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Mech Priest "Are you afraid of the dark?!" 69% ...

  • Last updated Oct 13, 2015 (TGT Launch)
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Wild

  • 23 Minions
  • 7 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3300
  • Dust Needed: Loading Collection
  • Created: 9/14/2015 (TGT Launch)
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  • Total Deck Rating

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Hello!

I'm Nerva and I'd like to share a tempo mech priest deck that I put together this season. I've gone from rank 15 to rank 8 with this deck. Including an 11 game win streak. Still climbing with it but haven't had much time to play in the last couple of days. 29 games played so far with 20 wins and 9 losses. This deck does well against paladin (by far the best match up, both midrange and secret), hunter and control priests (dragon priest is a toss up).

So with TGT, Priest got a huge buff in the dragon department with cards like Wyrmrest Agent. But there was one that caught my eye that seems to have gone pretty much unnoticed since the expansion came out: Spawn of Shadows.


First I tried to put it into an all out aggro priest deck with Leper Gnomes and the works but soon found out that priest didn't have the steam to carry those games (especially with a hero power that doesn't do squat when you mostly have 1 hp minions). Then the answer came to me. Mechs! They're sticky, can swarm the board and are great targets for the Priest's hero power.

Card changes 23/9/2015

A few changes have been made to the deck. Loatheb and Piloted Sky Golem have been taken out in favor for 2x Upgraded Repair Bot. The repair bots allow for great trading and pose a threat at the same time. They fit the game plan of this deck much better.

1x Clockwork Gnome has been taken out for a 2nd Velen's Chosen

1x Harvest Golem has been taken out for 1x Spider Tank

Card changes 13/10/2015

Big Game Hunter improves a lot of matchups, especially Handlock and Jeeves is a much more reliable card draw machine in the late game compared to Nortshire. Tried out these changes after users pointed them out and after having played some games I think they work well.

-1x Harvest Golem / +1x Big Game Hunter

-1x Northshire Cleric / +1x Jeeves

How to play

Swarm the board with mechs and gain huge tempo in the early game. Keep them alive with your hero power while making 2 for 1 trades and burst your enemy down (normally by turn 7-9) with Mind Blast and Spawn of Shadows]. It is very important that you hide these cards from you opponent until at least turn 6 or 7 to get the most out of them. Nobody expects burst from a priest and I've left quite many Paladins and Hunters scratching their head on turn 9 with a Spawn of Shadows + Hero Power + Mind Blast combo :)

Card rundown:

Northshire Cleric. She works really well with your early game and allows you to draw your burst cards. She's great hidden behind an Annoy-o-Tron as well as having synergy with Shadowboxer.

Power Word: Shield. Thins out your deck while allowing your early game to trade up easily.

Cogmaster. If played on turn one then he needs to be answered immediately. I've never had a problem activating him on turn two. 

Clockwork Gnome. Turn one with the coin and Mechwarper is crazy strong. Overall a good card. Spare parts always find some use. Freezing an enemy Piloted Shredder on turn 4 or giving a minion of your choice taunt can be incredibly handy.

Annoy-o-Tron. Protects your early game and is a bitch for your opponent to remove.

Ironbeak Owl. Tech choice that allows you to deal with your opponents late game and deathrattle/taunt minions.

Mechwarper. It's hard to beat a strong Mechwarper start where you dump your hand by turn 3-4. His three hp also means classes like Paladin have a very hard time removing him.

Mind Blast. One of the most important cards of the deck. Of course you always mulligan it away in the beginning but it gives your deck a lot of reach (especially with a minion that has Velen's Chosen). Most of the time you'll have board control but you might be struggling to get through a Sludge Belcher while hitting your opponents face with enough damage. Mind Blast allows you to finish the game earlier (turn 6-9) before your opponent has a chance to stabilize.

Shadowboxer. This card is reeaally good. I'd compare it to Knife Juggler. Removes smaller minions against Hunters and it's hilarious seeing Paladins activate it with Truesilver Champion. You're healing your minions a lot after turn 4 and it's great with Holy Nova as well.

Harvest Golem. He can be switched out for Spider Tank but I think Harvest is a bit stickier which gives him the edge.

Tinkertown Technician. Great value card that is very easy to activate.

Velen's Chosen. This card is crazy strong with you early minions. Turn your Annoy-o-Tron into a 3/6? yes please! I only run one to not clog the deck.

Piloted Shredder. Best 4 drop in the game that synergises well with your mech cards.

Spawn of Shadows. The MVP of the deck that makes it possible with Mind Blast. In reality it's a 6 mana card that allows you to deal 4 damage to your opponent instantly and most of the time 2 damage to yourself. It also threatens to do the same next turn as well as hitting for 5 damage extra if isn't removed. You are almost always the one that controls the board and usually you haven't taken much face damage which makes his "downside" most of the time not a problem. If you have no other play on turn 4 it's ok to play him, many people underestimate his effect and don't remove him right away.

Holy Nova. Teched in for the Hunter match up. Is great against their board states, both midrange and aggro and gives you some valuable healing. Works well against paladin as well or if you fall behind for some reason

[card]Loatheb[/card]. Is often the card that can set up lethal on turn 6 or 7. Solid body that protects your board against spells.

Piloted Sky Golem. A big and sticky minion which is great to play on turn 5-6 for added pressure.

Dr. Boom.  Not really much to be said here, doctor 7 does his job. The boom bots can go face and work as activators for your gnomes as well.