Here’s a control paladin deck I threw together. First version of it since I haven’t played enough games with it to start heavily tweaking, and also just using the TGT cards I’ve gotten from packs and not crafting anything. http://i.imgur.com/O0MPpIz.jpg
Kicking butt at the moment, but since the metagame’s in turmoil with all the new cards it’s hard to say if it’ll remain viable. I also haven’t come up against one of those horrendous shaman decks that make unbeatably huge minions every turn until you die, either, but that’s partially what the double avenging wrath is to help against. I still bet that would put too much pressure on this but I’m not entirely sure how to combat that. 2 mana 3/4 is rough.
The murloc knights are excellent and can steal games if unchecked. Ideally you’d like to wait to play it on 6 mana so you can get the inspire off once, but depending on your opponent you may just want to drop it on 4 mana. Also an extremely high pressure 4 mana card, your opponent really wants to answer it immediately which can mean unfavorable trades or burning removal early which is good for you.
Refreshment vendor I waffled on when I was throwing the deck together since I thought the meta might be slow enough where they wouldn’t help, but it turns out I was wrong. Haven’t had a game yet where I was sad to play/have a refreshment vendor. In control vs control you might heal a few points of 1/1 weenie slapping which is no big deal since a 3/5 for 4 is still tolerable anyway, and against aggro it’s fantastic. Think the drawback of a zombie chow (Hint, you don’t care about it for this deck) with the added benefit of healing you. Slower than chow but you’ve got 4 sweepers, 3 guaranteed taunts, 2 truesilvers, etc.
Kvaldir raider is another incredibly high pressure cheap minion that can run away with a game and demands an answer. He’s not as useful against aggro, but against midrange and control he’s great.
Tuskarr jouster is a cool dude. Only have one so I only put one in the deck, but a 5/5 for 5 mana is perfectly ok to begin with, and if you win the joust then you get a pile of health too. Not sure I’d run two unless aggro picks up anyway, but one’s nice.
Double avenging wrath isn’t TGT but bares mentioning. Not entirely sure running two would be correct, but it does help take take board control in the mid game and maintain it later. With the tuskarr and the refreshment vendors you can heal up after the initial few turns and then start avenging wrathing the board away. Seems ok so far.
Master jouster is the TGT card I’m most unsure of in the deck. If you win the joust it’s basically a sunwalker with +1/+1, and if you lose the joust it’s just a 5/6 for 6. Unlike tuskarr jouster that IS on the weak side for the mana. Probably first on the chopping block when I start tinkering with the deck more. I’ve been winning the jousts fairly consistently so far since the deck is fairly heavy, but I’m still not sure.
Black knight is another non-TGT card that’s on the chopping block. Useful if your master jouster or Tirion get stolen via mind control/MC tech/Sylvanas, useful against most druids, alright against a lot of other decks since the game is slowing down a bit, but I’m still not entirely sure.
And finally the frost giant. The only card in the deck (Except for runaway kvaldir raiders) within BGH range. Overall I’d like to stay under the BGH radar to prevent cheap tempo swings to my opponent because of it, but with control paladin (Especially with these inspire cards) you’ll be pressing the weenie button a lot during a game, and dropping a 5 mana 8/8 late game with another card or two is fairly swingy. If I was to replace him (And I still might) I’d probably go for something like Ysera. Well under BGH range and awkward to remove.