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Tavrod Minotaur Paladin Synergy

Throne Deck By


Cost Curve




This is my first contribution.

When playing this deck you may want to aggressively draw for an opening hand with Anointer of the Faithful. She makes some powerful starts such as:

Turn 2 > Anointer of the Faithful > give bond to Copperhall Paladin.
Turn 3 > Brightmace Paladin w +1/+1 weapon gets lifesteal > bond out Copperhall Paladin w +1/+1 weapon ramps. Strong board state and ramp 1.

Another example that is lots of fun when it hits is:

Turn 2 > Anointer of the Faithful > give bond to Anointer of the Faithful.
Turn 3 > bond Anointer of the Faithful with +1/+1 and grant bond to Copperhall Paladin > bond Copperhall Paladin with 2 weapons for +1/+1 and ramps 2.

Other interactions that play well together. When Tavrod, Auric Broker digs Inquisitor's Blades if it has destiny you get to make Tavrod, Auric Broker instantly fly and get a free card draw. Feel free to throw Inquisitor's Blade on weenies and block with them if you know you are going to get Tavrod, Auric Broker to attack. Often you will have multiple units with free weapons from Anointer of the Faithful which makes Rakano Sheriff a very big 4 cost that can you can dig with Tavrod, Auric Broker, and she can also dump extra power on Copperhall Paladin to ramp.

I currently don't have more Order of the Spire and may craft some to include. He is strong when you have Anointer of the Faithful out because if you hold a power card he will be 4/4 on the turn he's played dodging torch. Anointer of the Faithful works well with the Copperhall Paladin ramp, which is my favorite interaction. I also think Oathbreaker will be a good inclusion but I currently do not have any copies of her.

Overall the deck has 16 paladins and 12 Minotaurs. This means you will dig a creature with Tavrod, Auric Broker fairly often.

If you have any questions or comments let me know and I will update the list.


Shiftstone Cost
Does not include campaign cost

Premium Cost

Influence Requirements
2 2

Power Sources
20 18 12

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
13 23 21 4

Card Types
24 8 17 0 26

Contains Cards From Campaigns
The Tale of Horus Traver [Set1002]
Dead Reckoning [Set1003]


March 21, 2018

March 9, 2018


Eternal Version
Dead Reckoning

BBCode For Comments

Deck URL

Revisions (Since last major patch) March 21, 2018



rtrnofdmax Edited Eternal Version: 1.38
I'd like to mention as of 1.37, this deck still works really well, at least as far as Platinum. I took most of OldGuardian's suggestion about the Minotaur Oathkeeper, though I went 3 Seek Power, 2 Order of the Spire and 26 power.

The combo I love is when your opponent is at 13 or less health with no flying units. If you have an Inquisitor's Blade on destiny, and attack with Tavrod, you have a really good chance of finding the blade, upgrading it to 8 attack, and immediately playing it on your already attacking Tavrod. Opponent dead before they know what happened.
shamanix Eternal Version: 1.29
Are 28 powers really needed?
FireballZora Eternal Version: 1.29
i had the same feeling when trying this deck, played around 6 games, got flooded in all of them
OldGuardian Eternal Version: 1.29
-4 sheriff, -2 seek power for +4 Oathbreaker, +2 Order of the Spire and have not lost yet.
This deck is a Ton of fun and really strong.
Definitely enjoying this deck so far. Thanks for sharing it.
ArconteSoze Eternal Version: 1.29
I liked the idea, the synergy between the paladins is very cool, I would only trade the Sherifs for 4 Auric Insterrogator and put 3 bloodlether to take advantage of Tavrod's ability even more.
Silvernight Eternal Version: 1.29
I tested, did not like the deck. Few units, it may not go well, it's bad. The idea itself is good, but some need to be changed.
Garavani Eternal Version: 1.29
I appreciate the input. Do you have any specific cards that you think should be cut/changed?

