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Legend LoE Midrange Paladin

This article is over 8 years old and may contain outdated information

Introduction

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Paladins, Paladins everywhere. Paladin is most likely the most popular class right now. Even though the Secret build is dominating (and when you meet one, you should probably assume it’s Secret), other kinds are also viable. Midrange Paladin, Aggro Paladin, Anyfin Can Happen Paladin, Reno Jackson Paladin… So as you can see, the diversity is pretty huge. I’ll be talking about the Midrange one, which got a seriously nice boost with LoE, even though only ONE new card was introduced. That card is however really flexible and allows both strong offensive and defensive moves – that’s Keeper of Uldaman.

Midrange Paladin was my most played deck during the second half of the December season and I peaked at top 50 Legend. I’m playing around top 100-300 for the last few days, so I can assure that the deck works and is really viable.

Why Midrange?

I’ll start with making things straight. Secret Paladin is still better than Midrange on the ladder, so if you’re looking for a 100% best Paladin deck to climb, I’ll probably go with Secret. What I dislike about Secret Paladin is that you have much less influence on your games. Most of the hands just play themselves – you just go with the curve and the only thing you need to do is to take good trades. In a lot of games you don’t even have to do that – sometimes you can just win the game by playing on the curve and hitting face with everything. While it might be also the case with Midrange Paladin if you get a nut hand, you usually have to balance between defensive and offensive plays. You need to know when you can start pushing for face damage. Playing for tempo vs playing for value is another important concept.

The deck is also pretty easy, so it’s fine even for the players who had no experience with Paladin before. There are no weird combos, all the cards are straightforward. The hardest thing when playing the deck is maintaining a proper tempo. If you’re playing too fast, you overcommit on the board, you might run out of steam or just lose to AoEs. On the other hand, when you play for the value and play too slow, enemy might outtempo you and Paladins lack comeback mechanics (Equality + Consecration is really the only way to deal with big boards from your hand). Managing your Hero Power is also important. You want to use it as often as you can, because that’s free value + the more dudes you have, the better Quartermaster becomes. But there are a lot of turns when you need to drop something meaningful (like Knife Juggler) instead of using Hero Power, even if your drop just dies “for free”.

In my opinion, the deck is really strong in the current meta. Good thing about Midrange Paladin is that it has almost no bad matchups on the ladder. The only terrible ones are Rogue (any version that runs Fan of Knives and Blade Flurry – most likely Oil Rogue and the new Miracle) and Freeze Mage. Both are about 30/70 in the favor of opponent. Another hard matchup is Control Priest – while it depends on the exact list, it’s probably 40/60 in Priest’s favor. The rest of popular matchups are either pretty equal (Secret Paladin, Patron Warrior, Tempo Mage, RenoLock, Aggro Shaman) or in Midrange Paladin’s favor (different kinds of Druid, Control Warrior, Zoo Warlock). If you don’t face A LOT of Rogues and Freeze Mages, Midrange Paladin should definitely work out for you.

Card Choices

Shell of the deck is very similar to what Midrange Paladin looked before LoE. Some of the choices can still vary from player to player, so you might have seen slightly different list. If you want to look for the alternate & tech cards, check out this section.

