LOTI 015 : Paladin Strategy Guide

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LOTI #015 – Legend of the Innkeeper – “Paladin Strategy Guide”


Welcome to the Legend of the Innkeeper.  I’m Vastidious and I’m Ariannwyn.  We’re glad you could join us for our fifteenth episode.

This week we are talking about…


What did you do this week?

Top 3 of the week – Paladin Cards

Vastidious: Equality, Consecration, Avenging Wrath

Ariannwyn: Avenging Wrath, Sword of Justice, Equality




  • Blizzard Bans Bots



  • Mile stone to be reached this next episode?  – 10,000 downloads!

Getting Better – Paladin

I’m not going to start off this guide saying that the Paladin is another unique class to the game.  What I will say is that two of the differentiations with the Paladin would be combos and divine shield.  Blizzard has done a great job of making the Hearthstone version of the Paladin match very closely to the WoW version, by including AOE, healing and defensive powers to the class.  One other feature that sets the Paladin out as unique is their ability to use secrets, one of three classes that can do that.

Your hero is Uther Lightbringer, the founder of the Knights of the Silver Hand in WoW.  His hero ability is called Reinforce and for a cost of 2 mana he summons a 1/1 Silver Hand Recruit.  This doesn’t seem like much of a power however tied to some of the cards that are available for this class they can become extremely useful.

I’ve always had a passing fascination with the Paladin class and I’ve never really sat down and focused on them individually before.  Having the opportunity to do so this week has been a fun experience.  They can be fun and rewarding to play.  Playing against them can be frustrating and annoying.


Equality + Consecration or Equality + Wild Pyromancer

One of the most dreaded combos in the game come from the Paladin.  Until recently there wasn’t a really good way to counter this combo either.  That’s the Equality + Consecration combo.  Equalty (2 mana, Change ALL minions health to 1) is a powerful card even on it’s own.  But when you combine it with Consecration (4 mana, Deal 2 damage to all enemies) it’s downright destructive.  I love it when I am able to use it on a full board especially if there are cards like Ragnaros, Sylvanas or the Sludge Belcher out.  It’s a board clear combination in most situations.  It also combo’s well with Wild Pyromancer and Avenging Wrath.

The counter I mentioned for this combination is Loatheb (5 mana, Battlecry: Enemy spells cost (5) more next turn.).  It’s not completely a counter but it prevents the Paladin from playing the combo on the next turn.  Another counter would be the Mage’s Counterspell (Secret: When your opponent casts a spell, Counter it), but you don’t see a lot of these in decks very often, plus it’s Mage only.

There are many people on both sides of the fence about Equality and whether it’s overpowered or not.  Obviously I’m a big fan of the card right now since I’m playing Paladin so much.  But I can understand the concerns from other players who feel it’s too powerful for such a low cost card.  Let me point out a few things to consider about it though.

  1. It’s the only form of board clear options available to Paladins (in their base cards).
  2. You HAVE to combo with it to use it effectively.  So the cost goes up depending on what you combo it with.  The Equality + Consecration combo costs 6 mana.  The Equality + Wild Pyromancer combo costs 4 mana and the Equality + Avenging Wrath combo would cost 8 mana.  So it’s not a cheap 2 cost card, although it can be used by itself with minions on the board.  But not as effectively.
  3. It affects your side of the board as well as your opponents.  In the deck I’m running it with, most of my early game minions are only 1 health anyway so it doesn’t hurt too badly.  But if I have minions with more than 1 health, then I am affected.  If I use it with the Wild Pyromancer combo, that means my minions will die too.

So as much as people complain about it, I believe it’s good as it is.  Other ways around it are not to play all your minions on the board at once when facing a Paladin, especially when you get to 6+ mana.  Play for the possibility of seeing it come out.

Ok enough about that combo.

Sword of Justice + Imp Master

Another fun and useful combo is the Sword of Justice (3 mana, Whenever you summon a minion, give it +1/+1 and this loses 1 Durability; 1 damage/5 durability) and the Imp Master (3 mana, At the end of your turn, deal 1 damage to this minion and summon a 1/1 Imp; 1 attack/5 health).  One important note about the Sword of Justice is that it’s better NOT to use the weapon as a weapon.  It’s better to hold on to it as long as you can and let the effect buff your minions.

Let’s look at another Paladin factor.  Secrets.


