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Odd Paladin deck list guide - Boomsday - Hearthstone (August 2018)

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 deck list for Season 53 of Boomsday (August 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 Boomsday 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 - BOOMSDAY #3

Now that the meta is beginning to settle down a little we have a better idea of how Odd Paladin looks. We've now fully incorporated the latest deck list into our guide, and have built on the strategy advice a great deal as well.

Additional content was created for this guide by James Pickard.

Odd Paladin deck list and strategy

As more and more games are getting played in the wake of the Boomsday launch, a clearer picture of the most competitive version of the deck emerges. We think this is the probably the strongest version seeing play right now, but will have another update for you shortly.

PaladinNeutral
2 x Glow-Tron2 x Bronze Gatekeeper
2 x Lost in the Jungle1 x Nightmare Amalgam
2 x Righteous Protector2 x Stonehill Defender
2 x Unidentified Maul2 x Void Ripper
2 x Level Up!2 x Fungalmancer
2 x Mechano-Egg2 x Giggling Inventor
1 x Kangor's Endless Army2 x Wargear
2 x Vinecleaver1 x Zilliax
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: AAECAZ8FBJ74AvH+AqCAA96CAw2bwgKDxwK4xwLjywLR4QLW5QK15gL96gKl9QLi+ALW/gKRgAPMgQMA

Odd Paladin is a midrange deck that makes use of Baku the Mooneater to upgrade the class Hero Power to summon two 1/1 Silver Hand Recruit tokens on use and build a wide board of minions. Even though it’s missing many key Paladin cards such as Truesilver Champion, the deck is also packed with cards that can buff each other in order to over-run opponents with many empowered threats.

The Boomsday Project brings some new augmentation to the deck with a handful of Mech minions that strengthen both the early game and late game. Magnetic minions such as Wargear are particularly useful here, as they serve as excellent drops on their own but can also be used as buffs in already well-established board states. Put simply, it’s a deck that has multiple ways to generate threats at all stages of the game.

Early game: Fight for board control with your early drops so you can look at buffing any surviving minions in later turns. Don’t be afraid to spend a turn just using your improved Hero Power, as the army of Silver Hand Recruit tokens can quickly build if your opponent is unable to remove them both each time. Unidentified Maul can also help maintain your board presence by using it to take out your opponent’s early drops.

Mid game: Continue the tide of minions into the mid game but also now think about some of the best ways you’re going to be able to buff them too. Fungalmancer can hit two adjacent creatures for a +2 /+2 buff, while your Silver Hand Recruits can become truly threatening with a well-timed Level Up!. Meanwhile, Mechano-Egg with Wargear is a frightening combo if you can make it happen – the Magnetic buff turning the metal shell into a whopping pile of stats.

Late game: If your opponent hasn’t been able to keep your previous boards in check then the game should be yours for the taking by now. If they’ve controlled it well, the good news is you have lots of options to flood the board yet again. More Silver Hand Recruits come via Vinecleaver, and your Hero Power can send wave after wave of your own men back onto the battlefield. Meanwhile, Kangor’s Endless Army can resurrect three of your friendly mechs – and they keep all those Magnetic buffs from last time too!

Aggro opponents

Here are a few tips for when you’re up against aggro decks:

  • 1. Your improved Hero Power goes some way to helping you keep up with aggro decks, so weave it into your turns as much as possible.
  • 2. As Consecrate is a four-Mana card you can’t run it in Odd Paladin, which takes away your major board clear. With that in mind, maintaining board control by other means becomes even more important.
  • 3. Bronze Gatekeeper and Stonehill Defender are decent early game Taunt minions for stalling aggro, while Giggling Inventor fulfills that same role later in the game.
  • 4. Remember, Nightmare Amalgam is considered a Mech (along with every other tribe in its text) so you can use your Magnetic cards to make it an even bulkier minion that aggro might be unable to handle efficiently.
  • 5. Unidentified Maul enables you to get some extra value over your opponent too, and keep your minions safe on the board.

