The Lightbringer and The Corruptor: An Extremely In-Depth Analysis and Guide to N’Zoth Paladin
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8 Nov 19

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The Lightbringer and The Corruptor: An Extremely In-Depth Analysis and Guide to N’Zoth Paladin

This is an extremely in-depth analysis and guide of N'Zoth Paladin, a Deathrattle Control Deck taking the meta by storm.

With the introduction of a new expansion, Whispers of the Old Gods, as well as the introduction of the Standard format that removed the Goblins Vs. Gnomes and Curse of Naxxramas expansions, it should be no surprise that new decks have risen to the top of the Hearthstone meta. Due to the fact that the game’s first two expansions were not going to be included in Standard format, many popular deathrattle cards were removed from play, such as Sludge Belcher and Haunted Creeper. When N’Zoth the Corruptor was announced, many people theorycrafted deathrattle decks, but with the removal of the aforementioned sets, such decks would lack too many high value cards to see competitive or high ranked play. Fortunately, one deck in particular saw great success. This new deathrattle deck that quickly rose to the top is none other than N’Zoth Paladin. Previous deathrattle-centric decks include variations on an aggressive Undertaker deck, which were massively successful and popular until the card’s nerf, thanks to the strong early game synergy and value it provided, and less popular decks utilizing Baron Rivendare’s ability to double your minions’ deathrattles.

Unlike previous deathrattle decks, N’Zoth Paladin is a late-game control deck that typically only runs three deathrattle cards. This raises the question, “Does it count as a deathrattle deck?” And the answer is a resounding yes. While it is very possible to win before N’Zoth is ever played, the entire premise of the deck is this single card’s effect. Imagine being able to summon multiple high threat minions in one turn after your opponent has already had to deal with most of them already that game. It feels good, doesn't it? This play screams “value.” Now imagine, if you will, you have killed multiple large minions throughout this long, drawn out game. You are all out of removal cards dealing with large sticky minions like Cairne Bloodhoof or Tirion Fordring, when suddenly they are back on the board with Sylvanas Windrunner and N’Zoth himself. “How do I deal with that,” you wonder. If you would rather be on the giving end of this massive play, N’Zoth Paladin is the deck for you.

The overall goal of the deck is to survive until late game using your AOE and weapons to clear the board and playing your large, harder to deal with minions to force removal out from your opponent. This is just like any control deck, right? Right, except some of your most threatening minions get two lives making the entire deck incredibly powerful. Without further ado, onto the guide.

As stated, this is an in-depth analysis. Each card will be analyzed on why it is in the deck and how to use it.

Forbidden Healing is used as an all-purpose heal. Against aggressive decks, it may be necessary to use it on yourself to stay out of lethal range. It may seem like common sense, but make sure you do not open with this card on your turn if you have another play you want to make. Even at higher ranks I have seen a player use Forbidden Healing and then try to play another minion, only to spam the “oops” emote. This is an easily avoided blunder. You will most likely use it to keep bigger minions like your Ragnaros or Tirion healthy, but it is quite versatile.

Equality is a hugely important card to deal with large boards developed by your enemy. While it can be used on its own to create great trade opportunities, more often than not you will use it in conjunction with Wild Pyromancer or Consecration for a two-card board clear.

Doomsayer is a card many people question in this deck, but has huge potential value. Playing Doomsayer does two major things. It forces your opponent to deal with it either by attacking it or using removal; if the former, that is damage not being used on you, if the latter, that is removal not used on large threats. The second, assuming it was not dealt with, is that your opponent cannot play minions this turn without them dying as soon as yours begins. A turn two Doomsayer can open up the opportunity to play a turn three Acolyte of Pain on an open board, which can increase its value. Overall, it is for board clear and to slow down your opponent to buy you time to get to lategame.

Wild Pyromancer is your other two mana minion and again is primarily used for board clear. A few simple combinations can be performed with three cards. With Equality, the entire board will be cleared. Equality’s effect of setting the health of all minions to one takes place before Wild Pyromancer’s effect of dealing one damage to all minions. Second, with Consecration, simply deals one extra damage to enemy minions, which can extend the effectiveness of the spell. Lastly, with all of your other spells, it is simply used just to deal one damage to all minions, which is the basis of the other combos.

