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Greetings, I’m Sheng, a Legend rank constructed and 7 win-average arena player. I run where our coaches have helped students around the world reach many of these same achievements.

If you’re new to Hearthstone, or just have a limited collection of cards—I feel your pain. It is often difficult to find cheap but viable decks to play on the Hearthstone ladder. Given this dilemma, I’ve set out to help those of you with a limited collection by creating budget decks for each class.


This Standard deck is constructed with only Commons and Rares from the Basic, Classic, and Whispers of the Old Gods card sets. In order to build this deck, you need to fulfill the following requirements:

  1. Reach Level 10 to unlock all of the Basic cards for this class.

  2. Have 1580 Dust available for crafting cards you may not have from this deck.

Deck Playstyle

  • Aggro Paladin is an extremely cheap and effective deck that utilizes the synergy between Steward of Darkshire and 1 health Token minions to flood the board with cheap Divine Shields. Support spells and minions that buff these Tokens overwhelm the opponent before they can clear the board effectively.

  • Because this deck doesn't have the same amount of direct damage as Mage or Shaman decks, care needs to be taken to play around board clearing spells and minions so you don't lose all of your Tokens. It's often the right play to trade away your minions without Divine Shield, so you can make space for more efficient minions.

  • This deck is designed to play its hand very quickly. Divine Favor is used to help refill your hand later in the game once you've run out of steam.

Minions - 16

2x Abusive Sergeant

  • A really flexible card that can be played on turn 1 if you have no better options. You can either use him to trade a small minion up for a larger one, or to deal an extra two points of damage to your opponent's face for additional reach.

2x Argent Squire

  • A sticky minion that helps us establish a board presence early. A great target for Blessing of Kings as she will often be ignored. It's very difficult to deal with a 5/5 with Divine Shield on curve. Synergizes well with Rallying Blade.

2x Selfless Hero

  • A pretty annoying card for opponents to deal with, because they need to think about clearing the rest of your board first befor killing Selfless Hero, so the Divine Shield Deathrattle doesn't trigger. He's a great play on turn 1 if you can follow up with another minion on turn 2.

2x Bilefin Tidehunter

  • A cheap minion that generates two tokens. This is great to play with Steward of Darkshire on turn 5 because it gives you two Divine Shield minions at once. Having a 1/1 Divine Shield taunt is really annoying to deal with, and can prevent your opponent from effectively clearing your board.

2x Wolfrider

  • A substitute for Argent Horserider typically seen in most Aggro Paladin decks in Standard. While not as good as the Argent Horserider, he's 3 points of direct damage.

2x Steward of Darkshire

  • The card the makes this deck go. Steward of Darkshire is a mana-efficient 3 mana minion, but his passively ability to give Divine Shield to any minion you spawn with 1 health (even Silver Hand Recruits generated from your Hero Power) make the Steward extremely valuable. You typically want to save the Steward until you can gain value from its passive ability on the same turn, unless you're confident he won't be removed the following turn.

2x Dark Iron Dwarf

  • Dark Iron Dwarf has a decent 4/4 body, but its Battlecry allows us to trade proactively on the board with our Tokens. Never feel bad about buffing a minion just to attack your opponent's face for 2 extra damage.

2x Defender of Argus

  • We'll almost always have a board, so Defender of Argus provides a lot of value. It protects our Steward of Darkshire, and when buffing two Divine Shield minions, makes an extremely annoying wall for opponents to deal with.

Spells - 10

2x Divine Strength

  • Provides some more stickiness to our 1 health minions. It can turn a 2/1 into a 3/3 or 3/3 into a 4/5. We play two copies because it is a cheap buff spell, and allows us to make more proactive trades. We run plenty of cheap spells and minions because we rely on Divine Favor to refill our hand when we run out of steam.

1x Equality

  • A situational card that helps deal with bigger threats. Because we don't run Keeper of Uldaman it's necessary to play at least 1 copy.

2x Divine Favor

  • Without Divine Favor, this deck would have no ability to pressure opponents once we've emptied our hand. Divine Favor was one of the cards many players wanted Blizzard to nerf before the release of the Wrath of the Old Gods expansion due to ability to swing games against slower Control decks. It wasn't nerfed so we'll play two copies :D

2x Seal of Champions

  • A useful utility spell that buffs our minions to deal more damage to our opponent's face, or allows a smaller minion to trade up against a more expensive one.

2x Blessing of Kings

  • A useful utility spell that buffs our minions to deal more damage to our opponent's face, or allows a smaller minion to trade up against a more expensive one.

