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Rank 5 to Legend 80% winrate

  • Last updated Dec 13, 2017 (Kobolds Patch)
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Wild

  • 6 Minions
  • 23 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Big Priest
  • Crafting Cost: 12000
  • Dust Needed: Loading Collection
  • Created: 12/13/2017 (Kobolds Patch)
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  • Total Deck Rating

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Hey guys, first deck write up here, but got quite a few questions from friends on the list I was using so I figured I'd make it public!

Little about me; casual player reaching legend for the 2nd time this season. Usually logging on for a few hours at a time and had amazing success with Big this season after patch. Reached rank 10 before patch and grinded the 10-5 with Raza Priest, but found a lot of challenges running sub 5 with the build I was using. After patch I threw this together and I'm sure there are builds similar or exactly the same, but I'm willing to write a mulligan guide or throw some helpful hints if wanted.

Deck did amazing vs Palidans (which seem to be dominating the que list) with an 18-4 record and never truly struggled vs anything else.

Hope you guys enjoy and happy grinding!

 

12-13 Update and Guide

Aggro - Approach for Aggro decks that I had a ton of success was either super aggressive if I get Barnes right away or super defensive if he's not in my starting hand before Mulligan. If you have Barnes you need to search for Shadow Visions/ Resurrect/ Eternal Servitude. When getting Visions you are looking for more res chances and your clears aren't a bad choice if you run into no spells that bring back your 1/1 death. If you end up not getting lucky (which will be most often) and you do not have Barnes in your hand to start  I'm always searching for Horror/Smite/Pain here. Making sure to hold Pain and Smite for either Knife Juggler or Pain for Stweard of Darkshire. Visions works very well also as you can develop 3 Horrors before the end of the match which gives you a very strong chance of beating any aggro. Clearing earlier than later was my motto on my grind, however if you are on turn 3 with nothing to do, but have coin and horror in hand, and you know he's going to run his recruit spell on turn 4. Hold off and don't coin. Need to get the most value for your clears if you can.

Priest Mulligan - Looking for helpful spells like Essence along with Shadow Visions here. Of course if you get Barnes, you're in amazing shape to start, but you won't get him that often. Looking to create a ton of res opportunities for yourself. I like to hold on to a Lesser Diamond at times even. Creating a for sure 4 Minion Res when the time comes and you need it. Remember, Ragnaros is your guy in this matchup. Clearing whatever you can to keep his damage wrecking the Priest's face. Raza is about setting up the Spawn combo, which takes time, but also takes some health. Keeping him having to use Reno early and his health closer to the 15 range makes it to where he needs the perfect setup to win. This matchup is a tough one if he draws right and you don't, but then again that can be said about any deck.

Warlock Mulligan - Fun matchup here and I would say one that I was nail biting the most. Have seen quite a few Locks running Leroy combo here lately so remember that's 20 health you need to keep yourself at. However you're running this fairly similar to the Priest Mulligan however Scream is your friend here, especially if you can save for when he uses his DK. Remember to get the most out of your clears with pint and horror and don't hesitate to scream early. You've got to stay alive long enough to turn the tide and hit in with some good pressure.

Rogue - Playing mostly like Aggro earlier, however it's a little slower so don't worry if you end up with a Greater Healing or something early on. Also, pray for a Deathlord early and keep a pain or horror for it. Totally work using horror on him early just to get a minion on the board. Most Mill's are running sap, however if they don't have it in hand they're in trouble and most likely won't be able to recover.

Hunter - Ran into 1 I think and key is to not damage the hero until it's time to really apply pressure. Remember one of his main giants are from hero damage taken and they can't use them until they've been attacked.

Helpful insight - If you have Eternal Essence and Resurrection in your hand and you know the only minion that has died is either a Statue, Rag, Yshaarj, or Lich then use Res and hold on to Essence. Critical here since we use Essence to grab Rag when we need the face damage for Lethal. Another helpful hint on Shadow Visions is collecting another Pint Size. I have used 3 before topped with a Horror to ensure I had a full board clear vs the Lock pressure that happens after he Hellreavers. When to Anduin - I know it seems a lot of friends who spectated had questions one when and why I didn't earlier and played a minion instead. I usually only Anduin for clearing situations i.e. vs a Lock with all of his Demons up or if I know I'm in kill range for a nasty combo and need the 5 armor. However he can be played aggressively too. I will say that card ALONE saved me vs Mirror Matchups along with Raza opponents. The extra 4ish damage you put out each turn adds up very quickly. Also, very helpful for clearing recruits from Palidans.

I'm sure this isn't the best mulligan guide, but I am here for helpful criticism, so if I can explain something in more detail or help out in any other way let me know! Best of luck