As far as the proportions, it's pretty close to ManuS Icaria Revenge deck which has been the most played deck over the last month. The biggest difference in proportions is that I include more power cards and fewer fixing. I'll link the other deck for comparison.
Sly Edited Eternal Version: 1.29
This deck is ridiculously fun with its out-of-nowhere combos. For example, here's your second example derailed in a recent game, then put back on with nitro:

Turn 2 > Anointer of the Faithful > give bond to Anointer of the Faithful. Opponent plays Permafrost on Anointer, so I can't bond with it next turn.
Turn 3 > play Anointer of the Faithful with +1/+1 and grant bond to Copperhall Paladin.
Turn 4 > play Order of the Spire, becomes 3/3 with Anointers > play power to become 6/6 > bond Copperhall Paladin to Spire, becomes 5/6, ramps 2, Spire is now 24/24.
On board, end of turn 4: 1/3 permafrosted Anointer of the Faithful, 2/4 lifesteal Anointer, 5/6 Copperhall Paladin, 24/24 Order of the Spire.

I took out the Brightmace Paladins to max out Order of the Spire. Anointer, Sheriff, and CP let it ramp way faster than it normally can.

I swapped the Wanted Posters for Protect because (as you mentioned in the comments) you're relying on a single big threat and perhaps an enabler. You desperately want them to survive, and once you've got them going, you should play slower in order to leave up Protect. I don't think you need to play it too early (i.e. sacrifice tempo before round 5) because you do have multiple ways of making things bigger and evasive.

* If your Spire and CP get killed, Tavrod, Auric Broker can still dig up boosted weapons or Minotaurs.
* Inquisitor's Blade makes any card a high-damage flying threat, and comes back on board.
* Rakano Sheriff lets you grind out stalls, and turn on a late Spire.
Garavani Eternal Version: 1.29
Thanks for the input.

Yeah I think I'm going to pull the Wanted Posters and put in Protect. I'm also trying some Dark Return since early on I often don't have the 2 power to spare to put aegis on a unit, and that will let me bring back whatever piece of the puzzle gets deleted.
Sly Eternal Version: 1.29
I dig it. Dark Return plays great with Order of the Spire and buffed Minotaurs as well, no matter if you draw Dark Return way after they're killed.
Garavani Edited Eternal Version: 1.29
Yeah, a friend pointed it out to me. Also if you Protect something and it gets killed anyway when you Dark Return and recast it gets another aegis.
Krumpet Eternal Version: 1.29
What would you cut for Order of the Spire and Oathbreaker? I know you said Brightmace Paladin, but he seems to have synergy with Oathbreaker.
Garavani Edited Eternal Version: 1.29
I would probably pull the Wanted Poster and Rakano Sheriff. The sheriff can be really strong but she kind of tends towards the "win more" spectrum.
Sly Eternal Version: 1.29
I agree. I trimmed Rakano Sheriff down to three and might go lower. You need a comfortable board state or stall for her to shine, so you're either already winning or are happy to wait for Tavrod/Inquisitor's Blade. I'd rather use power for a more immediate threat, or Dark Return / Protect one.
cahoots Eternal Version: 1.29
this deck has some extremely explosive starts. I have the 2/3 flyer that gives equipped guys Deadly, as well as the Transmute Justice power, and 3x Protect instead of Posters. Some really explosive turns in this deck.
Bettik Eternal Version: 1.29
I followed your instructions. I am very aggressively smashing redraw, but it's not giving me Anointer of the Faithful. What am I doing wrong?
Garavani Eternal Version: 1.29
You have to rub the left side of your screen and whisper sweet nothings to it before hitting redraw.
ElEshVee Eternal Version: 1.29
If you were going to include more Order of the Spire, though, what would you drop? Also, have you found wanted poster to be effective in this more aggressive-style deck post-nerf?
Garavani Eternal Version: 1.29
I would probably drop the Brightmace Paladin.

Wanted Poster is an iffy inclusion. Protect may be better since this deck seems to generally rely on winning through a single large threat. Protect might be a better option. My rationale for putting Wanted Poster was that this deck is fun when it starts with some weapon buffed bonding shenanigans, which dumps your hand fast and I wanted something to help refill it. Post nerf it does get stripped and silenced sometimes which is a real drag.