl
2 x Unidentified Maul2 x Raid Leader
2 x Level Up!2 x Stonehill Defender
2 x Vinecleaver2 x Fungalmancer
2 x Corridor Creeper
2 x Stormwind Champion
1 x Baku the Mooneater

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

Deck Import ID: AAECAZ8FBEaiAqcFnvgCDfEF9QX5CpvCAuvCAoPHArjHAuPLApXOAvvTAtHhAtblArXmAgA=

Odd Paladin brings to mind the good old days of Muster for Battle and Quartermaster with the help of an upgraded Hero Power provided by Baku the Mooneater and a new set of token buff cards. You’ll want to slip in as many Hero Power uses as you can to generate two Silver Hand Recruits each turn, while adding more to your board through various card effects.

Once your army is established you’ll want to buff them up with Level Up, Blessing of Might and Fungalmancer for a huge swing in a single turn that your opponent will struggle to answer. Here’s a closer look at the other phases of the game.

Early game: Take control of the board early with your mass of one Mana minions while finding ways to efficiently trade with your opponent’s threats. Cards with Divine Shield such as Righteous Protector and Argent Squire excel at this, while Unidentified Maul can also help clear out early game cards and leave your minions safe on the board.

Mid game: Here’s where your army of Silver Hand Recruits go from mildly irritating to immensely powerful. With a board established, cards such as Level Up and Fungalmancer can buff up your 1/1 tokens to 5/5 terrors, making them an unstoppable and overwhelming army. Ironbeak Owl can help close out the game if your opponent thinks they are safe behind a taunt minion – just silence it out of the way and whittle down their remaining life total.

Late game: By now the game should already be over or you should be very close to finishing off your opponent as the deck can start to lose steam. With a strong board presence established, slamming down a card such as Stormwind Champion can give you the extra attack power boost needed to secure the win.

However, if your board has been cleared out multiple times then recovery from this point is tough – especially if your opponent is still sitting on a reasonable life total and has many cards in hand. If you’ve held off on using Divine Favour it can help refill your hand to find that last scrap of damage. Baku the Mooneater isn’t a great nine Mana play, but it can sometimes be a big enough body that’s difficult to remove - and can sneak in a final hit too.

Aggro Opponents

Here are some tips to help you excel against aggro decks:

  • Keep their minions in check with some sensible trades of your own. Divine shield means yours will often stick around for longer, while weapons offer even more value.
  • Assuming silence effects are out of play, Stonehill Defender can chew through their weaker minions with ease and give you a turn or two to breathe.
  • Even if you can only get a buff effect or two on just a couple of minions, that’ll usually be enough to gain an advantage over the other player’s weaker cards.
  • Identify the right time to pull the trigger and go directly for their life total: whether they’re low on resources, can be put dangerously close to death, or you think you’re about to lose momentum yourself.

Control opponents

Some things worth keeping in mind when facing control decks:

  • Speed is key: take a more aggressive approach where possible, and before they can stabilise and swing the game back in their favour.
  • Be careful not to overcommit too many resources at once and succumb to a board clear. Instead, try to leave just enough threats that your opponent will feel forced to clear your side and then you can restock next turn.
  • As a follow up to this, minions with Divine Shield can be problematic for your opponent to remove, providing some insurance if they do go for a board clear.
  • Take worthwhile trades with your opponent’s minions wherever possible, but don’t be afraid to go direct to the face if you’ll waste too many resources clearing or you can get their life total low.
  • Control opponents will likely maintain larger hand sizes into the later stages of the game, which is perfect for you to use to refill your hand via Divine Favor.

More great guides:

Odd Paladin Mulligan guide

Against most opponents you’ll want to get a board established fast and early on, so our Mulligan advice prioritises finding those one-Mana minions or spells from the deck.

Here are the most important ones you should be looking for:

  • 1. Righteous Protector: A perfect sticky minion to play on Turn 1 that can sometimes trade for two of your opponent’s creatures.
  • 2. Lost in the Jungle: Effectively 2/2 worth of stats for just one Mana and gets your Silver Hand Recruit generation going immediately.
  • 3. Fire Fly: A very useful early-game minion that effectively regenerates with the token it pops into your hand when played.
  • 4. Argent Squire: Functions identically to Righteous Protector even though it doesn’t have taunt, which isn’t too important anyway.
  • 5. Corridor Creeper: This is much lower down the priority list, but if you have the first couple of turns taken care of it can be worth starting to feed this beast.

Odd Paladin Video Guides

A little bit of gameplay video can do a long way in helping you understand how to actually play this deck.

The deck list isn't the same as ours, but you should find Day9's adventures with Odd Paladin a useful resource for getting to grips with the deck regardless:

Odd Paladin tips and card combos

Understanding how all of the cards in this deck come together is a vital part of playing Odd Paladin. Take a bit of time to brush up on the following combos before hitting the ladder:

- Acherus Veteran provides a permanent extra point of Attack to the friendly minion you select.

- When you cast Divine Favor, you'll draw into as many cards as your opponent currently has in their hand. It's a great way of refuelling if you've built a very wide board that's vulnerable to a wipeout!

- When you drop Fungalmancer onto the board, the minions positioned either side of it will gain a chunky +2 / +2 of stats.

- Similarly, all of those little Silver Hand Recruits you've been bringing into play gain +2 / +2 stats when Level Up! is cast.

- Raid Leader's stats are provided universally across your side of the board. Positioning doesn't matter if you want to gain this buff.

- If Corridor Creeper is in your hand it'll become one Mana cheaper each time a friendly minion dies.

- All minions on the board gain +1 / +1 while Stormwind Champion is out in play. Expect this to be taken out by your opponent as a priority - if they're still alive to get the job done, that is.

