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[S17 Legend 75% Winrate] TGT Tempo/agrro priest

  • Last updated Sep 17, 2015 (TGT Launch)
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Wild

  • 15 Minions
  • 15 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2780
  • Dust Needed: Loading Collection
  • Created: 8/6/2015 (Blackrock Launch)
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  • Total Deck Rating

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Hello! I am Sokoto/WeCoexist. Since the reveal of the full TGT set one of the classes i have been most excited to experiment with was Priest, specifically an aggressive archetype. I wanted to wait until set release to get legend with this type of deck. I got to Legend in 70 games with this deck going 55-15, which can be seen in the statistics from my deck tracker. This deck is super successful against the fast token based meta that is on ladder right now. I hope you enjoy playing it, if you have questions or would like to see gameplay examples of the deck, let me know in the comments!

Proof and Statistics:

 Card Descriptions:

Circle of Healing : A powerful utility card, mainly used to cycle cards in this deck, but can also function as a board clear with Auchenai. Can also get a huge buff for your Lightwarden with a Pyromancer and another spell.

Silence : Solid low cost silence effect, it helps fit in the silence in turns when you would not be able to fit in an owl, and it also can activate your Pyromancer. There are many good silence targets in this meta like Shredders, Belchers, and Sylvanas. It is a powerful tool for pushing damage through past taunts.

Holy Smite : Flexible one mana spell: you can push damage to face, clear off early game minions, and of course it combos with the Pyromancer

Inner Fire : At first glance you might be wondering why this card is in here. It acts as burst damage when placed on Deathlord, or Blademaster (or any minion with Velen's chosen). Can also be used to reduce the attack of a damaged opponent's threat. Is also a buff card that can be put onto Eydis Darkbane

Light of the Naaru : For an aggressive deck, Light of the Naaru may seem like a weird choice, but it allows you to regain board control by both healing a minion and gaining another minion all for one mana. It also combos with Soul Priest well.

Power Word: Shield : is used for cycle, allows you to buff minions and keep them resilient such as Northshire and Deathlord. It also combos with Eydis and also will power up your Inner Fires.

Northshire Cleric : Main draw mechanic for the deck. If not used wisely, you'll get punished hard. Allows you to fill your hand, allows you to cycle to your combo pieces (Inner Fire, Velen's Chosen, etc.). Causes you to get more value from your hero power. Probably one of the most important cards in the deck.

Zombie Chow : Helps you fight for board control early game. Acts as burst damage in combination with Auchenai Soulpriest.

Mind Blast : One of the best mana to damage ratio spells in the game. Is used for burst. Tends to surprise the opponent because they don't expect Priest to have 10 damage from hand.

Shadowboxer : Acts like a priest only Knife Juggler. Combos amazingly well with Circle of Healing. Lets you get more damage off while keeping board control by sustaining your minions. 

Wild Pyromancer: helps clear off tokens, combos with all your spells, basically acts like pseudo spell damage, lets you clear weak board (Muster for Battle etc.). With another spell and circle of healing can give you insane draw from Cleric. Is mainly board clear but offers a lot of utility.

Velen's Chosen : Allows you to push more damage to face, trade more effectively, combos with Inner Fire, lets you get great value trades out of your one drops. Turns Deathlord into a Turn 3/4 Ysera body. Powers up the damage on your Smites and Mind Blasts.

Deathlord: MVP of this deck. Acts as a huge protective wall against aggro decks and turn into a hard hitting threat with all your buff spells. 

Eydis Darkbane: Acts as a great value target for your buff cards. Also creates a clear threat that your opponent needs to answer. Can decimate your opponents' board and face and become a massive threat with all the buffs you run. 

Injured Blademaster : A great synergistic 3 drop with Priest in general. Goes well with your Cleric, Light of the Naaru, Circle of Healing, and also can become a huge threat with the buffs you're running. 

Auchenai Soulpriest : Decent body, lets you turn your heals into damage, gives you a better version of the Hunter hero power. Lets your 1 drop Zombie Chow give you a third Mind Blast.

Loatheb : Is one of the only tech cards. Allows you to lock out games when you have a large board and your opponent needs spells to clear it. Strong against Paladin, Freeze Mage, Rogue, and Patron Warrior. Is also just a good value body at 5/5 for 5

Why didn't I Include "X"?

Fjola Lightbane : Through extensive testing with and without Fjola, I came to the conclusion that with how few flexible slots there were, Fjola did not apply enough pressure to warrant one of those slots.

Divine Spirit : is great with all the minion buffs and inner fire. However in a deck that is trying to create a board and lock out your opponent with resilient minions, its OTK style use just doesn't fit. It often would probably just clog your hand with too many minion buffs and not enough minions.

