Originally Posted by
kaiadam
Some cards I would consider removing:
- Holy light. As mentioned, two is a little overkill. It's situationally good against burn decks, but not good enough that you'll want two of them in your hand against a control matchup.
- Deathlord. It's like playing a less catastrophic of Millhouse Manastorm. He may not pull a good minion out, but will he counterbalance the 5% chance that he does? I doubt a single 2/8 taunt will raise your win% by that much.
- Azure Drake. Naxx brought so many good 5 slot drops, it's probably best to roll your cantrip minion to something else - pros are using Gnomish Inventors these days because there aren't that many solid 4 drops (they don't use shieldmaster either.) You won't be using your only spelldamage card with it very often either (consecration.)
- Spectral Knight. You don't have any way to taunt it up, so effectively you're just putting out a big dude. Control paladin is slow enough and your 5 drops need immediate impact.
- Ragnaros. It's the only minion in your deck that can be BGH'ed, and more often than not, it will be.
Cards you could consider putting in:
- Haunted spider. Very sticky minion that helps your early game; good totem stomper.
- Gnomish Inventor (mentioned previously)
- Abomination (totem clearer.)
- Baron Geddon (another totem clearer.)
- Sylvanas (removal bait. bigger effect than sunwalker if left unchecked.)
- Stampeding Kodo (combos well with humility & peacekeeper; wrecks acolyte of pain, deathlords, flametongue totems.)
- Hammer of wrath (nail those pesky 3 hp totems hiding behind a taunt wall. Combo with Pyro for a DIY swipe).