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A Priest of Death - Enslaving the Wild ladder

  • Last updated Apr 16, 2019 (Rise of Shadows)
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Wild

  • 11 Minions
  • 18 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Resurrect Priest
  • Crafting Cost: 20380
  • Dust Needed: Loading Collection
  • Created: 4/16/2019 (Rise of Shadows)
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  • Jinzua
  • Registered User
    • 6
    • 23
    • 52
  • Battle Tag:

    Zalnash#2616

  • Region:

    EU

  • Total Deck Rating

    52

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"I will show you the justice of the grave... and the true meaning of fear. " Arthas Menethil, The Lich King

Foreword

Heya guys - Jinzua here with a modest contribution to Hearthpwn's vast collection of decks for the Wild format. The following deck is nothing very new to those of you who have been experiencing the wild ladder since the RoS launch as I'm quite certain you've butted heads with the most nightmarishly control priest deck ever on your way to the lofty heights of Hearthstone's most savage game mode, but I wished to deliver unto you the version i've crafted and toyed with these last few days with quite outstanding success. As of late I was able to reach rank 11 (before an unfortunate drop back to rank 13) pretty much effortlessly and would definitely push it to legend had I enough time to invest in the game.

The following list is by no means the only nor the best version of resurrect priest you can find out there, but it certainly is the one I found most enjoyable and funny to play with, all the while achieving considerable success in the ladder climbing. The deck's composition is worth modifying to suit one's gaming style, but I'm certain most will find here a viable and efficient - albeit fairly pricy - version of the deck that has been rampaging through the Wild mode since some time ago, and even more so with the recent addition of Archmage Vargoth to the game.

Before going into further detail, please do keep in mind that I am well aware of how frustratingly broken this deck can be. Being a Priest-lover myself, I was quite happy to see it reaching such tremendous heights this past year before returning to the abyss whence it came from with the passing of the Year of the Raven. I reckon that, being a very heavy control deck with huge minions, Resurrect priest has at least the merit of making for interesting and crazy games if compared with its duller pendant, the everlasting aggro archetype. 

For those who hate this deck with a burning passion, this guide should, at the very least, give some insight about its general strengths and weaknesses and who to exploit the latter to defeat it. 

... as for the others who like me love minion-heavy decks, I hope they will have just as much fun as I did playing this monstrosity with (almost) unwavering success through the lower part of the wild ladder. 

Enjoy ! 

General introduction

Simply put, this deck aims at scoring an almost inevitable victory after surviving the earlier rounds of the game, flooding the board with unmanageably huge and value-generating minions that little decks will be able to pierce through. As previously mentioned, Big Priest/Wall Priest is nothing new to the people on Hearthpwn, and I trust you know its mechanism fairly well by now. 

The introduction of Archmage Vargoth to the game a few weeks ago has consistently strengthened this already successful archetype by adding an insanely high-value generating card to a deck that thrives on cards like that. The sole combination of Archmage Vargoth and Eternal Servitude is absolutely disgusting and will suffice, in some games, to rob your opponent of the upper hand. 

To the usual mechanics and this new combo, I made the decision of including Awaken the Makers in order to capitalize on the high number of deathrattle minions in this deck and keep a invaluable survival tool in long, control matchups. As you will see, Awaken the Makers will here be of little to no help against aggro decks, seeing as it will most likely be completed fairly late in the game; other tools will be favored to survive the early stages (the more perilous ones) of confrontations with aggro archetypes. And, while this remains the main weakness of this deck, I believe you will find, like me, that it fares fairly well against the more agressive hunters or paladins, provided you use the weapons you are given wisely. 

With a board fairly secured by turn 6 or 7 - or perhaps already dominated with a lucky draw of Vargoth and Eternal Servitude - expect a much easier ride as the game goes on, with value cards such as Zerek's Cloning Gallery, Free From Amber, Mass Resurrection and finally N'zoth the Corruptor completely swamp your opponent and throw the poor lad in full blown clinical depression. 

With the - notable - exception of mirror matchups, I found that no games lasting past turn six or seven concluded in a defeat. With the hard part done and survived, you will merely have to relax and enjoy your slow but inevitable victory.

Key cards

Archmage Vargoth : Simply put, this card is absolutely disgusting. While I thoroughly enjoy playing it in this deck, it occurs to me that such high power-level card should never be printed for the sake of the game and that of the meta. Combined with pretty much any spell, it will reward you handsomely : two Shadow Visions for 6 mana ? Yes please ! Two Holy Nova for 4 damage AoE damage and 4 healing ? Oh my ! Two Eternal Servitude ? Lulzwat ... Two mass rez or Free From Amber ? ... holy mother of God. There is basically no way to go wrong with this card - especially since having it killed off will actually guarantee its return, two, three of fourfold, with exponential value. Coining it on turn three - while taking care not losing it to a Polymorph or a Hex - is basically a sign of coming victory... 

Eternal Servitude : Use it to discover Archmage Vargoth or other high value generating minions, and the game is yours. On turn 4 after a coin-turn 3 Vargoth who happened to die, this is just insane... 16 points of stat and completely OP effect x 2 for 4 mana. What was Blizz thinking ?