The deck has pretty strong small drops. There are two reasons why we want that. First one is keeping up with faster decks and the second one is putting pressure on slower decks (it’s important if you’re trying to achieve a tempo win). Zombie Chow is the only 1-drop, but if you mulligan hard for it, you should consistently open the game with Zombie Chow on turn 1. The card is really strong, because it allows you to fight for the early board control. You rarely care about the downside. Shielded Minibot is one of the best 2-drops in the game, so it obviously got into the list. The minion can very often get 2 for 1 or at least waste a lot of tempo from the opponent (like Mage will more likely ping the Divine Shield off than play a Sorcerer’s Apprentice). The next 2-drop is Knife Juggler. This one is awesome, because it can be used as a 2-drop, but also works later in the game. You can combo it with Muster for Battle on turn 5, if you’ve already played Justicar Trueheart you can consistently throw 3-4 knives per turn, you can use it as a Consecration substitute with Equality (and pray to RNGesus that knives won’t go face). 3-drop spot is also very flexible. They’re all great on turn 3, but also have a nice scaling into the late game. Muster for Battle is hands-down the best turn 3 play most of the time. The chances are that enemy has a minion that you can kill with it (a 1-drop, a 2/3 minion damaged by your Zombie Chow/Minibot) and even if you can’t, having 3x 1/1 and a weapon you can use further down the road it awesome. On the one hand, having 4 pings at your disposal is awesome, because you can distribute the damage the way you like and it’s more annoying for the enemy to remove them most of the time. On the other, it sucks against certain cards like Fan of Knives or some other AoE effects. Later in the game, Muster can be used as a source of pings and can be comboe’d with either Knife Juggler or Quartermaster. Second weapon is Coghammer. 2/3 weapon for 3 mana is only slightly too much (sometimes you want to play it just for the weapon) and the effect is incredible. Giving a minion Taunt + Divine Shield is great. The first use is getting it on something small (possibly a 1/1) to make your own Annoy-o-Tron. It stops weapon attacks, it stops minion trades etc. The second usage – probably even stronger – is hitting it on something big and instantly getting a free trade. Let’s say you have Justicar on the board (6/3) and enemy plays some big minion. Normally you’d need to trade, but thanks to the Coghammer you can actually kill it for free. The last 3-drop, which isn’t really a 3-drop a lot of time, is Aldor Peacekeeper. In the worst case scenario, you want to drop it as a 3/3 for 3 to not lose the tempo. But if you can, keep it until it gets value. The first way to use it, which actually works a lot of time on turn 3 is to get the free trades. You have Knife Juggler on the board and enemy plays his own 3/2? You Aldor it and then trade for free. That’s a very high tempo play, because you develop a minion and keep your board at the same time. Other use is to disarm big threats. By “big” I mean pretty much anything over 4 attack. 4/6 Druid of the Claw is very strong, but 1/6 is suddenly much weaker. Enemy Handlock playing an 8/8 Giant? Sure, let’s turn it into 1/8 and kill for free or even ignore. It’s one of the 3-drops that can be dropped early, but are much better in the late game.

Mid Game is also really solid. Maybe let’s start with the only weapon in this category – a single Truesilver Champion. I started with two, because it’s an awesome card, but let’s be honest – between Light’s Justice (from Muster), Coghammer, Truesilver Champion and Ashbringer (from Tirion Fordring) Paladin has more than enough weapons. You often need to replace smaller weapon with a bigger one after just a single attack. With two Truesilvers the situation where you end up with a hand full of weapons and no minions to play is more probable and we don’t want that. The card itself is very straightforward – you smack stuff. A lot of the mid game minions have 5 health, so you often need to run in a 1/1 too. The 4 points of healing are important against Aggro deck. They can actually buy you a whole turn. Truesilver is also the best source of reach from your hand – you threaten 8 damage over two turns, so if enemy is low, but he won the board control you might go for the 2 turns lethal (maybe even pump it ot 10 damage with Consecration or something). But let’s go through the minions now – Piloted Shredder is also more straightforward. Probably the best neutral 4-drops in the game, that’s why it’s used in a lot of decks, including this one. Good, proactive play. The second one is Keeper of Uldaman. That’s the reason I’ve started playing Midrange again. Before LoE, I’ve played Murloc Knight in this slot. And yeah, the card is good, but it’s not that flexible. Keeper of Uldaman can be dropped on turn 4 most of the time, because you very often have something you can buff. Giving +2/+2 to your Silver Hand Recruit is great, it makes the card similar to Houndmaster, but with better stats (3/4 is generally better than 4/3), but without Taunt part. Even buffing your Minibot to 3/3 means that you can get a good trade into Piloted Shredder. It can be used as a 6-drop with your Hero Power. The outcome is generally similar to Murloc Knight + Hero Power, but Murloc Knight can get more value next turn. In exchange, Keeper of Uldaman can also be used on opponent’s minions. Another way to deal with big stuff, it makes opponent’s big minions so much easier to kill. It puts everything into your Truesilver Champion’s range, you get a lot better trades etc. It’s another way to kill Mysterious Challenger / Dr. Boom / Ysera. Incredible card in the late game. The only bad thing about it is that sometimes you can’t drop it on turn 4 when you face tons of small minions and nothing on your side of the board. You don’t really want to play a 4 mana 3-drop that buffs opponent’s minion.

