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Brawl Cheat Priest

  • Last updated Oct 8, 2015 (TGT Launch)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Tavern Brawl
  • Deck Archetype: Unknown
  • Brawl: Clockwork Card Dealer
  • Crafting Cost: 12960
  • Dust Needed: Loading Collection
  • Created: 10/7/2015 (TGT Launch)
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  • Total Deck Rating

    38

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-- Expansive Deck --

Swapping info below if you haven't got all cards!

The deck counters what other players are using in the current brawl. Players play on curve and play a lot of big minions later in the game.

A priest can counter this play style quite effectively. So far, I have won 3 out of 3 on turn 10 with an instant concede.

Mulligan: Throw everything away except 1 Dragon, Velens and a Dark Cultist. You can also keep a Cleric against Hunters to break their freezing traps.

1 - Cleric, one of the strongest 1 drops in the game, and rather easy to keep alive with future draws.

2 - SWP his drop or kill a 1 health and heal the cleric. Coin Velens if mulliganed

3 - If your cleric survives, you have an option to buff him with Velens, or drop a dark cultist. Both are a very strong option.

4 - Mindgames!!!! His deck has loads of big minions? Lets steal one on turn 4.

5 - Vol'jin - Your cleric should be alive with either a Velens, or you have a dark cultist / mindgames drop. Vol'jin his creature and trade it with your weaker one. 

6 - Sky golem or sylvanas. They kill it? You still have a creature.

7 - Blackhand. Yes, they will run a lot of legendaries. Kill it for free! - ALWAYS MULIGAN FOR A DRAGON. 

8 - KT / Ragnaros. Trade and drop. Your board is almost always in a winning position after.

9 - Drop whatever comes to your hand or play into what they dropped.

10 - Mindcontrol. Mindcontrol effectively destroys their big drop, while you get a big drop. In my 3 games I have survived rather easily until turn 10 where I MC their drop and they instantly concede. 

There are duplicate cards for a reason. You want to get the exact drop for each turn. So the second copy is just a filler card that you will likely never draw.

EDIT: Counter those rush decks.

-1 Vol'Jin +1 Sludge

-2 Piloted +2 Lightbomb

Swapping the legendaries is possible, turn 1-3 is free stuff, turn 4-8 is pretty essential and is rather expensive to craft, with turn 10 being free again) However most cards I used are seen in the current meta while others come from adventures and most should have them.

Swapping Legendaries, 8-9 drops. Any duplicate card, or 8-9 drop can be swapped in for a Giant that costs 12 or more. the 12+ cards are unlikely to be drawed, and therefor act as filler cards.

Any 9 drop dragon can be replaced with whatever 9 drop dragon you have. They are unlikely to be played anyways. The legendary dragons aren't essential and can be swapped for any other 9 drop dragon: they're mainly there for blackhand.

Just a little fun screenshots below, you can figure out what happened ;)