Barnes : You know the guy well by now. Excluded the - rare - possibility of pulling out N'zoth, this card is instant value that puts a powerful minion on board you'll simply have to resurrect as soon as possible. Staple. 

Zerek's Cloning Gallery : The moment your little museum of horrors comes to haunt the board ... forever. Interesting note : if your deck runs low on minions, comboing this with an already on-board Archmage Vargoth will make sure to fill your board with whatever's left anyway. Staple. 

Awaken the Makers : A seriously important tool in slow, control-heavy matchups. Evidently, the deck lacks enough deathrattle minions to trigger the quest early in the game so do not expect to have this as a safeguard from aggro decks : it is unlikely you will complete the objective of the quest before turn 9 and/or popping out Zerek's Cloning Gallery. As a rule, I would advice even discarding Awaken the Makers from your Mulligans against Hunters of Paladins and look for cards like Archmage Vargoth or Eternal Servitude instead. Otherwise, against slow control decks, this will pretty much save your ass and you should have way enough time to complete the quest. 

Obsidian Statue : It goes without saying, but this card is most likely a contender for "best card in the whole friggin' game" and you should include two copies of it ASAP. It will save your skin against aggro matchups - most likely when summoned through Coffin Crasher, since you will never live to see turn 9 otherwise - with lifesteal, and wreck havoc in enemy lines against control with its deathrattle. The fundamental keystone of your wall strategy.

N'Zoth, the Corruptor : One of your endgame finisher move that will most likely make your reach for victory. No need to say more. 

Catrina Muerte : Gods, this card... Such stupidly broken and absolutely revolting in this deck. Even it is resurrects Barnes, she's basically a 6/8 body with de facto taunt considering how fast she can spin out of control if left uncheck. Kel'Thuzad is total garbage compared to this, and that's saying something.

Sylvanas Windrunner : ... no need to go further here.

Spirit Lash : A life saver against aggro decks, especially when combined with Archmage Vargoth (seriously, its disgusting). Might be worth to include two copies, depending on how the meta shifts. 

Mass Resurrection [/card]: Lolzwat, this card... If you're lucky enough to pull out an [card]Archmage Vargoth with it, you basically get a second N'Zoth, the Corruptor to play after a devastating Twisting Nether

Coffin Crasher : It doesn't look like much, but this will save your ass against aggro by allowing you to put a big Deathrattle minion on the board a few turns earlier than if your played it for its manacost. Trading Coffin Crasher on turn 7 to summ a Obsidian Statue led to most of my aggro opponents conceding as their window of opportunity to slam my face closed instantly. Two copies almost necessary but one might be enough...

Shadow Essence : Turn 5 + coin, real powerplay with very little chance of backfiring. 

Other cards 

Ysera, The Lich King : Crazy powerful, super value generators... Neither of these two cards needs to be doubted as far as what they have to offer to this deck. I've seen several Rez priest running without them, using Ragnaros the Firelord instead or more crafty Emperor Thaurissan, but I personally prefer the slower style of Ysera and the useful tech cards given by The Lich King. Note that pulling off a single Anti-Magic Shell on a bunch of minions will make your board practically invincible, save for a convenient mass removal such as Twisting Nether or Deathwing

Cairne Bloodhoof : A little slow but sticky card that is worth including. This being said, I can imagine replacing it to add more spells to the deck or what not. Not an auto-include, but always a strong addition.

Free From Amber : Great value, and super powerful if one Vargoth (or more... ) are alive when cast. The good chance of summoning a third Obsidian Statue from nowhere makes it amazing.

Twilight's Call : The weaker card of the deck - it gives value fairly late in the game and remains a dead card in your hand in the earlier rounds, until now deathrattle minion has died. I would consider cutting it out if it weren't so rewarding in the later stages of the game, however; probably on the short list to get replaced depending on how the meta evolves.

Removals

This part of the deck I am not fully happy with at this point and it is bound to change with time, but as of right now, there are five main removals : 

Shadow Word: Death : Classic removal.

Shadowreaper Anduin: The mass removal. Insane card that will also allow you to put just enough pressure on the board with the hero power. Manage your timing wisely.

Forbidden Words : Overall a great card with just crazy flexibility.

Entomb : To use wisely on high priority targets, such as, for instance, your opponent's Archmage Vargoth. Against mirror matchup, this will be invaluable. 

Psychic Scream : THE super tool against aggro, and a very powerful one in some circumstances against aggro. It has great flexibility too : from stuffing the enemy shaman's deck with trash totems to clearing the board one turn before N'zoth or what not, it's a handy removal. Make sure not to give too many minions to your opponent however and to trade as much as possible before popping it out.

Mulligan strategy

Against aggro (mostly hunter, paladin, murloc shaman and some zoo warlocks) : Holy Nova, Spirit Lash, Barnes, Archmage Vargoth, Eternal Servitude, Forbidden Words and Shadow Visions (discard Awaken the Makers)

Against control (mirror, handlock, bomb warrior, control warrior ... ) : Awaken the Makers, Eternal Servitude, Barnes, Vargoth and perhaps Shadow Essence if you have the coin.

Q&A 

(coming soon)

Keep in mind this deck still deserves some refining - as such I am open to any comments and criticism and hope you will have plenty of fun toying with this yourselves.