Heroes[edit | edit source]
Uther Lightbringer is the default hero for paladins. Players who have unlocked the Lady Liadrin, Prince Arthas or Sir Annoy-O alternate heroes may choose to play as one of them instead when using any paladin deck. All heroes use the same gameplay mechanics; the difference is purely cosmetic.
- 1 Heroes
- 2 Background
- 3 Hero Power
- 4 Strategy and gameplay
- 5 Counters
- 6 Spells
- 7 Minions
- 8 Weapons
- 9 Hero cards
- 10 Leveling rewards
- 11 Trivia
- 12 References
Background[edit | edit source]
- Main article: Paladin
This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead. Ready to serve, paladins can defend their allies with sword and shield, or they can wield massive two-handed weapons against their enemies. The Light grants paladins additional power against the undead and demons, ensuring that these profane beings corrupt the world no longer.
Paladins are not only zealots, but also guardians of the righteous, and they bestow blessings on those the Light would shine upon. The Light radiates from paladins, and worthy allies who stand near them are emboldened by its power.
Hero Power[edit | edit source]
The paladin Hero Power is Reinforce, which summons a 1/1 Silver Hand Recruit. This provides a cheap and unending supply of weak minions, which can be improved using spells like Blessing of Kings, or simply used to bolster the player's forces.
Replacement Hero Powers[edit | edit source]
Strategy and gameplay[edit | edit source]
The paladin is a well-rounded class which focuses on strong minions and limiting your opponent's ability to use their own. Many paladin decks contain multiple minions and spells that use the Divine Shield mechanic to summon minions which can't be killed without at least two instances of damage. Their Divine Shields coupled with Taunt can create hard-to-remove minions that protect your hero and other minions, such as Coghammer and Righteous Protector. They also have cards that directly benefit from and to minions with Divine Shield, such as Rallying Blade and Bolvar, Fireblood.
Paladins have access to an array of cards that buff their minions with increased stats. Blessing of Kings, Seal of Champions, Spikeridged Steed, and Dinosize are just one of many cards that can power up their minions. There are even cards that reward buffing your own minions like The Last Kaleidosaur and Lynessa Sunsorrow. Paladins also have cards that overrides a minion's stats, which can be just as effective on enemies. An Aldor Peacekeeper, Shrink Ray, or Sunkeeper Tarim can turn even the mightiest of minions into much more manageable threats.
The paladin's Hero Power, Reinforce, summons a 1/1 minion. This can be used together with cards that work well with more minions on the field like Raid Leader and Frostwolf Warlord, and cards that directly buff Silver Hand Recruits like Quartermaster and Level Up! can turn a mass of puny 1/1s into a swarm of bulky threats.
Consecration is a powerful, board-wide spell which damages all the opponent's minions and their hero. It can be played after an Equality to completely wipe the enemy field. A riskier strategy involves playing Equality while controlling a Wild Pyromancer, which will clear all minions on both sides.
Paladins also have strong self-healing abilities which allow them to survive powerful blows dealt to their hero like Forbidden Healing, Lay on Hands, and Nozari. Cards like Lesser Pearl Spellstone, The Glass Knight, Crystalsmith Kangor, and High Priest Thekal can further drive up the value off of their healing.
Paladins are one of few classes that can use Secrets. Paladin Secrets are fairly weak on their own, but by stacking several of them the Paladin keeps their minions protected through a web of Secrets that are difficult for the opponent to weave through. Cards like Mysterious Challenger, Bellringer Sentry, and Desperate Measures allows them to stack up Secrets quickly, while empowering cards that benefit from them like Mysterious Blade and Commander Rhyssa.
Paladins also have an affinity with murlocs, which goes well with their ability to quickly build a board and buff weak minions. Cards like Vilefin Inquisitor and Grimscale Chum gave paladins an explosive early start. On the other hand Anyfin Can Happen contrastingly required finesse of playing a few murlocs, creating an army of Bluegill Warriors and Murloc Warleaders to deliver a lethal push late game.