Acolyte of Pain is one of your two (possibly three) forms of card draw. Because it is so important for you to draw your answer cards as well as your late game minions, extra card draw as well as a body for three mana creates a solid minion to be run. Note that an opponent will want to reduce your card draw, so he will try to kill it in one hit or without dealing damage to it. You can use your Wild Pyromancer’s effect to deal damage to your Acolyte to draw a card before it is removed too efficiently by your opponent. Aldor Peacekeeper can also reduce an enemy minion’s attack to one, giving you more value on your Acolyte.

Aldor Peacekeeper can be a very high value card. Aside from a 3/3 body, it provides fairly unique utility. Reducing a minion’s attack to one can slow down your opponent, but it can also be used for a combo with Stampeding Kodo, as it puts that minion into the kill range of said Kodo.

Truesilver Champion is one of the two weapons in this deck, the other being the deathrattle of Tirion Fordring. Being able to deal four damage on turn four gives you the ability to deal with most four or less cost minions. It also heals you for two before you perform the hitting action takes place. While it can be used to lower your opponent’s health, as this is a control deck, it is typically advised that you use it for removal.

Consecration is your most basic form of Area of Effect damage. It can deal with a large board of small minions, or be used with Equality to deal with large ones as well. Always make sure to check if Consecrate gives you lethal damage, as it also deals damage to your opponent. Overlooking it is a novice mistake, but it can happen.

Keeper of Uldaman is quite a versatile card. It can be used offensively or defensively. Turning an 8/8 into a 3/3 is basically removal in and of itself. Giving the enemy Ysera the same stats as your Aldor Peacekeeper can make it much easier to deal with. It can also be used offensively by turning boosting the stats of your minions, including your Silver Hand Recruits.

Spellbreaker is a card that many people will substitute in or out based on what they get matched against frequently, but is definitely a strong minion to run. After the nerf of Ironbeak Owl, Spellbreaker became the more valuable of the two silence cards. Use it wisely, as you only get one silence each game.

Solemn Vigil is your second guaranteed form of card draw. You cast it and draw two cards, simply enough. Keep in mind to trade your minions before you cast it if you want it to cost less. There are times where it is better to draw first, in case you draw into a better form of removal, but it is entirely situational.

Harrison Jones is the conditional card draw of the deck. It is great against Aggro Shaman’s Doomhammer, and the various other weapons in the game. Against non-weapon using classes, it is simply a 5/4 body for five mana, which is below average, but not abysmal.

Stampeding Kodo is primarily used for the combo with Aldor Peacekeeper to destroy a minion, but it can also be used to deal with minions that already have two or less attack.

Cairne Bloodhoof is one of the three deathrattle minions in the deck. Two 4/5 bodies for six mana is excellent value, and as one is from the deathrattle, it is somewhat difficult to deal with. Getting silenced reduces its value drastically, but you get to play it twice, so be optimistic and think for the future.

Justicar Trueheart improves your hero power to spawn two 1/1 Recruits. This card is not necessarily a staple to the deck, but because most of your cards are designed for removal or card draw, this allows a little more board presence through the extra token. It is quite strong against control decks, as the buildup of tokens can be rather irritating to deal with and can force out removal that will not be used on your other minions.

Sylvanas Windrunner is the second deathrattle minion. The ability to steal an enemy minion is huge, and makes removing Sylvanas a big priority for your opponent, but he has to make sure to do so intelligently. Overall, it is a high value card that synergizes with the deck’s win condition.

Ragnaros, Lightlord is another card to get you to the late game. Healing an ally for 8 can be very impactful. The heal’s recipient is random, so you cannot always rely on it for consistent self-healing. Because it is your only big minion you do not get to bring back to life, try to protect it. The large body creates a large target on its own, but its effect is even more threatening to leave alive.

Tirion Fordring is the iconic, deathrattle Legendary from the game’s release, as well as the final deathrattle minion of the deck. He is incredibly weak to silence, losing his deathrattle, divine shield, and taunt. If not silenced, he takes multiple hits to destroy, and then gives you a massive 5/3 weapon. Being able to summon him a second time is incredibly valuable.

N’Zoth the Corruptor is the most important card in the deck. For ten mana, you get this large body, as well as up to three more. Keep track of what deathrattle minions have died, because it only brings those back to life. If you are able to bring all three back from the grave, assuming all or most of your opponent's removal was used on them the first time, finishing your opponent off with your gigantic and oppressive board should be a breeze.