Holy Nova : Mana cost is too high. Is another card that could just get clogged in your hand. In a deck where you have resilient minions to control board you don't need any more AoE's than the Auchenai Circles. There is also just not enough room for it. 

Shadow Madness : Is a reactive card. All the spells in this deck can be used both proactively and reactively. It is also just too high cost in an aggressive board control deck.

Power Word: Glory : You don't need the effect against aggro because you have enough anti-aggro. Against control the heal is not significant enough because this deck does not overly care about your life total. 

 How to Play:

Early Game and Mulligans:

Overall: Looking for 1-3 drops. If you do not have 2 minions when on the coin, then don't keep minion buffs vs. any class. If you don't have coin, only if you have 1 drop and a 2 drop do you keep a 3 mana minion buff.

 

Paladin: You want your Zombie Chow, Northshire Cleric, Deathlord, Shadowboxer, and Pyromancer. Don't keep Injured Blademaster unless you're on the coin, with Circle of Healing or Light of the Naaru. In combination with Pyromancer, Northshire, or Zombie Chow you can keep PW:S and Silence. 

 

Warrior: Looking for Northshire Cleric, Injured Blademaster, Deathlord, Circle of healing, Light of the Naaru, and Velen's Chosen. Your 1 drops are not as effective in this match up due to Fire War Axe, you're looking for minions that survive the early and midgame against Warrior, and you're Northshire to cycle. Never drop your Northshire turn 1.

 

Hunter: Similar to the mulligan against Paladin.  You want your Zombie Chow, Northshire Cleric, Deathlord, Shadowboxer, and Pyromancer. In this matchup specifically, keep Silence on the mulligan unless you don't have any minions because silence on Mad Scientist is a huge help.

 

Mage: A difficult mulligan because of the multiple archetypes Mage has. You want a hand that does well against Freeze and Tempo Mage. You want those 1-3 drops. If you have a good curve (1-3 covered) then keeping Loatheb when on the coin is acceptable. Spells that are good to keep: Silence for Doomsayer/Scientist/Mana Wyrm. If you have a 1 drop and the coin you can keep Velen's Chosen/PW:S

 

Shaman: Again you want those 1-3 drops, including Injured Blademaster. Spells to consider are Silence, Circle of Healing, Holy Smite, and Velen's Chosen.

 

Druid: Same 1-3 drops but specifically Deathlord or Injured Blademaster and buffs for them. You want Cleric because you want to keep up with the tempo of the Druid. Their minions are also resilient so you'll need to draw into your buffs so you can trade into those minions.

 

Rogue: 2nd Hardest Matchup behind Warrior. You want your 1-3 drops, but you can consider keeping Loatheb if you have a good starting curve.

 

Warlock: Difficult mulligan because like Mage it has the different archetypes. Choices I've found to be successful are Silence, Zombie Chow, Deathlord, Shadowboxer, Velen's Chosen, and Auchenai.

 

Priest: Vs dragon priest and other control priests keeping Northshire Cleric, Velen's Chosen, Deathlord, and Injured Blademaster is good. These minions allow you to get board and cycle through your deck. With your lower curve you gain tempo and can get efficient trades with your buffed minions against their slower minions.

In-depth Strategy:

The overall gameplan of this deck is to control the board through buffed minions and cheap removal spells that basically locks your opponent out from getting good AoE value. This allows you to set up a board which in combination with burn spells to kill them. This deck more than many others requires you to be making your plays based on setting up your lethal options in further turns. This is not just an average aggro deck geared to go face. It is more so a tempo based aggressive board control deck with high burst potential. 

 

Early game: In the early turns you are looking to establish board control with your cheap minions with high life totals in combination with your minion buffs. These minion buffs will allow you to get valuable trades by allowing your 1-2 drops to trade up into their 4-5 drops.

 

Mid game: This deck often allows you to end games on turns 5-7. if you effectively take advantage of your early pressure and early trades while leaving your minions at a resilient life total, you'll be able to go face with a lot of pressure and your opponent will be very preoccupied trying to stabilize, meaning they'll be forced to handle your resilient board and that leaves them unprepared for your sufficient burn.

 

Late game: RIP. In the late game most decks will stabilize and out control you with late game bombs and threats that you won't be able to deal with. Turn 10 and beyond it becomes much more difficult to win against the strong late game cards of control decks.

 Replacements 

Eydis Darkbane: In place for Eydis you can use a BGH, Harrison, Dark Cultist or Jeeves. Because no card has a similar enough effect to Eydis, if you don't have her you will be replacing her with a different effect entirely. Either an answer to a late game bomb, a weapon removal and card draw,  or a card draw engine.

Follow my team on twitter and on facebook at twitter.com/rudehousegaming and facebook.com/rudehousegaming. I offer coaching, you can contact me via twitch.tv/wecoexist and battlenet at sokoto#1900.