Paladins have 5 secrets available to them all with a cost of 1.  It’s the lowest cost secrets in the game.  The secret I’ve been most interested in using is Avenge (1 mana, Secret: When one of your minions dies, give a random friendly minion +3/+2).  I had this card in my last Arena deck and it was fun to plot out the best times to use the card to the best advantage.  I think I might try and work this into my other deck that I’m using in Constructed.  Redemption (1 mana, Secret: When one of your minions dies, return it to life with 1 Health) is another useful card.  It’s handy to play with cards on the board that have deathrattle on them.  For example, the Sludge Belcher, when it dies it summons a 1 / 2 taunt minion.  If you have this in play then he would summon that card and come back again with 1 health.  And when he dies again you would get another minion.

The other secrets are: Eye for an Eye (1 mana, Secret: when your hero takes damage, deal that much damage to the enemy hero); Noble Sacrifice (1 mana, Secret: When an enemy attacks, summon a 2/1 defender as the new target); and Repentance (1 Mana, Secret: When your opponent plays a minion reduce it’s health to 1).

Divine Shield

Divine shield is another power that is very useful for Paladins to exploit.  Using Divine shield on taunt minions is especially annoying.  Argent Protector (2 mana, 2/2 minion. Battlecry: Give a friendly minion Divine Shield) and Hand of Protection (1 mana, Give a minion Divine Shield) both are Paladin only cards that do this.

One counter that one can expect to a Divine Shield deck is the Blood Knight (3 mana, 3/3 minion, Battlecry: All minions lose Divine Shield.  Gain +3/+3 for each shield lost).  Although you will hardly ever see this card due to the current meta.  But my thought is to create a Divine Shield deck that INCLUDES the Blood Knight.  Think about it this way.  What if you were able to, using the coin, play 2x Argent Squires (1 cost each), 2x Scarlet Crusader (3 cost each) and a Blood Knight (3 cost) the Blood knight would become a 15/15 minion.  I know it’s not likely to happen but one can dream, can’t they?

Divine Favor

Another card I want to talk about specifically in the Paladin deck is Divine Favor (3 mana, Draw cards until you have as many in hand as your opponent).  This card can be situational but I’ve been able to use it to great advantage many times.  I will say that the one Hero that I usually can’t play it against is the Warlock, unless they are a Handlock.  You have to have less cards in your hand than your opponent for this to work, but if you do, it’s a win fall.  With my rush Paladin deck that I’m playing, I usually do have less cards since I’m usually playing a lot of 1 and 2 mana cost minions all the time.  So it works really well in my deck.  I used to not like this card that much and would choose other cards over this one because it wasn’t a guaranteed card draw.  But I see the potential if I use it correctly now.

Boosting Cards

The Paladin also comes with several cards that boost stats of other minions.  These cards are Blessed Champion (5 mana, Double a minion’s Attack), Blessing of Kings (4 mana, Give a minion +4/+4.), Blessing of Might (1 mana, Give a minion +3 Attack) and Blessing of Wisdom (1 mana, Choose a minion.  Whenever it attacks, draw a card).  All 4 of these make weak minions a pain to deal with in different ways.  But using these cards to enhance small minions and even the Hero Power: Silver Hand Recruit.  These are just another way to round out the power of the Paladin.

There are a few other cards worth mentioning; Lay on Hands (8 mana, Restore 8 Health.  Draw 3 cards.) and Hammer of Wrath (4 mana, Deal 3 damage, draw a card).  Both are great cards for throwing off the opponents game.

Paladin Decks

In general the most common decks you will find for Paladins are either Control or Rush decks.  I’ve been playing mostly with the Rush decks.  When you are putting together decks for the Paladin there are a few cards you might want to consider crafting.  But keep in mind that these cards are Paladin only cards.  As we’ve said before, you always want to craft non-class specific cards first before focusing on class specific cards, cards like Harvest Golem, Azure Drake and Chillwind Yeti.

Ok, so if you’ve already created the non-class specific cards, the next cards I would recommend for Paladin would be the following.  Surprisingly my first recommendation is not Equality.  The first recommendation would be Sword of Justice (3 mana, 1 dmg 5 dur, Whenever you summon a minion, give it +1/+1 and this loses 1 durability).  It’s not good early on in the game.  But it turns your recruits into 2/2 minions, it moves your 2 health minions out of range for many of the board clearing spells like Demonfire, Holy Nova, Blizzard and Starfall.  It’s extremely useful all around.

The second recommendation would be Avenging Wrath (6 mana, Shoot 8 missiles at random enemies for 1 damage each.)  Even though the targets are random, in most cases it’s going to help you get out of sticky situations.   And if you pair it with our next recommendation, then it’s even better for board clearing.