There is only one “real” 5-drop in this deck – Sludge Belcher. Another standard card, so there isn’t really a lot to talk about. Good against Aggro, but also a decent drop in slower matchups. Can protect your Knife Juggler or 1/1’s (so you can buff them later). What’s important is that it’s a solid thing to drop whenever you want to, unlike your other 5-drops. The next 5 mana card is Quartermaster. Some people are against running two copies – I’ve even seen Midrange builds without a single Quartermaster. I really disagree, in my opinion it’s one of the best Paladin cards. It’s the card that allows for really crazy tempo swings. It has won me tons of games. Fast decks often ignore your 1/1’s (because they can’t afford to clear every single one) and you’re eventually going to find a perfect opportunity for Quartermaster against slower decks. In the late game you can instantly combo Muster for Battle and your Hero Power with Quartermaster. Getting buff on 5 Recruits is +10/+10 buff in total, that’s really sick, even 2-3 is already great. The problem with Quartermasters is that they aren’t really 5-drops most of the time. Sometimes you get turn 3 Muster into turn 4 Coin + Quartermaster and it’s awesome, but it rarely happens. Dude control is usually strong, not to mention that most of the time you play on the curve and aren’t left with many 1/1’s by turn 5. Sometimes even one buffed dude on turn 5 is enough of a tempo to throw your Quartermaster on the board.

The late game is also standard. Dr. Boom and Tirion Fordring late game combo is ran in pretty much every Midrange-like Paladin list since GvG. Both cards are incredibly strong, probably the best cards in their slot. Another “late game threat” is Justicar Trueheart. And honestly – it’s not the boady that’s a threat here. Honestly, 6/3 will get you a decent trade a lot of time – like killing a Loatheb or even the first body of the Sludge Belcher. But the card is a real late game powerhouse in the long run. Having two 1/1’s per turn makes you want to press the Hero Power every turn. You almost never run out of steam with the new Hero Power. Even though 1/1’s aren’t extremely strong, enemy usually needs to clear them, because he’s afraid of Quartermaster. He can’t afford you to turn 5-6 1/1’s into 3/3’s. 1/1’s are often tanking 4-5 damage each and slowly killing enemy minions. They combo really nicely with Equality too, you often don’t need Consecration to clear the whole board. Knife Juggler also becomes much more powerful – it’s already strong with Paladin’s Hero Power and with the upgraded one he becomes a real late game threat too (a free Arcane Missiles every turn is not something enemy wants to play against).

We also have a set of situational cards. Equality being the first one, also standard, a way to deal with the big minions. It’s usually complete board clear when combined with Consecration (“usually”, because of Divine Shields and Deathrattle minions that spawn something), but also works nicely with your 1/1’s. Ironbeak Owl is a second situational card – I’ve seen some people cutting it from the list and I really disagree. In pretty much every popular matchup you’re going to find a good Silence target – often Silencing a Piloted Shredder or Sludge Belcher is enough, but sometimes you almost completely get rid of a buffed minion (like Haunted Creeper buffed with Blessing of Kings – you get rid of both buff and Deathrattle) or hit important targets like Sylvanas Windrunner or Tirion Fordring. Third situational card is Big Game Hunter – another card I really like in the meta. 2/3 of the popular decks run some 7+ attack minion. In most of the cases it’s Dr. Boom. The card is also awesome against Secret Paladin (probably the most popular deck on the ladder) – it allows you to get rid of Mysterious Challenger easily if he’s the only minion dropped on the board (and less easily if there are more minions), Shredders hit by Avenge, Dr. Boom and even 3+ attack minions buffed by Blessing of Kings. Next one is Antique Healbot. First reason to run it is that Aggro decks are a thing – 8 points of healing is a lot against let’s say Hunter or Aggro Shaman. The second reason are high burst matchups, like Freeze Mage. After they Alexstrasza you down to 15, Healbot usually buys you at least a turn – often even wins you the game. And the last reason is that because Midrange Paladin runs A LOT of weapons, taking collateral damage is common. Sometimes you’re forced to tank 5+ attack minions with your face, and getting too low is never good (even slow decks often run some sort of burst damage). Sometimes it’s just a 3/3 for 5, because you’re forced to play it for the tempo, but that’s a rather rare scenario. And the last situational card is Lay on Hands. Two purposes – first one is healing and second one is refilling your hand. It’s the only draw in the deck, but that’s usually enough. Thanks to the Hero Power (especially after Justicar), Paladin is less likely to run out of steam.

Alternate & Tech Cards

Here is the list of the cards that didn’t get to the main list. They are however good enough to play in the deck and depending on your collection (you might not have certain cards in the main list), on the meta and your personal preference, they might all be viable tech cards.