- Unidentified Maul gains one of four buffs, selected at random when it passes from your deck pile and into your hand. Here are the possibilities:

  • 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.

Odd Paladin Card Choices and Substitutions

Now we’re going to take a look at some of the key cards in Odd Paladin and why they are included in all variations of the deck list. Outside of two cards it’s a cheap deck in terms of dust, but we’ve included suggestions for card replacements just in case.

Argent Squire: Divine Shield ensures it sticks around and it can be even scarier with a buff or two, trading up way above its cost.

Acherus Veteran: A one attack buff may not seem all that exciting but it can help make some advantageous trades with your Silver Hand Recruits or Divine Shield minions.

Lost in the Jungle: A strong early game play and a cheap way to generate some extra Silver Hand Recruits.

Righteous Protector: You want this for the same reasons you run Argent Squire: it’s cheap and has Divine Shield. Taunt can be a nice bonus in some situations, but shouldn’t have too big an impact.

Level Up: Vital for turning your Silver Hand Recruits into serious threats by giving them all +2/+2 and taunt. Will often be enough to finish the game off or put your opponent in an unrecoverable situation. There’s nothing that will replace it with anywhere near the same effect, but you can use Raid Leader if you’re desperate.

Stormwind Champion: The king of Arena once again has an important role to play in Standard by giving all your minions and Silver Hand Recruits a +1/+1 buff.

Vinecleaver: It’s certainly not cheap at seven Mana for a 4/3 weapon, but the added benefit of summoning two Silver Hand Recruits with each attack allows you to refill the board very quickly.

Baku the Mooneater: The all-important card that makes this deck function, upgrading your Hero Power so it summons two Silver Hand Recruits with each click. Irreplaceable.

Baku and Paladin cards in the Classic / Basic sets

The Paladin loses a lot of very popular tools from the Classic and Basic sets if you want to build a deck around Baku. Here's what you'll lose:

Classic

  • Argent Protector (2 Mana)
  • Equality (2 Mana)
  • Avenging Wrath (6 Mana)
  • Lay on Hands (8 Mana)
  • Tirion Fordring (8 Mana)

Basic

  • Holy Light (2 Mana)
  • Blessing of Kings (4 Mana)
  • Consecration (4 Mana)
  • Hammer of Wrath (4 Mana)
  • Truesilver Champion (4 Mana)

Baku and Paladin cards in the Standard format

In this section we've highlighted all of the cards that Baku excludes for The Witchwood cards revealed so far, as well as those 2017 sets that will also form a part of Year of the Raven.

We're going to have a Neutral breakdown of affected cards in a future update, and we'll add a link out to that as soon as it's ready.

The Witchwood

  • Rebuke (2 Mana)
  • Sound the Bells (2 Mana)
  • Cathedral Gargoyle (2 Mana)
  • Bellringer Sentry (4 Mana)
  • The Glass Knight (4 Mana)
  • Silver Sword (8 Mana)

Un'Goro

  • Hydrologist (2 Mana)
  • Primalfin Champion (2 Mana)
  • Lightfused Stegodon (4 Mana)
  • Spikeridged Steed (6 Mana)
  • Sunkeeper Tarim (6 Mana)
  • Dinosize (8 Mana)

Frozen Throne

  • Dark Conviction (2 Mana)
  • Desperate Stand (2 Mana)
  • Arrogant Crusader (4 Mana)
  • Chillblade Champion (4 Mana)
  • Light's Sorrow (4 Mana)
  • Blackguard (6 Mana)

Kobolds and Catacombs

  • Drygulch Jailor (2 Mana)
  • Lesser Pearl Spellstone (2 Mana)
  • Potion of Heroism (2 Mana)
  • Call to Arms (4 Mana)
  • Crystal Lion (6 Mana)
  • Val'anyr (6 Mana)

Other Baku / Genn deck guides:

Baku the MooneaterGenn Greymane
Odd DruidEven Druid
Odd HunterEven Hunter
Odd MageEven Mage
Odd PaladinEven Paladin
Odd PriestEven Priest
Odd RogueEven Rogue
Odd ShamanEven Shaman
Odd WarlockEven Warlock
Odd WarriorEven Warrior

Baku and Paladin cards in the Wild format

The Wild meta will obviously change all over again once The Witchwood actually launches, but we've taken a look through some of the most popular Wild Paladin decks currently being played to see what the implications are (spoiler: building around Baku is not going to go well in this regard...):

Dude Paladin

  • Annoy-o-Tron (2 Mana)
  • Drygulch Jailor (2 Mana)
  • Equality (2 Mana)
  • Knife Juggler (2 Mana)
  • Shielded Minibot (2 Mana)
  • Call to Arms (4 Mana)
  • Lightfused Stegodon (4 Mana)
  • Crystal Lion (6 Mana)
  • Sunkeeper Tarim (6 Mana)

Aggro Paladin

  • Knife Juggler (2 Mana)
  • Rockpool Hunter (2 Mana)
  • Shielded Minibot (2 Mana)
  • Call to Arms (4 Mana)
  • Gentle Megasaur (4 Mana)
  • Old Murk-Eye (4 Mana)
  • Sunkeeper Tarim (6 Mana)

Anyfin Paladin

  • Bluegill Warrior (2 Mana)
  • Knife Juggler (2 Mana)
  • Shielded Minibot (2 Mana)
  • Call to Arms (4 Mana)
  • Old Murk-Eye (4 Mana)
  • Mysterious Challenger (6 Mana)
  • Sunkeeper Tarim (6 Mana)
  • Anyfin Can Happen (10 Mana)

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