Counters[edit | edit source]
Clearing the board[edit | edit source]
Many archetypes of the paladin class are reliant on minions that stay on the board for more than one turn. With spells such as Blessing of Kings or Hand of Protection paladins can take advantage of the board with favourable trades. Silver Hand Recruits can specifically be buffed by minions such as Quartermaster, making them a formidable threat. This can be prevented by keeping the enemy's board clear. Depending on the class you are playing you can use AoE-spells such as Fan of Knives or Holy Nova.
Removing Divine Shields[edit | edit source]
A common mechanic of the paladin class is Divine Shield. Minions with Divine Shield can be tough to remove since the first damage taken is ignored. Hero powers that can deal 1 damage such as Fireblast or cheap spells such as Arcane Missiles can be used to get rid of enemy Divine Shields without damaging friendly minions. Blood Knight is also a very effective tool against minions with Divine Shield, while also potentially providing a big threat.
Transform / Silence effects[edit | edit source]
There are many buffing spells like Blessing of Kings in the Paladins arsenal. Removing the enchantment by silencing or transforming the minion can be devastating for the opponent's game plan. Against minions with strong abilities such as Tirion Fordring transforming spells like Hex or Polymorph are very effective by removing the card text and reducing the attack and health.
Depending on the paladin archetype there are cards that can be especially disruptive for the opponent's game plan. Minions such as Acidic Swamp Ooze or Harrison Jones can destroy weapons that are crucial for the paladin's tempo. Several Murlocs such as Murloc Knight or Hydrologist have been added to the paladin card pool. Hungry Crab is a cheap and effective tool against those cards and can provide a big tempo swing.
Spells[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Description|
|Blessing of Might||Free||Paladin||1|
Give a minion +3 Attack. "As in, you MIGHT want to get out of my way." - Toad Mackle, recently buffed.
|Hand of Protection||Free||Paladin||1|
Give a minion Divine Shield. This spell has been renamed so many times, even paladins don’t know what it should be called anymore.
Change a minion's Attack to 1. This card makes something really damp. Oh wait. That's "Humidity."
Restore 6 Health. If you are often bathed in Holy Light, you should consider wearing sunscreen.
|Blessing of Kings||Free||Paladin||4|
Give a minion +4/+4. (+4 Attack/+4 Health) Given the number of kings who have been assassinated, are you sure you want their blessing?
Deal 2 damage to all enemies. Consecrated ground glows with Holy energy. But it smells a little, too.
|Hammer of Wrath||Free||Paladin||4|
Deal 3 damage. Draw a card. A good paladin has many tools. Hammer of Wrath, Pliers of Vengeance, Hacksaw of Justice, etc.
Secret: When one of your minions is attacked, give it Divine Shield. We call it the bubble machine.
Secret: When one of your minions dies, give a random friendly minion +3/+2. Several paladins have joined together to deliver justice under the name "Justice Force." Their lawyer talked them out of calling themselves the Justice League.
|Blessing of Wisdom||Common||Paladin||1|
Choose a minion. Whenever it attacks, draw a card. Apparently with wisdom comes the knowledge that you should probably be attacking every turn.
|Eye for an Eye||Common||Paladin||1|
Secret: When your hero takes damage, deal that much damage to the enemy hero. Justice sometimes takes the form of a closed fist into a soft cheek.
Secret: When your opponent casts a spell, give your minions +2 Health. But sometimes concede.
Secret: When an enemy attacks, summon a 2/1 Defender as the new target. We will always remember you, "Defender!"
Secret: When a friendly minion dies, return it to life with 1 Health. I am not sure how you get demptioned the first time. It’s a mystery!
Secret: After your opponent plays a minion, reduce its Health to 1. Repentance often comes in the moment before obliteration. Curious.
|Flash of Light||Common||Paladin||2|
Restore 4 health.
Draw a card. Hey! No cameras allowed!
Give a friendly minion Lifesteal. Some might call this a lightforgery.
Enemy spells cost (5) more next turn. When one buke just isn’t enough.
|Sound the Bells!||Common||Paladin||2|
Give a minion +1/+2. Weirdly, the bells stop ringing after 5.
Set a minion's Attack and Health to 1. Like humility but more humiliating.
Your hero is Immune until your next turn. Highly effective against 3 year olds.
Draw two 1-Attack minions from your deck. "The Light is neither a particle nor a wave. It's more of a juice, really."