The third recommendation is Equality.  (2 mana, Change the Health of ALL minions to 1.)  We’ve already talked about this card in detail earlier.

And fourth, I would throw in there Argent Protector (2 mana, 2/2 minion, Battlecry: Give a friendly minion Divine Shield.)  This card lets you choose a target to give a Divine Shield too and it’s a great way to protect your other important cards, like Leeroy Jenkins, Knife Juggler or adding a shield back to Argent Commander.  The only draw back is that you usually want to wait for another minion to be on the board before playing him so you don’t lose the benefit he brings.

Paladin Legendary

Finally we want to touch quickly on the Paladin’s Legendary card.  I don’t have it but would love to at some point.  It’s Tirion Fordring (8 mana, 6/6 minion, Divine Shield, Taunt, Deathrattle: Equip a 5/3 Ashbringer).  He’s susceptible to silence however if you can get him out and kept alive for a few turns he’s incredibly powerful.  Then on top of that, when he dies he summons a 5/3 weapon for 15 points of damage over 3 turns!


Basic Paladin Deck

Comprised of just the cards you get during the tutorial and leveling a Paladin to 10.

  • 2x – Hand of Protection
  • 2x – Novice Engineer
  • 2x – Acidic Swamp Ooze
  • 2x – Shattered Sun Cleric
  • 2x – Razorfen Hunter
  • 2x – Truesilver Champion
  • 2x – Consecration
  • 2x – Chillwind Yeti
  • 2x – Sen’jin Shieldmasta
  • 2x – Hammer of Wrath
  • 2x – Blessing of Kings
  • 2x – Stormpike Commando
  • 2x – Frostwolf Warlord
  • 2x – Guardian of Kings
  • 2x – Stormwind Champion

Mid-Range Paladin with Free Cards

Similar to the deck above, but more focused on the mid-range game.

  • 2x – Blessing of Might
  • 1x – Humility
  • 2x – Blessing of Kings
  • 2x – Consecration
  • 2x – Hammer of Wrath
  • 2x – Truesilver Champion
  • 2x – Guardian of Kings
  • 2x – Elven Archer
  • 2x – Acidic Swamp Ooze
  • 2x – Bloodfen Raptor
  • 2x – River Crocolisk
  • 2x – Razorfen Hunter
  • 2x – Shattered Sun Cleric
  • 2x – Frostwolf Warlord
  • 1x – Gurubashi Berserker
  • 2x – Boulderfist Ogre

Tempo Paladin

This deck utilizes some of the new Naxx cards and a high card draw function.

  • 2x – Avenge
  • 2x – Blessing of Might
  • 2x – Blessing of Wisdom
  • 1x – Sword of Justice
  • 2x – Consecration
  • 2x – Truesilver Champion
  • 1x – Avenging Wrath
  • 1x – Lay on Hands
  • 2x – Argent Squire
  • 2x – Leper Gnome
  • 2x – Haunted Creeper
  • 2x – Knife Juggler
  • 2x – Arcane Golem
  • 2x – Coldlight Oracle
  • 2x – Dancing Swords
  • 1x – Loatheb

Vastidious’ Rush Paladin Deck – Shockadin – 54% win rate

  • 2x – Blessing of Might
  • 2x – Abusive Sergeant
  • 2x – Argent Squire
  • 2x – Elven Archer
  • 2x – Leper Gnome
  • 2x – Worgen Infiltrator
  • 2x – Equality
  • 2x – Bluegill Warrior
  • 1x – Ironbeak Owl
  • 1x – Loot Hoarder
  • 1x – Divine Favor
  • 1x – Coldlight Oracle
  • 1x – Wolfrider
  • 2x – Truesilver Champion
  • 2x – Consecration
  • 2x – Hammer of Wrath
  • 1x – Leeroy Jenkins
  • 1x – Avenging Wrath
  • 1x – Guardian of Kings

Paladin in Arena

Many feel that the Paladin is one of the better classes to play in the Arena.  I can say that this week I did do better with the Paladin in Arena than I did last week with the Druid.  I got 4 wins in Arena with him.

It’s a good idea to utilize the Hero power often in Arena so that you can save cards to gain Card Advantage.  Be looking for ways to buff your minions or to debuff your opponents.  Using these you can find some really good card trades and that helps you gain a lead in the game.