1x Consecration

  • Extremely useful in certain situations when you're behind on the board, or have Equality in your hand to clear your opponent's entire board. It's a bit situational, so we only run 1 copy. Our deck is extremely aggressive, and should always have a board presence at all times.

Weapons - 4

2x Rallying Blade

  • A mana-efficient weapon that synergizes well with our Divine Shield Minions, Spells, and Steward of Darkshire passive. Don't be afraid to play Rallying Blade when you have no Divine Shield minions at all just to chip damage from your opponent's life total. We have 4 weapons in our deck and it's very likely you'll find yourself in a situation where you'll want to equip another one.

2x Truesilver Champion

  • One of the best weapons in the game. Truesilver Champion allows us to do 8 points of damage with 4 mana, and heals us at the same time. Extremely useful for controlling the board or for providing the damage needed to kill our opponent later in the game.

Mulligan Guide

In general, you want to mulligan to setup your first three or four turns. Please note that there is a distinction between going first and going second in Hearthstone, and this should factor into your mulligan choices.

When going first, your advantage is the ability to play first. In addition, you gain mana crystals before your opponent. To take advantage of this, you want to be aggressive in your mulligan to put minions on the board.

When going second, your advantage is mainly The Coin, which gives you tempo over your opponent for a single turn, and also an extra card. Depending on the nature of your deck, whether it’s Aggro, Midrange, or Control, you’ll be looking for different things.

  • When playing an aggro deck, you’ll be looking for the same cards going second as you would going first. The objective is to quickly populate the board and bring down your opponent’s life total.

  • When playing a midrange deck, you’ll also be looking to get onto the board early, with the caveat that you can keep a single copy of a situational minion or spell that you think may be useful to counter an opponent. This might be a minion like Eater of Secrets to counter classes with Secrets or a removal spell like Frostbolt.

  • When playing a control deck, you’re looking to save the coin until much later in the game, generally when you can bring out a large late-game threat earlier than usual.

  • While I won’t make an exhaustive list, these are some of the cards you should consider keeping in your opening hand when playing this deck. In general, your goal with this deck is to get onto the board as soon as possible. It’s important to dig for an early 1 or 2 mana minion to play so you can begin to pressure your opponent’s life total.


  • 1 Mana: Abusive Sergeant (With Another 1 Mana Minion), Argent Squire, Selfless Hero
  • 2 Mana: Bilefin Tidehunter
  • 3 Mana: Steward of Darkshire


  • 1 Mana: Divine Strength

Gameplay Video

Sheng's Budget Standard Aggro Paladin


Here are some substitutions that will improve this budget deck. If you’re looking to craft cards to play this class, it’s best to start with the Key Substitutions first before working your way to the Nice-to-Have Substitutions. Unless stated otherwise, you can substitute a single copy of an upgrade card instead of two if you don’t have both.

Key Substitutions

  • 2x Wolfrider → 2x Argent Horserider
  • 2x Dark Iron Dwarf → 2x Keeper of Uldaman

Nice-to-Have Substitutions

  • 1x Equality → 1x Leeroy Jenkins

Coaching Lessons

If you’re interested in reaching Legend rank, or earning unlimited gold from arena, my team at would love to help! We’ve provided over a thousand hours of excellent coaching to students around the world. Banner

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I hope you enjoyed this guide! If you have questions, feel free to ask in the comment sections below.

Comments (5)

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Sheng I love this deck its so much fun and I also love tinkering with it. What do you think about blood knights? Ive been running them as a 1 of and the results are often amazing.

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@Sin Thx again for putting up great budget decks to get people into the game!

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It's pretty neat

I like the idea and it plays like any old aggro deck.. but I often end up with too many spells in my hand which really hurts the whole aggro playstyle. Isn't this a lot of spells for an aggro deck? I often have to put them on my minions on the turn I play them just to stay mana efficient, allowing the enemy to get value on their removals.

Any chance you can think of any changes to trade some spells for minions? Some of these other decks have southsea deckhand, 1 mana and 2 mana worgens, jugglers, bluegill warriors, etc

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@QuirkyIdiot I thought the same thing at first, but then I came to understand it makes your guys more sticky especially in the early game. Less likely to be removed by mages especially and other removal. Now I consider divine strength a must have. The one thing that shuts down Paladin more then anything else is removal if you dont have guys on the field you lose. Divine strength helps you keep guys on it. Also if you think about it dropping a selfless hero on turn one blowing your coin and droping a divine strength puts a 3/3 on the field turn one. How could that be a bad thing?

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Lost 3 now due to too many buff spells in my mulligan

I think divine strength is pretty bad and often I have to use it to trade up and lose 2 cards to one