Cast a random Paladin Secret. Desperate times call for disparate secrets.
|Call to Adventure||Rare||Paladin||3|
Draw the lowest Cost minion from your deck. Give it +2/+2. Even the smallest minion can change the outcome of the game.
Change the Health of ALL minions to 1. We are all special unique snowflakes... with 1 Health.
Double a minion's Attack. This card causes double the trouble AND double the fun.
Draw a card and deal damage equal to its cost. C'mon Molten Giant!!
Give your minions Divine Shield. Shield yourself in righteousness! It feels like a warm fuzzy blanket.
Set the Attack and Health of all minions to 1. Actually works by enlarging the rest of the world.
Give a minion +4/+4, Divine Shield, and Taunt. Life hack: Sneeze near a pharaoh.
Secret: After your opponent plays three cards in a turn, draw 2 cards. Find your own wisdom. Perhaps behind the couch.
Draw a minion and a spell from your deck. Swap their Costs. Mined exclusively from the dark side of the moon.
Summon a minion from each player's deck. They fight! If you don't fight to the death, it's Duel Yielding.
Deal 8 damage randomly split among all enemies. Wham! Wham! Wham! Wham! Wham! Wham! Wham! Wham!
|A New Challenger...||Epic||Paladin||7|
Discover a 6-Cost minion. Summon it with Taunt and Divine Shield. … Arrives? Approaches? TELL US ALREADY!
|Lay on Hands||Epic||Paladin||8|
Restore 8 Health. Draw 3 cards. A grammatically awkward life saver.
|Tip the Scales||Epic||Paladin||8|
Summon 7 Murlocs from your deck. Hold on, I need to get some murlocs to weigh in on this.
Quest: Play 5 Reborn minions.
Reward: Emperor Wraps. "I do say, this gives me the vapors every single time!"
|Kangor's Endless Army||Legendary||Paladin||7|
Resurrect 3 friendly Mechs. They keep any Magnetic upgrades. "That's three, Kangor. Three isn't endless."
- Countess Ashmore
|Showing all 39 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
|Guardian of Kings||Free||General||Paladin||7||5||6|
Battlecry: Restore 6 Health to your hero. Holy beings from the beyond are so cliché!
Magnetic They tried for weeks to make a stealth version, but eventually decided to just let it glow.
Battlecry: Give a friendly minion Divine Shield. "I'm not saying you can dodge fireballs. I'm saying with this shield, you won't have to."
Battlecry: Add two 2/1 Sandwasps to your hand. Oooh, see that wasp!
Watch that sting!
Dig in the Sandwasp Queen!
Deathrattle: Add two 4/4 Dragons to your hand. This is why you shouldn't shoot the messenger.
Reborn No one knows whose ancestor he is, but he's still upset that you never call.
Rush Maybe we should have called him Ghostly Rusher.
Deathrattle: Summon an 8/8 Robosaur. When you need more iron in your diet.
Whenever you summon a minion, gain +1 Attack. Some paladins really Light it up.
Battlecry: Change an enemy minion's Attack to 1. The Aldor hate two things: the Scryers and smooth jazz.
|Paragon of Light||Rare||General||Paladin||3||2||5|
While this minion has 3 or more Attack, it has Taunt and Lifesteal. She’s all fun and games until someone rings that stupid bell.
Deathrattle: Draw two 1-Health minions from your deck. Pride cometh before the maul.
Taunt Every ten seconds it asks if you want to update.
Battlecry and Deathrattle: Put a Secret from your deck into the battlefield. Who are you? Eh, none of my business.
|Spirit of the Tiger||Rare||General||Paladin||4||0||3|
Stealth for 1 turn.
Whenever you cast a spell, summon a Tiger with stats equal to its Cost. Less of a cantrip and more of a cat-nip.
Battlecry: If you've restored 10 Health this game, gain +4/+4 and Taunt. YOU WERE A TEMPLAR, JONDAR!
Battlecry: If you're holding a Dragon, gain Taunt and Divine Shield. Fly like an eagle, drop like a rock.
Deathrattle: Shuffle this into your deck. It keeps any enchantments. She protec.
But most importantly,
she come bac.
At the end of your turn, give another random friendly minion +1 Attack. The dramatically detailed terrifically trimmed replica of the real thing!
