There are a bunch of similar Paladins+Tavrod decks already posted here, but I thought I'd add this one to the mix for two reasons:
1) Pala-Mins is clearly the correct name (credit to mgallop).
2) I really like this build of the deck (and I've been doing well with it, rising from rank 80 to rank 17 over the past 4 days with a record of 35-18).
Some notes on the build:
1) 16 paladins total isn't a lot, but Anointer still pulls its weight. It's a solid value play if you play even one paladin after it, and it holds Inquisitor's Blade very well and is buffed by Oathbreaker.
2) Ripknife Assassin is great. At first I had Minotaur Oathkeeper in this slot (it's a minotaur AND a paladin!) but it was too low-impact late and susceptible to Vara's Favor and Highwayman. Assassin is just good in all scenarios (attacking, blocking, an empty board, etc).
3) Inquisitor's Blade ends a lot of games. The "revenge" part of the card doesn't come up a lot (though see Tavrod discussion below), but +3/+1 and flying is just a powerful effect in a deck with so many answers to Sandstorm Titan.
4) Oathbreaker is surprisingly good here - you have a ton of lifesteal units and Anointer lets you play it on T4 as a 5/5 (so it can survive Runehammer and attack into Sandstorm Titan). It's not as good as Tavrod usually (though it can be better at stabilizing against aggro), but you can't play 8 Tavrod. It also isn't always a 5-drop, so you aren't as crowded at 5 as it might appear.
5) You don't need to play bad minotaurs (like the Minotaur Oathkeeper mentioned above) to make Tavrod great. Tavrod himself, Copperhall Paladin, Inquisitor's Blade, and Bloodletter are plenty of good hits. The synergy with Inquisitor's Blade is especially crazy - if you hit a destiny Blade with Tavrod then you can immediately play it on Tavrod and jump over potential ground blockers to do 13 in the air (and draw a card from destiny!).
6) Matchups: basically you stomp on aggro and other midrange decks with your efficient removal and lifesteal units + weapons, but control decks tend to be rough. If you dislike losing to control, you should find a different deck.