Argent Protector

A 2 mana card that’s not really a 2-drop. Slightly similar to Coghammer, you get the Divine Shield effect for 1 less mana, but instead of a weapon you also have a 2/2 body. What’s more important, however, is that you can TARGET the Divine Shield. It’s important, because there are a lot of board states where you really want the Divine Shield to hit a specific minion and it hits a 1/1 instead. The pros of running Argent Protector is that he usually gives you a one free trade and that’s a very high value. The con is that he’s a very weak 2-drop and you already need to have something else on the board to use him. I really like the card, but I couldn’t find spot for it.

Blessing of Kings

Blessing of Kings was in and out of different Paladin lists a lot of times. It’s a really good card, because it gives you a lot of tempo. If you play a 4-drop, you usually have to wait a turn until it attacks. Here, the +4/+4 part has “charge” if you play it on a minion that can already attack. That’s a big deal if you need the damage instantly. For example, if enemy played a 3/5 and you have a 1/1 on the board, using Kings allows you to instantly clear it. This way enemy has no way to buff it, no way to hide it behind a Taunt etc. It’s even better if you use it on a minion with Divine Shield (Shielded Minibot/Coghammer) – the Divine Shield allows you to deliver one free hit on a bigger minion. And in the worst case scenario, if you top deck it in the late game, you can always use your Hero Power and Kings the Recruit to get a 5/5.

Murloc Knight

Murloc Knight was the reason Midrange has seen some play again in TGT. There are two reasons that most of people have stopped running it. The first one is that it’s more of a value than a tempo card most of the time. Dropping it on turn 4 is a tempo loss, because it’s just a 3/4 minion. When dropped on turn 6, only getting the “best” Murlocs is a nice tempo, but getting the small ones isn’t worth it. Most of the time only if it survives two or more turns it starts getting crazy value, but that’s not a common scenario. The second reason is that LoE introduced two small Murlocs – Murloc Tinyfin and Sir Mrrgglton – meaning the chances that you get one of the best ones (Murloc Knight, Old Murk-Eye, Murloc Warleader or Siltfin Spiritwalker) got lower, from 4/12 to 4/14. If you play in slower matchups, it’s still very good, because it either baits a removal (and usually a bigger one, because most of the small removals deal 3 damage) or gets you tons of value. Both results are okay.

Cult Master

Having a draw mechanic might be good… if you want to play for the tempo. That’s right. When Midrange Paladin plays for value, he rarely runs out of cards. But when he starts playing for the tempo, now that’s a different story. When you play for the tempo, you should have board lead. With board lead (and possibly a lot of small minions), Cult Master gets CRAZY value. It’s easy to get 2-3 card draws on the turn you play him and even more later. Hiding Cult Master behind a Sludge Belcher often means two cards etc. Not to mention that it’s also a high priority target that enemy can’t leave on the board. The problem with Cult Master is that he REQUIRES a board lead to be good. Otherwise a 4/2 for 4 is terrible. An alternate draw mechanic is Solemn Vigil, which is much safer, but has less potential (it’s always 2 card draws, while Cult Master can draw much more).

Tuskarr Jouster

Alternative to Antique Healbot. Honestly, it depends on how lucky you feel. The healing isn’t going to proc often – probably around 1/3 of time. As a Midrange Paladin, you run a lot of small minions that can easily lose (or draw) the joust. The deck runs 10 minions that cost 3 or less. Even though you’re most likely going to draw some of them in the early game, there is even a significant chance of losing/drawing the joust against Aggro and that can lose you the game. It’s still better in slow matchups, because you don’t value healing that much and the 5/5 body is bigger. But in Aggro matchups the body doesn’t matter that much and you value the guaranteed healing more. Honestly, I’d consider playing it if there were no Aggro Shamans on the ladder.

Defender of Argus

Paladin’s main con is that it’s so easy to flood the board with the Hero Power and Muster for Battle. Witha lot of minions on the board, Defender of Argus might work wonders. It’s important that it comes a turn before Belcher, which might save your skin in some matchups. Taunting up two minions can give you good trades, can protect your board or just your life total. Shielded Minibot is an awesome minion to Taunt up – a 3/3 with Divine Shield and Taunt is often hard to get through on turn 4. This is a very viable tech if you face a lot of Aggro decks, especially Aggro Shaman, where you can’t afford to lose any life and you need to actually hit enemy in the face and kill him before he draws into Doomhammer + Rockbiter or other burn. Remember that if you run Argus, you need to mind your positioning. Put minions that you want to Taunt up near each other and remember that 1/1’s from Hero Power always spawn on the right.

