Mech Paladin is focused around mechs and mech synergy. It aims to overwhelm the opponent by compounding buffs and Magnetic minions on a few minions, with Kangor's Endless Army to gain second wind or a final push. The deck also packs AoE and pseudo-removal to defend itself against aggro and other decks relying on early large minions. Although mechs define the archetype, the list of core cards are small and can hybridize with other options, such as Secrets and Reborn cards.
Previously overshadowed by Odd and Even Paladin, Mech Paladin rose to power in the Year of the Dragon standard, following their early Hall of Fame retirement. In Saviors of Uldum, Mech Paladin often overlapped with Quest Paladin for abusing Mechano-Egg with Reborn, and Descent of Dragons created an aggro variant of Mech Paladin for Standard, utilizing Sky Claw and Micro Mummy for early game aggression. In Wild, Mech Paladin is played primarily as an aggressive deck, using powerful Goblins vs Gnomes mechs as target for Magnetic buffs.
Common cards[edit | edit source]
The following cards are usually in the deck.
Core cards[edit | edit source]
The following cards are played in most or all versions of the deck:
- Midrange/Quest variant
- Aggro variant
Optional cards[edit | edit source]
The following cards are played more than occasionally, but not always:
Wild Cards[edit | edit source]
The following cards are often played in the Wild format:
|Common deck types|