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)
- Nerva90
- Registered User
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- 2
- 6
- 16
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Total Deck Rating
61
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.
y no mulligan section?
my games so far 3-2 60% (all on casual mode at current rank4)
loss vs handlock, (because he had double voidcallers double molten malganis and some more shit within 8 turns)
win vs dragonpriest
loss vs totemshaman that was more powerful
win vs handlock on turn5
win vs handlock
there were many situations i was wishing for a second silence, bgh's, more boardcontrol tools
often there were no options for 2on1 trades
but i'll do some more games =)
In a more control heavy meta a 2nd silence + BGH is a viable option. You can switch out a Harvest Golem for a BGH and a Clockwork Gnome for a 2nd silence.
I'll work on a mulligan guide when I'll have time but it is very similar against most decks. Against Hunter though I always keep Northshire Cleric :)
What do you think about adding Darkbane/Lightbane in this deck? They make great use of all the spare parts, and benefits from velens/pw:shield aswell
I think I've commented before sometime in the past that If I owned either one of them I would put them in the deck in heartbeat. Maybe not both but at least Eydis Darkbane. They slot in naturally instead of Harvest Golem and would be really powerful in this deck.
Have you considered playing jeeves?
I really dislike Northshire Cleric, often she is painfully slow and this deck runs very few healing spells. Only thing about Jeeves is that he has a some anti-synergy with Mind Blast and Spawn of Shadows since you normally want to hold them in your hand until you can use them.
Now I'm not sure if that is a good excuse or not. Only time I would miss cleric is in the hunter matchup where she is really good against their 1-mana drops.
Why do you say it's strictly better in priest? I think Spider Tank is good and I am thinking about putting another one in but I'd say it isn't strictly better. It dies to flamecannon and doesn't leave anything behind for example. Sometimes I like to have that extra stickiness but a 2/3 on turn 3 doesn't really have much bite these days so I'm still contemplating it. :)
I have gotten to rank 6 with this deck myself but I do not have as much time as I would like to play HS . If you read the comments below you'll see that some players say that they've gotten rank 5+ with it.
It depends on the meta though, this deck does really well against all kinds of Paladins, Shamans and Hunters but struggles against Dragon Priest and Handlock.
I stuck long on rank 15 with all possible decks until i used this deck. Now i am rank 9 and still improving. I don't have as much time to play, so this deck is so good that i don't know why this deck have such a low voting. With this deck, tempo-priest is finally possible outside of the dragon-theme and helps against decks where dragon-priest is extremely bad against (Control-Warrior, Handlock)
Sadly Secret-Paladin is one of the deck that's not so good with this deck, or i personally don't have a good winrate against them.
i made it to 5 with this deck last season for the first time ever. (i was also able to make it back to 5 with combo inner fire dragon after losing it with other decks)
This deck is hella fun especially because people think wtf is this deck?
Hello Nerva, do you have any replacement for dr boom? I have ysera,sylwana and vol jin. Cheers!
All of those are pretty slow for the deck. If I had to pick one though, I'd go for Vol'jin.
If you have Piloted Sky Golem or Ragnaros those would be ok substitutes.
How are you liking Spawn of Shadows so far?
Nice deck by the way trying it out this evening.
I've messed around and tried taking him out for another win condition like Fel Reaver. I think they both work and do well in different match ups but I'm liking Spawn a bit better at the moment.
hi, i really love this deck, will use it this season. I always wanted to use spanw of shadows, so its perfect. Will try mass dispeal as well, and micro machine instead of shadow boxer.
Hey glad to hear you like the deck. Let me know how micro machine works out for you!
Nerva, must say this is a pretty creative deck. I've been trying to get Mech-priest to work for a while and, thus far, this one has done well for me.
I personally have made one big change- replacing Ironbeak Owl with a Mass Dispel. A lot of games, with Owl, I was finding myself getting trapped by multiple taunts when I'd have lethal. Mass Dispel has helped improve my handlock and dragonpriest matchup.
Right now, if I were to remove something, it might be the shadowboxer. Haven't ever really had one do much work for me. Maybe throw in an additional spider tank and a knife juggler? I also really want to work in Foe Reaper but can't figure out what I could cut really.
Update: Tried it with knife juggler and found a number of games where I couldn't get 3 attack on my cogmaster. Put one shadowboxer back in, but still have two spider tanks.
Mass Dispel might really be a good idea. Althrough i test now the original deck; biggest problem for this deck really seem decks that run tauntgiver as Defender of Argus and Mass dispell seems the way to go for this problem.
Hey thanks for the kind words Splice. Mass Dispel is an interesting choice and I think I'll try it out. It is true that this deck has a hard time against Dragon priest if they get a good start with wyrmrest agents and twilight guardians and Handlock can also be tough (sometimes they don't think about the burst and tap into lethal range though :) ).
About Shadowboxer if I'd have to change it out it would be for another mech. I think it fits well with the deck though and it's 3 health makes it harder to remove than for example knife juggler.
The harvest golems and spider tanks are interchangeable but i'm leaning towards spider tanks at the moment as well.