Harrison Jones

Weapon destruction is pretty strong in current meta. While Warrior and Hunter are pretty rare sight, right now there are a lot more Shamans and Rogues, with Paladin being constatly in the meta for a long time. Aggro Shaman’s main win condition is Doomhammer[c and Harrison is a dream counter. Not only you save yourself AT LEAST 12 health, you also draw 6 cards, most likely getting Taunts or Heals too. Against Rogue it’s very easy to hit a weapon. First idea is to ruin their Blade Flurry set-up. If they have a buffed weapon and they don’t attack with it, it’s very likely that they’re holding onto the AoE. Harrison is a great counter. But the second use is just a card draw + slight tempo. Rogues often end up their turns with a 1/2 dagger from Hero Power, meaning that Harrison destroys their Hero Power (2 mana tempo if they need to set it up again next turn) but it also draws 2 cards. 5/4 for 5 that draws you 2 cards is crazy strong, a better version of Ancient of Lore, so you’re almost always going to get value against Rogue. And last, but not least, the Paladin. Here you have a lot of choices. You can go for the card draw and destroy the Light’s Justice or Coghammer (most amount of charges), get rid of the Truesilver Champion (usually only one card, but a nice tempo boost) or keep it as a counter to Tirion Fordring. Instead of Silencing it you might kill it and get rid of the weapon. That’s the biggest swing, almost as good as destroying the Doomhammer. You get rid of a 5/3 weapon (Ashbringer) AND you draw 3 cards. Oh, there is also one thing I didn’t mention. Since Warlock is probably the second most popular class right now and a lot of them run Lord Jaraxxus, that’s another dream. Jaraxxus starts with a 3/8 weapon, so Harrison Jones can not only deny TONS of damage, but also draw a lot of cards. You can’t play value game against Jaraxxus, and with a full hand you are actually able to play the tempo game and keep up with 6/6’s every turn. A cheaper alternate to Harrison is Acidic Swamp Ooze, but the draw part of Harrison is pretty good and you don’t really want to counter any smaller weapons.

Sylvanas Windrunner

A lot of people run this card in Paladin. Overall it’s a solid Legendary that can get you a lot of value. It’s an awesome counter to strong board presences and playing it on turn 6 usually means that enemy can’t play Dr. 7 (Dr. Boom) which is already good reason to run her. Sylvans + Coghammer is a very powerful late game combo. One of the best counter to Sylvanas is to actually ignore her and play for the tempo, which often works, because she’s very slow. Giving her Taunt means that she can’t be ignored and enemy has to sacrifice the board or find an answer. The second reason to run Sylvanas is baiting Silence. Most of the decks don’t run two Silences, so if they commit their Silence for Sylvanas, they can’t Silence Tirion Fordring. And vice versa – if they keep Silence for Tirion, your Sylvanas is pretty much guaranteed to get value if you play her on the right board state.