I would recommend grabbing the weapons if you see them during drafting because they are all very good in Arena.  Of course as mentioned before, save the Sword of Justice for buffing minions and not attacking.  Use the Truesilver Champion to clear out minions instead of going to face unless you’re close to lethal.  It’s better to have minions on the board that to attack with a weapon in most cases.

As you are drafting, take note of the cards you have available to you and see if you are heading towards a rush deck, control deck or maybe a late game deck with big minions.  If you see a trend start focusing on that direction.

So when you are drafting keep an eye out for some of the following cards.  They are listed in alphabetical order, as usual.

Aldor Peacekeeper (3 mana, 3/3 minion, Battlecry: Change an enemy minion’s attack to 1) – this is a great card to trade especially late in the game.  Using it to turn a Ragnaros to a 1 attack minion is sweet.

Argent Protector (2 mana, 2/2 minion, Battlecry: Give a friendly minion Divine Shield) – We talked about this earlier but he’s just as useful in the Arena as in Constructed.  Don’t pass him up and multiples are fine.

Consecration (4 mana, Deal 2 damage to all enemies) – Need I say more?  But it’s even better teamed up with Equality.

Equality (2 mana, Change the Health of ALL minions to 1) – Great as a combo, but it also works when you need to take out a Ragnaros with a 1/1 minion late in the game.

Sword of Justice (3 mana, 1 / 5 weapon, Whenever you summon a minion, give it +1/+1 and this loses 1 durability) – As mentioned before, don’t use it as a weapon, use it to buff minions.

Tirion Fordring (8 mana, 6/6 minion, Divine Shield, Taunt, Deathrattle: Equip a 5/3 Ashbringer) – Probably one of the best Class Legendaries in the game.  Simply put, grab him if he shows up.

Truesilver Champion (4 mana, 4/2 weapon, Whenever your hero attacks, restore 2 Health to it) – Another recommended pick just about everytime.  Attacking twice for 4 and getting healed for 2 is a huge value.


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That does it for this episode.  You can email the show at info@legendoftheinnkeeper.com.  You can also visit our website at legendoftheinnkeeper.com where we will post the show notes with the episode that has links to all the information we discussed.

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Until next show, Happy gaming!


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About Author

Vastidious is a long time gamer, father to Ariannwyn and doesn't read the text on the cards.


  1. Just wanted to share a combo that one paladin did vs me. Sword of justice > echoing ooze becomes 2/3 > sets a trap(?). End of turn the other ooze pops out, becomes 3/4. My turn I killed the 2/3 with hammer then boom trap triggered Avenge! Great now it’s a 6/6! Then I couldn’t do a thing to catch up and eventually lost.

    Great show guys!

    • Ouch! I was able to play the other day in Arena, Sword of Justice > Ooze > Blessing of Kings (+4/+4) and ended up with TWO Oozes – 6/7. It’s fun to be able to pull that off!

      Thanks for listening!

  2. I think that the conversation on bots was interesting but incomplete. There is no economy in Hearthstone, unlike Warcraft) but there is a need to “Grind” for your own ability to “play” or “enjoy the game”. While I totally agree that games should be played to be played, I also think that Blizzard has created a system where this was all but unavoidable for people wanting to run on the Free to Play model.

    You need gold to buy packs and dust to craft cards and both are slow to get. Even if you’re running a bot and pulling in 100 gold a day while you’re at work it still would take a week to get the gold needed to open a wing of Nax. And let’s be honest, how many decks are running at competitive levels without Naxx cards? How many people are able to consistantly get past rank 15 without a single Nax card? So many of those cards are required because they are the “counters” other power combos that Blizzard did not want to nerf. Leothab? He’s the counter to the Miracle Rogue, for example.

    That said, not everyone gets the same joy from opening packs as they do from getting wins or ranking up. And to be competitive you need cards. I like opening packs but for me it’s a side factor to playing the game itself. And that’s where the incentive to bot comes in.

    Bots for players not trying to get rich are more or less the same as mods in Warcraft that take the pains out of the game. I had one I could not play without that kept track of all the mining nodes for me. Rather than simply wandering the map, I at least knew where to head to maximize my chance of finding the nodes I needed for materials I needed. That made the game much more fun. I don’t know how to do this with Hearthstone, to be honest, but maybe it’s time for Blizzard to look closer at it’s pricing models.

    I’ll admit I’m only into the game cashwise the cost of Nax. I haven’t bought a pack yet. But I still feel like for an iPad game the cost to get where I am is on the order of 10 times the costs of games I also play. Even XCom which was a fully formed game was $20 and that was the end of it. There was no promise of more costly expansions later.

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