Of course no deck is set in stone. Sometimes it is necessary to switch out cards to fit the meta, or if you simply do not like a particular card in the deck or want to add a different one. This section addresses these options.

Substitutions

The core minions that make or break the deck are N’Zoth, Tirion, Sylvanas, and Cairne. Without these cards, the entire win condition of the deck is severely weakened.

Harrison Jones is a really strong tech card against weapon classes. If you do not have it, consider Acidic Swamp Ooze as a replacement. If you are not facing weapon classes often, select a replacement card from the list below.

Justicar Trueheart is great in this deck because there are a lot of turns where you will hero power and not do much else, so summoning two 1/1 tokens can be a big improvement to the turn. It is effective against control matchups because they typically run less low cost minions so will have to either take the damage each turn, or use large minions or removal to deal with it. Overall, there is a lot of value to having two tokens instead of one. It is not integral to the success of the deck, but it is definitely strong. Therefore, if you do not have it and do not want to craft it, select a replacement card from the list below.

Ragnaros, Lightlord provides much needed sustain to outlast your opponent and is the most important legendary minion aside from the deathrattle core. If you cannot afford to craft it, consider Lay on Hands or some larger minion like Ragnaros the Firelord as an alternative, depending on which aspect of Ragnaros you most want to replace. Otherwise, select a different replacement card from the list below.

The following is a list of cards other variations of the deck run. This can be used for teching cards, replacing cards you do not have, or simply experimenting.

  • Humility can be used in conjunction with Stampeding Kodo and to slow down larger minions.
  • Acidic Swamp Ooze is a substitute to Harrison Jones if dealing with a lot of weapon users.
  • Harvest Golem is a decent early game card and also gets revived by N’Zoth, but overall, it is not very impactful.
  • Elise Starseeker has been used by some people because of its guarantee to have a good late game, but she switches your win condition if N’Zoth is replaced by another legendary minion.
  • Lay on Hands is great for healing and card draw and is also fairly common in this control deck.
  • Ragnaros the Firelord is another large threat to run. He is not a win condition on his own, but he is a high target minion that your opponent will have to deal with as soon as possible.

Mulligan

When it comes to mulliganing for this deck, there are not a lot of options. Doomsayer, Pyromancer, and Acolyte are all important to have early on. Against aggro decks, picking up Consecration or Equality can help deal with the massive board they will develop early on. Against midrange decks, Truesilver and Keeper of Uldaman can be used to neutralize medium and larger minions put out on earlier turns.

Decision Making

This deck is not particularly complicated. Like most control decks, the goal is to stall and survive until you can utilize your win condition to finish out the game. Utilize your removal and board clear to slow down your opponent. Cards like Doomsayer keep your opponent from playing minions, whereas cards like Acolyte of Pain help you draw more removal and eventually your win conditions. There are a lot of bigger minions that you can play on curve without worrying whether or not you will need it later. A turn six Cairne Bloodhoof can be a pain to deal with, and that card alone can buy you a turn or two to get closer to your win condition.

Against aggressive decks, it is important to deal with every minion as soon as you can, but efficiently enough that you do not run out of removal. While you have a lot of options, they are not unlimited. When facing these types of decks, remember that they will run out of tempo eventually. If they play three small minions and you just played Tirion on turn eight, he will have to trade all of those in just to deal with one card. This kind of value will shut down aggressors.

Control matchups are much slower. Early game will be a lot of hero powering and early card draw minions from both players. Board control is important, but in the early turns it will be mostly empty. This is why Justicar Trueheart can be so valuable. Other control decks will run a lot of huge minions, often more than you have with this deck, but they only get to summon them once. Your Aldor/Kodo combo and Equality/Pyro or Equality/Consecrate can be used to deal with those bigger minions.

The Win Condition

As previously stated, the win condition is playing N’Zoth and getting your Cairne, Sylvanas, and Tirion back. Avoid playing N’Zoth just for the body or just to bring back one minion. You only get one chance for this big swing. That being said, if you think just N’Zoth and Cairne will be enough, there is no reason to wait to draw Tirion or Sylvanas and have them die. Tempo is key. Force your opponent to react to your plays if you can, but know that you can react to them and still have the advantage.

Conclusion

This deck is incredibly strong right now at all ranks and has a fun, unique way to play a control deck. Keep in mind you need to make adjustments based on your matchups. If you have any questions, drop a comment below and I or a fellow reader can help you out. Thank you for reading and I hope you have enjoyed it!

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