The deck aims to prevent the opponent from establishing a board during the early turns, playing powerful cards during the midgame to begin stabilizing, and then dropping threatening late-game powerhouses to secure the win. The deck is able to consistently use its hero power, Reinforce, during the early turns, allowing it to out-value some other control decks.
In Wild, Control Paladin also sometimes carries N'Zoth, the Corruptor. The N'Zoth variant revolves around using N'Zoth to resummon the very strong Tirion Fordring, alongside other deathrattle minions. Generally the N'Zoth package is fairly light, sometimes just carrying Tirion alongside one or two copies of a card like Infested Tauren.
Sometimes, a heal-based package can be based on High Priest Thekal, The Glass Knight, Zandalari Templar and various other cards which synergize with healing to construct Control Paladin, this subtype is commonly referred to as "Healadin". Control Paladin can also utilize the various spells it has at its dispense and build a more spell based deck, utilizing Shirvallah, the Tiger, Spirit of the Tiger, Lynessa Sunsorrow, Immortal Prelate and sometimes an inclusion of the Paladin Quest, The Last Kaleidosaur along with Sound the Bells to complete it. Larger spells such as Lay on Hands and Dinosize can also be used to construct a deck based more around Spiteful Summoner, but this is rarely seen due to having to give up useful cards such as Equality and Time Out!
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:
Exodia Variant[edit | edit source]
Spell Variant[edit | edit source]
Heal Variant[edit | edit source]
Optional cards[edit | edit source]
The following cards are played more than occasionally, but not always:
Wild cards[edit | edit source]
Wild cards that fit well into this deck type:
|Common deck types|