Control opponents

These tips will help you out against any control decks on the ranked ladder:

  • 1. You’ll want to open more aggressively so as to dominate the board as quickly as possible before they can get their game plan into gear.
  • 2. As you should always keep in mind when up against control, though, do not go too wide on the battlefield if a board clear could leave you with nothing.
  • 3. All the same, you have a lot of late game reach in Odd Paladin that can help you stick it out with the heavier control decks after they’re burned their removal.
  • 4. Zilliax is also an excellent late game card to stabilise with thanks to the Lifesteal keyword. Buff it up with a Magnetic minion to squeeze out even more healing.
  • 5. Stonehill Defender is particularly great in Paladin as you have a good chance of finding either Sunkeeper Tarim or Tirion Fordring – two huge late game threats.

More great Paladin guides:

Odd Paladin Mulligan guide

These are the cards you want to divine into your opening hand as Odd Paladin...

  • 1. Righteous Protector: Rubbish core stats for the cost but because of the Divine Shield it becomes a solid all-round one drop.
  • 2. Glow-Tron: Another strong early game minion for Paladin.
  • 3. Lost in the Jungle: The more Silver Hand Recruits the better, and this offers some decent early pressure.
  • 4. Nightmare Amalgam: Good stats for a three drop and as it’s considered to be all minion types it synergises with the Magnetic cards in the deck.
  • 5. Stonehill Defender: Good early game Taunt to slow aggro that also generates an additional card for you. Sometimes even Sunkeeper Tarim or Tirion Fordring. Good luck!

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:

- The following cards have the Magnetic keyword: Glow-Tron, Bronze Gatekeeper, Wargear and Zilliax. This means they can be “fused” with another Mech class minion to create one big board entity with the combined stats and effects of both minions. Drop it to the left of the target to combine them, or to the right to keep them separate.

- Play Void Ripper and all other minions on the board will have their stats flipped. Handy if you need to bring a big target into reach of your minor minions.

- 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.

- Cast Kangor's Endless Army and three dead Mechs will be brought back to life, along with any Magnetic upgrades they'd received before being wiped out!

- 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 was already reasonably well-refined in the previous meta so the deck list is mostly laid out already. These are some of the important cards along with standouts from the new set.

  • Glow-Tron: A decent and healthy one drop that comes with the handy Magnetic keyboard so it can be used as a buff in the late game.
  • Nightmare Amalgam: As it’s considered every creature type you can combine it with Magnetic minions to boost up the monstrosity’s already healthy stat pool.
  • Void Ripper: Can help clear the board considering the lack of Consecrate in the deck, while it also serves as a fast way to activate Mechano-Egg if needed.
  • Level Up!: Considering all the Silver Hand Recruit tokens you’ll be summoning this card can be used to create a truly formidable force.
  • Mechano-Egg: Buffed with Magnetic minions it becomes a huge pile of stats for your opponent to deal with – and even after that it leaves them with a 8/8 to deal with too!
  • Wargear: A solid 5/5 minion for five Mana, but it gets more exciting thanks to the Magnetic keyword. Imagine it as a more multi-functional Blessing of Kings.
  • Zilliax: Another card that can take advantage of the Mech synergy in this list. Allows you to catch back up again against aggro, or survive a little longer in the control game.
  • Kangor’s Endless Army: Resurrects up to three Mech minions you’ve lost throughout the game, but the added bonus that they keep their Magnetic enhancements means you can bring back some serious threats and last longer into the late game.
  • Vinecleaver: An expensive weapon, but the additional Silver Hand Recruit tokens it generates fits in perfectly with the intentions behind this list.
  • Baku the Mooneater: A pain when you draw it. You’re really only using it for the improvement to you Hero Power and nothing more.

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)

Comment on this article

  • fanap #1 10 days ago
    Where’s Baku?
    Sign in to reply
  • P4m0nh3ir0 #2 A month ago
    May i suggest replacing Stormwind Champion by Sword of justice?
    Sword of justice is great for early-game pressure, use it in combo with Lost in the jungle and your hero power for 4 2/2 minions, it can push some stronger mass removals from the opponent, so it doesn't frustrate you when Level up! was used. And if he doesn't have 2+ health removal it can lead to a solid 8 damage in turn 4.
    Also it's harder to remove since it's a weapon and in late game you don't spend too much mana on it, so it can lead to some more combos.
    The drawbacks are: It's useless if it's the only card in your hand since it's 1 damage and depends on you saving one Lost in the jungle so it can be effective.
    Sign in to reply

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