Strategy & Tips

  • Mulligan with the deck is really simple, so I won’t write a whole section about it. You always keep Zombie Chow, Knife Juggler, Shielded Minibot, Aldor Peacekeeper and Muster for Battle. You want those cards no matter whether you’re going to play in slow or fast matchups. If enemy runs a good early-mid game Silence target you want to keep an Ironbeak Owl. It means that you keep it against Hunter and Mage (Mad Scientist), Warlock (Nerubian Egg, Voidcaller, Twilight Drake) and possibly against another Paladin, but only if you have other early drops too (Silencing off Divine Shields, Avenge and Blessing of Kings, possibly keeping it for the Tirion if you won’t get good targets early). You keep Coghammer with 1-drops or 2-drops (so that you can get Divine Shield value on something), you also don’t keep it alongside Muster for Battle. Piloted Shredder is a keep with a smooth curve, e.g. 2-drop, 3-drop and Shredder when going first or 1-drop, 2-drop and Shredder when going second. Keeper of Uldaman is a keep against Druid (if they Innervate out something) and Warlock (against Twilight Drake or a big Demon dropping out of Voidcaller). And that’s pretty much it.
  • If you play for the value in slow matchups (like against Control Warrior) you want to Hero Power as often as you can. This way you pretty much never run out of minions to play and instead you get 1/1’s on the board that enemy has to deal with. If you’re left with 2 mana in the late game, you might actually consider Hero Powering instead of using a 2-drop. Not only it gets you more value over time (because you get an extra 1/1), but it plays around AoE removals. Enemy is often forced to AoE your board full of Recruits, because he’s afraid of Quartermaster value. On the other hand, if you play for the tempo, try to not use your Hero Power at all. Just drop the minions on the curve and fill the curve with smaller drops instead of Hero Power.
  • Aldor Peacekeeper gets extra potential value on the minions that enemy doesn’t want to Silence. E.g. if you Aldor a vanilla 5/5 (like Loatheb), enemy might Silence it back to the original state. On the other hand, Silencing a Twilight Drake or Piloted Shredder means that enemy loses extra effects, which is fine for you. Also, if you can kill the Aldor target right away – you generally should do it. This way you prevent the Silence or attack buffs.
  • Using Equality to kill one big minion is a solid play. Let’s say that Priest plays Deathlord on turn 3 and you have no way to kill it. If you don’t go through it right away, he’s going to get TONS of value by healing it, even worse if he gets out the Northshire Cleric on the board. In that scenario Equality deals 7 damage for 2 mana, which is fine.
  • If it’s not too big of a tempo loss, try to play Justicar Trueheart on the curve in any slower matchup. The card makes your Hero Power so much stronger that you want to use it pretty much every turn. This way you can easily win the value game in the long run. Also remember that playing Justicar resets your Hero Power, so on turn 10 you might actually play Hero Power, Justicar and Hero Power again to get 3 Recruits in total.
  • Aldor Peacekeeper and Big Game Hunter aren’t real 3-drops most of the time, but if you really don’t have anything else to play and you need the board tempo, you can drop them on turn 3 even without a target to hit. You don’t want to do that in slower matchups, where you’ll be fine with just playing Hero Power and passing, but in faster matchups you often can’t afford to lose the tempo. You can also drop Big Game Hunter just like that in matchups where enemy generally doesn’t run 7+ attack minions. So, for example, against Aggro Shaman, Miracle Rogue or Control Priest. A 4/2 for 3 isn’t good, but it’s not likely going to be something more.
  • Don’t be too greedy with Quartermaster. In faster matchups getting it off on one dude is good enough. If you have empty board and your other turn 5 play is to Hero Power + pass, you even want to drop it as a 2/5 minion. Yes, it’s bad, but it’s better than Hero Power + passing. In slower matchups you want to set up for 3-4 minions. Quartermaster is also great at setting up the lethal. If you have 4 Recruits on the board and enemy is at 12 health, no matter whether you have the Quartermaster in your hand or not, he’ll be afraid that you can kill him. I’ve seen Warrior using Brawl just on 1/1’s to prevent Quartermaster lethal. So count your damage if you have some Recruits on the board and Quartermaster (or two) in your hand, because you might have more burst than you expect.
  • Playing Lay on Hands is usually a HUGE tempo loss. You use your whole turn on healing and drawing cards, so you don’t impact the board in any way. Sometimes you can develop a 2-drop, but often it’s just Hero Power. It means that you really need to be careful with the card. Use it only when you’re digging for certain cards (e.g. you need Silence or Equality) or when you have board lead and you don’t need to develop more. Good timing for playing Lay on Hands is when enemy also had a slow turn or when you have a huge board lead and you don’t want to overcommit. In Aggro matchups you can’t really be too picky and you’re usually going to play it on turn 8, because healing is very important.

Closing

Thats it folks. Thanks for reading the guide and I hope that you’ve liked it! Midrange Paladin is one of my favorite decks and I’m playing different versions of it since GvG. If you like high tempo decks that can also play a control game, you should like the Midrange Paladin. The deck is definitely competitively viable. The screenshot above is from the 30th of December. I was aiming at top 100, but couldn’t play on the New Year’s Eve, so I finished outside the top 100 (sadly). Like I’ve said at the beginning, it’s not as strong as the Secret version, but it’s well… less brainless. That’s why I like it more.

I’ll be writing a series of MUAs (Matchup Analysis) for Midrange Paladin vs different meta decks soon for our Premium users. The first one should come out a few days after this guide, so stay tuned.

If you have any questions, thoughts or suggestions – leave them in the comment section below.


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