Battlecry: Give all Dragons in your hand +3/+3. All of his speeches really drag on.
Battlecry: Give all minions in your hand +2/+2. "Windell! More light!"
"I'm givin' it all she's got, Kangor!"
Battlecry: Put one of each Secret from your deck into the battlefield. He may sound surly and antisocial, but he's actually just really shy.
Divine Shield, Lifesteal
Your healing is doubled. He wants to tank, but Boom always makes him play support.
|Sir Finley of the Sands||Legendary||Murloc||Paladin||2||2||3|
Battlecry: If your deck has no duplicates, Discover an upgraded Hero Power. "The sands shall be my sea! And this scarab shall be my, er, strange and wriggly boat!"
Your Secrets trigger twice. Two people can keep a secret as long as neither of them are Commander Rhyssa.
|High Priest Thekal||Legendary||General||Paladin||3||3||4|
Battlecry: Convert all but 1 of your hero's Health into Armor. "…and then I beat him with 1 Health!"
|The Glass Knight||Legendary||General||Paladin||4||4||3|
Whenever you restore Health, gain Divine Shield. She seems scary, but she's got a glass jaw.
Battlecry: Transform all your 1-Cost cards in your deck into Legendary minions. "I have a very particular set of skills. Skills that make me a nightmare for witches like you."
Divine Shield. Taunt. Deathrattle: Equip a 5/3 Ashbringer. If you haven't heard the Tirion Fordring theme song, it's because it doesn't exist.
Battlecry: Restore both heroes to full Health. In another timeline, she was called Yeszari.
|Shirvallah, the Tiger||Legendary||Beast||Paladin||25||7||5|
Divine Shield, Rush, Lifesteal
Costs (1) less for each Mana you've spent on spells. On bended knee Thekal placed his weapon upon Shirvallah’s altar, whereupon she slowly knocked it off with her paw.
|Showing all 31 cards|
Uncollectible[edit | edit source]
The following minions are generated by other paladin cards or effects, and are uncollectible.
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
|Silver Hand Recruit||Free||General||Paladin||1||1||1|
|Showing all 6 cards|
Weapons[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
Prince Malchezaar was a collector of rare weapons. He'd animate them and have them dance for him.
Whenever your hero attacks, restore 2 Health to it. It Slices, it Dices. You can cut a tin can with it. (But you wouldn't want to.)
Battlecry: Deal 5 damage to your hero. This weapon – ow! Requires a little – OWW! Finesse.
Battlecry: If you control a Secret, gain +1 Attack. It knows every secret you have felt.
Overkill: Give a minion in your hand +2/+2. Only two things in life are certain: death and axes.
After your hero attacks, give your minions +1/+1. Silver’s malleability limits its utility as an edged weapon. On the other hand... SHINY!
|Sword of Justice||Epic||Paladin||3||1||5|
After you summon a minion, give it +1/+1 and this loses 1 Durability. I dub you Sir Loin of Beef!
|Showing all 7 cards|
Uncollectible[edit | edit source]
The following weapons are generated by other paladin cards or effects, and are uncollectible.
|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
|Showing the only card|
Hero cards[edit | edit source]
See Hero card.
Leveling rewards[edit | edit source]
Starting cards[edit | edit source]
All paladins start with the following class cards.
Level 2-10[edit | edit source]
Up to level 10, reaching each even-numbered level will award the player two copies of a new Basic class card. These cards are not obtainable through any other means.
Level 11-60[edit | edit source]
Above level 10, reaching certain levels will award golden versions of existing Basic cards. As they are uncraftable, it is not possible to disenchant these cards, making the reward purely cosmetic. Reaching each required level will award one golden card. Levels after 10 award golden Basic class cards, whereas levels after 50 award golden Basic neutral minion cards.
Trivia[edit | edit source]
- During the game's early development, the paladin hero was Tirion Fordring. The hero can be seen in screenshots from that period.
- As of the Year of the Dragon, Paladin is tied with Shaman for the most amount of heroes at 4, with Mage, Warlock, Priest, and Druid coming in second at 3. Paladin is also the only class to have two free promotional heroes.
References[edit | edit source]
Death Knight (special class)