I'm gonna post my latest refined rogue deck. I am currently 75% winrate in legend, climbing from rank 3300ish to 526 (there are 10k+ legend so top 5% of legend rank atm). It is an oil deck with more reliance on tempo swings than big burst combos. Across all variants I am 26-13 (67%) but as I refined the list the winrate grew and I am currently 15-5 (75%). I have not lost a single paladin match out of 8.
I think the deck is quite difficult to play. Takes skill. Doesn't rely on RNG. All those complaints that people say doesn't exist in the game basically. The sole card that has RNG is sword oil and you play that in a way that it is a non-factor most of the time anyway.
Just gonna warn you ahead of time, you'll probably need to learn this deck (unless you're familiar with oil rogue already then you have a leg up) before you start seeing results. While true with most decks, I think rogue is a bit harder due to more complicated mulligan choices, and utilizing all your mana effectively and efficiently in a way that uses combo meaningfully.
I guess I can give tips for secret paladin specifically. You generally want backstabs, autobarber, fan of knives, si7 agent, and blade flurry (if you already have another combo piece like deadly poison or even an autobarber is usually good enough because of the amount of 2 hp minions they run). I also tend to keep preparation often because the match often turns on your ability to control the board and even prepping out an eviscerate (or combo'd with a turn 4 VT) is often going let you easily slide into a win in the mid game.
Your goal is to get control of the board by turns 4-7, removing their minions to play around blessing of kings. Save 1 sap for MC #1 and 1 sap for tirion if possible. If you're ahead for the MC turn, you probably have won. You can race the paladin for a win, especially with assassin's blade, sword oil, and blade flurry. Going face is effective because they likely only run tirion (a few do run a single sludge belcher).
The swing turns you get will likely involve backstab, si7 agent, and blade flurry. So if you're behind and things are looking dire in the early game, taking a little bit more damage is okay because the deck doesn't have burst outside of truesilver and BOK. Getting that swing turn is worth the loss in hp from delaying in removing a minion or two but not getting initiative in the same turn.
I've also learned over time from painful lessons that you probably do not want to remove shredder, even if you like a 3/3 to clean up the deathrattle. Sap it (if your board is strong enough to ignore MC) or let it trade into your minions (dread corsair for example). On the other hand, drake + backstab is worth it.